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  • bi-directional o2m/m2o beats uni-directional o2m in SQL efficiency?

    - by Henry
    Use these 2 persistent CFCs for example: // Cat.cfc component persistent="true" { property name="id" fieldtype="id" generator="native"; property name="name"; } // Owner.cfc component persistent="true" { property name="id" fieldtype="id" generator="native"; property name="cats" type="array" fieldtype="one-to-many" cfc="cat" cascade="all"; } When one-to-many (unidirectional) Note: inverse=true on unidirectional will yield undesired result: insert into cat (name) values (?) insert into Owner default values update cat set Owner_id=? where id=? When one-to-many/many-to-one (bi-directional, inverse=true on Owner.cats): insert into Owner default values insert into cat (name, ownerId) values (?, ?) Does that mean setting up bi-directional o2m/m2o relationship is preferred 'cause the SQL for inserting the entities is more efficient?

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  • Implementing tagging in JDO

    - by Julie Paltrow
    I am implementing a tagging system for a website that uses JDO . I would like to use this method. However I am new to relationships in JDO. To keep it simple, what I have looks like this: @PersistentCapable class Post { @Persistent String title; @Persistent String body; } @PersistentCapable class Tag { @Persistent String name; } What kind of JDO relationships do I need and how to implement them? I want to be able to list all Tags that belong to a Post, and also be able to list all Posts that have a given Tag. So in the end I would like to have something like this: Table: Post Columns: PostID, Title, Body Table: Tag Columns: TagID, name Table: PostTag Columns: PostID, TagID

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  • Eager fetching of children with JDO (Datanucleus)

    - by Jan
    Hi, can JDO fetch all children of a database model at once? Like: class Parent { @Persistent(mappedBy="parent") private Set<Children> children; } class Children { @Persistent private Parent parent; @Persistent private String name; } In my case, I have a large number of Parents which I fetch at once. Accessing their children then takes a lot of time because they are fetched lazily. Does JDO (Datanucleus) support their fetching at once, togehter with the Parents? I also tried to fetch all Children independantly with another quey and put them into the Level2 cache afterwards, but still they are fetched (maybe jdo doesn't know about their relationship? Because the ForeignKey (parent-id) hasn't been fetched at first?) Any ideas how to read the data structure faster? Cheers, Jan

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  • How to instert child entities in JDO (Google App Engine) ?

    - by Kerem Pekçabuk
    How do i add a record to a child entity in the example below ? For example i have a Employee Record which is name is "Sam". how do i add 2 street adress for sam ? Guess i have a The Parent entity is Employee import java.util.List; // ... @Persistent(mappedBy = "employee") private List contactInfoSets; The Child key is Adress import com.google.appengine.api.datastore.Key; // ... imports ... @PersistenceCapable public class ContactInfo { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) private Key key; @Persistent private String streetAddress; // ... }

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  • Parent key of type encoded string?

    - by user246114
    Hi, How do we create a parent key which is an encoded string? Example: class Parent { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) @Extension(vendorName="datanucleus", key="gae.encoded-pk", value="true") private String mEncKey; } class Child { @PrimaryKey @Persistent(valueStrategy = IdGeneratorStrategy.IDENTITY) @Extension(vendorName="datanucleus", key="gae.encoded-pk", value="true") private String mEncKey; // In the doc examples, they have Key as the type here. @Persistent @Extension(vendorName="datanucleus", key="gae.parent-pk", value="true") private String mParentEncKey; } yeah I'm not sure how to make mParentEncKey an encoded string type, because the 'key' label is already being used? I would need something like?: key="gae.parent-pk.encoded-pk" not sure - is that possible? Thanks

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  • Random movement of wandering monsters in x & y axis in LibGDX

    - by Vishal Kumar
    I am making a simple top down RPG game in LibGDX. What I want is ... the enemies should wander here and there in x and y directions in certain interval so that it looks natural that they are guarding something. I spend several hours doing this but could not achieve what I want. After a long time of coding, I came with this code. But what I observed is when enemies come to an end of x or start of x or start of y or end of y of the map. It starts flickering for random intervals. Sometimes they remain nice, sometimes, they start flickering for long time. public class Enemy extends Sprite { public float MAX_VELOCITY = 0.05f; public static final int MOVING_LEFT = 0; public static final int MOVING_RIGHT = 1; public static final int MOVING_UP = 2; public static final int MOVING_DOWN = 3; public static final int HORIZONTAL_GUARD = 0; public static final int VERTICAL_GUARD = 1; public static final int RANDOM_GUARD = 2; private float startTime = System.nanoTime(); private static float SECONDS_TIME = 0; private boolean randomDecider; public int enemyType; public static final float width = 30 * World.WORLD_UNIT; public static final float height = 32 * World.WORLD_UNIT; public int state; public float stateTime; public boolean visible; public boolean dead; public Enemy(float x, float y, int enemyType) { super(x, y); state = MOVING_LEFT; this.enemyType = enemyType; stateTime = 0; visible = true; dead = false; boolean random = Math.random()>=0.5f ? true :false; if(enemyType == HORIZONTAL_GUARD){ if(random) velocity.x = -MAX_VELOCITY; else velocity.x = MAX_VELOCITY; } if(enemyType == VERTICAL_GUARD){ if(random) velocity.y = -MAX_VELOCITY; else velocity.y = MAX_VELOCITY; } if(enemyType == RANDOM_GUARD){ //if(random) //velocity.x = -MAX_VELOCITY; //else //velocity.y = MAX_VELOCITY; } } public void update(Enemy e, float deltaTime) { super.update(deltaTime); e.stateTime+= deltaTime; e.position.add(velocity); // This is for updating the Animation for Enemy Movement Direction. VERY IMPORTANT FOR REAL EFFECTS updateDirections(); //Here the various movement methods are called depending upon the type of the Enemy if(e.enemyType == HORIZONTAL_GUARD) guardHorizontally(); if(e.enemyType == VERTICAL_GUARD) guardVertically(); if(e.enemyType == RANDOM_GUARD) guardRandomly(); //quadrantMovement(e, deltaTime); } private void guardHorizontally(){ if(position.x <= 0){ velocity.x= MAX_VELOCITY; velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; velocity.y= 0; } } private void guardVertically(){ if(position.y<= 0){ velocity.y= MAX_VELOCITY; velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; velocity.x= 0; } } private void guardRandomly(){ if (System.nanoTime() - startTime >= 1000000000) { SECONDS_TIME++; if(SECONDS_TIME % 5==0) randomDecider = Math.random()>=0.5f ? true :false; if(SECONDS_TIME>=30) SECONDS_TIME =0; startTime = System.nanoTime(); } if(SECONDS_TIME <=30){ if(randomDecider && position.x >= 0) velocity.x= -MAX_VELOCITY; else{ if(position.x < World.mapWidth-width) velocity.x= MAX_VELOCITY; else velocity.x= -MAX_VELOCITY; } velocity.y =0; } else{ if(randomDecider && position.y >0) velocity.y= -MAX_VELOCITY; else velocity.y= MAX_VELOCITY; velocity.x =0; } /* //This is essential so as to keep the enemies inside the boundary of the Map if(position.x <= 0){ velocity.x= MAX_VELOCITY; //velocity.y= 0; } else if(position.x>= World.mapWidth-width){ velocity.x= -MAX_VELOCITY; //velocity.y= 0; } else if(position.y<= 0){ velocity.y= MAX_VELOCITY; //velocity.x= 0; } else if(position.y>= World.mapHeight- height){ velocity.y= -MAX_VELOCITY; //velocity.x= 0; } */ } private void updateDirections() { if(velocity.x > 0) state = MOVING_RIGHT; else if(velocity.x<0) state = MOVING_LEFT; else if(velocity.y>0) state = MOVING_UP; else if(velocity.y<0) state = MOVING_DOWN; } public Rectangle getBounds() { return new Rectangle(position.x, position.y, width, height); } private void quadrantMovement(Enemy e, float deltaTime) { int temp = e.getEnemyQuadrant(e.position.x, e.position.y); boolean random = Math.random()>=0.5f ? true :false; switch(temp){ case 1: velocity.x = MAX_VELOCITY; break; case 2: velocity.x = MAX_VELOCITY; break; case 3: velocity.x = -MAX_VELOCITY; break; case 4: velocity.x = -MAX_VELOCITY; break; default: if(random) velocity.x = MAX_VELOCITY; else velocity.y =-MAX_VELOCITY; } } public float getDistanceFromPoint(float p1,float p2){ Vector2 v1 = new Vector2(p1,p2); return position.dst(v1); } private int getEnemyQuadrant(float x, float y){ Rectangle enemyQuad = new Rectangle(x, y, 30, 32); if(ScreenQuadrants.getQuad1().contains(enemyQuad)) return 1; if(ScreenQuadrants.getQuad2().contains(enemyQuad)) return 2; if(ScreenQuadrants.getQuad3().contains(enemyQuad)) return 3; if(ScreenQuadrants.getQuad4().contains(enemyQuad)) return 4; return 0; } } Is there a better way of doing this. I am new to game development. I shall be very grateful to any help or reference.

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • Why is mesh baking causing huge performance spikes?

    - by jellyfication
    A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing multiple ridigbodies with mesh colliders. Every FixedUpdate(), my parent object rotates around the player. Rotating the world causes mesh scaling. Here is the code that handles world rotation. private void Update() { input.update(); Vector3 currentInput = input.GetDirection(); worldParent.rotation = initialRotation; worldParent.DetachChildren(); worldParent.position = transform.position; world.parent = worldParent; worldParent.Rotate(Vector3.right, currentInput.x * 50f); worldParent.Rotate(Vector3.forward, currentInput.z * 50f); } How can I get rid of mesh scaling ? Mesh.Bake physx seems to take effect after some time, is it possible to disable this function ? The profiler looks like this: Bottom-left panel shows data before spikes, the right after

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  • 6 Reasons Why You Can’t Move Your Cell Phone To Any Carrier You Want

    - by Chris Hoffman
    You can buy a laptop or Wi-Fi tablet and use it on Wi-Fi anywhere in the world, so why are cell phones and devices with mobile data not portable between different cellular networks in the same country? Unlike with Wi-Fi, there are many different competing cellular network standards — both around the world and within countries. Cellular carriers also like locking you to their specific network and making it difficult to move. That’s what contracts are for. Phone Locking Many phones are sold locked to a specific network. When you buy a phone from a cellular carrier, they often lock that phone to their network so you can’t take it to a competitor’s network. That’s why you’ll often need to unlock a phone before you can move it to a different cellular provider or take it to a different country and use it on a local provider instead of roaming. Cellular carriers will generally unlock your phone for you as long as you’re no longer in a contract with them. However, unlocking a cell phone you’ve paid for without your carrier’s permission is currently a crime in the USA. GSM vs. CDMA Some cellular networks use the GSM (Global System for Mobile Communications) standard, while some use CDMA (Code-division multiple access). Worldwide, most cellular networks use GSM. In the USA, both GSM and CDMA are popular. Verizon, Sprint, and other carriers that use their networks use CDMA. AT&T, T-Mobile, and other carriers that use their networks are use GSM. These are two competing standards and are not interoperable. This means you can’t simply take a phone from Verizon to T-Mobile, or from AT&T to Sprint. These carriers have incompatible phones. CDMA Restrictions CDMA is more restricted than GSM. GSM phones have SIM cards. Simply open the phone, pop out the SIM card, and pop in a new SIM card to switch carriers. (In reality, it’s more complicated thanks to phone locking and other factors here.) CDMA phones don’t have removable modules like this. All CDMA phones ship locked to a specific network and you’d have to get both your old carrier and your new carrier to cooperate to switch phones between them. In reality, many people just consider CDMA phones eternally locked to a specific carrier. Frequencies Different cellular networks throughout the USA and the rest of the world use different frequencies. These radio frequencies have to be supported by your phone’s hardware or your phone simply can’t work on a network using those frequencies. Many GSM phones support three or four bands of frequencies — 900/1800/1900 MHz, 850/1800/1900 MHz, or 850/900/1800/1900 MHz. These are sometimes called “world phones” because they allow easier roaming. This allows the manufacturer to produce a phone that will support all GSM networks in the world and allows their customers to travel with those phones. If your phone doesn’t support the appropriate frequencies, it won’t work on certain networks. LTE Bands When it comes to newer, faster LTE networks, different frequencies are still a concern. LTE frequencies are generally known as “LTE bands.” To use a smartphone on a certain LTE network, that smartphone will have to support that LTE network’s frequency. Different models of phones are often created to work on different LTE networks around the world. However, phones are generally supporting more and more LTE networks and becoming more and more interoperable over time. SIM Card Sizes The SIM cards used in GSM phones come in different sizes. Newer phones use smaller SIM cards to save space and be more compact. This isn’t a big obstacle, as the different sizes of SIM cards — full-size SIM, mini-SIM, micro-SIM, and nano-SIM are actually compatible. The only difference between them is the size of the plastic card surrounding the SIM’s chip. The actual chip is the same size between all the SIM cards. This means you can take an old SIM card and cut the plastic off until it becomes a smaller-size SIM card that fits in a modern phone. Or, you can take a smaller-size SIM card and insert it into a tray so that it becomes a larger-size SIM card that fits in an older phone. Be aware that it’s very possible to damage your SIM card and make it not work properly by cutting it to the wrong dimensions. Your cellular carrier will often be able to cut your SIM card for you or give you a new one if you want to use an old SIM card in a new phone. Hopefully they won’t overcharge you for this service, too. Be sure to check what types of networks, frequencies, and LTE bands your phone supports before trying to move it between networks. You may have to buy a new phone when moving between certain cellular carriers. Image Credit: Morgan on Flickr, 22n on Flickr

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  • JPA - insert and retrieve clob and blob types

    - by pachunoori.vinay.kumar(at)oracle.com
    This article describes about the JPA feature for handling clob and blob data types.You will learn the following in this article. @Lob annotation Client code to insert and retrieve the clob/blob types End to End ADFaces application to retrieve the image from database table and display it in web page. Use Case Description Persisting and reading the image from database using JPA clob/blob type. @Lob annotation By default, TopLink JPA assumes that all persistent data can be represented as typical database data types. Use the @Lob annotation with a basic mapping to specify that a persistent property or field should be persisted as a large object to a database-supported large object type. A Lob may be either a binary or character type. TopLink JPA infers the Lob type from the type of the persistent field or property. For string and character-based types, the default is Clob. In all other cases, the default is Blob. Example Below code shows how to use this annotation to specify that persistent field picture should be persisted as a Blob. public class Person implements Serializable {    @Id    @Column(nullable = false, length = 20)    private String name;    @Column(nullable = false)    @Lob    private byte[] picture;    @Column(nullable = false, length = 20) } Client code to insert and retrieve the clob/blob types Reading a image file and inserting to Database table Below client code will read the image from a file and persist to Person table in database.                       Person p=new Person();                      p.setName("Tom");                      p.setSex("male");                      p.setPicture(writtingImage("Image location"));// - c:\images\test.jpg                       sessionEJB.persistPerson(p); //Retrieving the image from Database table and writing to a file                       List<Person> plist=sessionEJB.getPersonFindAll();//                      Person person=(Person)plist.get(0);//get a person object                      retrieveImage(person.getPicture());   //get picture retrieved from Table //Private method to create byte[] from image file  private static byte[] writtingImage(String fileLocation) {      System.out.println("file lication is"+fileLocation);     IOManager manager=new IOManager();        try {           return manager.getBytesFromFile(fileLocation);                    } catch (IOException e) {        }        return null;    } //Private method to read byte[] from database and write to a image file    private static void retrieveImage(byte[] b) {    IOManager manager=new IOManager();        try {            manager.putBytesInFile("c:\\webtest.jpg",b);        } catch (IOException e) {        }    } End to End ADFaces application to retrieve the image from database table and display it in web page. Please find the application in this link. Following are the j2ee components used in the sample application. ADFFaces(jspx page) HttpServlet Class - Will make a call to EJB and retrieve the person object from person table.Read the byte[] and write to response using Outputstream. SessionEJBBean - This is a session facade to make a local call to JPA entities JPA Entity(Person.java) - Person java class with setter and getter method annotated with @Lob representing the clob/blob types for picture field.

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  • .NETTER Code Starter Pack v1.0.beta Released

    - by Mohammad Ashraful Alam
    .NETTER Code Starter Pack contains a gallery of Visual Studio 2010 solutions leveraging latest and new technologies released by Microsoft. Each Visual Studio solution included here is focused to provide a very simple starting point for cutting edge development technologies and framework, using well known Northwind database. The current release of this project includes starter samples for the following technologies: ASP.NET Dynamic Data QuickStart (TBD) Azure Service Platform Windows Azure Hello World Windows Azure Storage Simple CRUD Database Scripts Entity Framework 4.0 (TBD) SharePoint 2010 Visual Web Part Linq QuickStart Silverlight Business App Hello World WCF RIA Services QuickStart Utility Framework MEF Moq QuickStart T-4 QuickStart Unity QuickStart WCF WCF Data Services QuickStart WCF Hello World WorkFlow Foundation Web API Facebook Toolkit QuickStart Download link: http://codebox.codeplex.com/releases/view/57382 Technorati Tags: release,new release,asp.net,mef,unity,sharepoint,wcf

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  • OData where art thou?

    - by Brian
    Douglas Purdy explains. I think the best part will be the governmental aspect. All public record should be available in a way that’s easy to query IMHO. From the article: Many of us at Microsoft believe the OData protocol can help usher in a more open and programmable Web by creating a common funnel to expose rich data, thereby creating a world of customized consumer mash-ups; a world where government data is transparent and accessible to any citizen; a world where you can ask a question and know, “There’s a feed for that.” Do check out www.odata.org, and while you’re at it, check out codename Dallas. For all those government IT workers out there, consider the savings. No need to pay someone to format the data for a specific department or constituent. Just put it online and point them there.

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  • Scene Graph Traversing Techniques

    - by Bunkai.Satori
    Scene Graph seems to be the most effective way of representing the game world. The game world usually tends to be as large as the memory and device can handle. In contrast, the screen of the device captures only a fraction of the Game World/Scene Graph. Ideally, I wish to process(update and render) only the visible game objects/nodes on per-frame basis. My question therefore is, how to traverse the scene graph so, that I will focus only on the game notes that are in the camera frustum? How to organize data so that I can easily focus only on the scene graph nodes visible to me? What are techniques to minimize scenegraph traversal time? Is there such way as more effective traversal, or do I have to traverse whole scene graph on per-frame basis?

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  • Python or C server hosting for indie development

    - by Richard Fabian
    I've written a lot of the game, but it's singleplayer. Now we want to join up and play together. I want to host it like an MMO, but haven't got any personal ability to host (no static IPs or direct access to a reasonable router that will allow me to port forward) so I wondered if there were any free / very cheap hosting solutions for people developing games that need to develop their MMO side. In my case it's a world server for a 2D game where the world map can be changed by the players. So, GAE sounds expensive, as there would be quite a few updates per second (I heard they bill for data updates but not for download, but can't find refernce to billing anywhere on the FAQs) I'd prefer to be able to write the server in python as that's what the game is written in (with pygame), but C is fine, and maybe even better as it might prompt me to write some more performant world generator code ;)

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  • Site-to-Site PPTP VPN connection between two Windows Server 2008 R2 servers

    - by steve_eyre
    We have two Windows Server 2008 R2 machines, one in our main office and one in a new office which we have just moved offsite. The main office has previously been handling client-to-server PPTP VPN connections. Now that we have moved our second server out of office, we want to set up a demand-dial or persistent VPN connection from the second server to the primary. Using a custom setting RRAS profile, we have successfully managed to set up a site-to-site VPN connection so that from the second server itself, it can access any of the devices in the main office and communicate back. However, any connected machines in the second office cannot use this connection, even when using the second server as gateway. The demand-dial interface is setup from the Second Server dialing into Main Server and a static route set up on RRAS for 192.168.0.0 with subnet mask 255.255.0.0 pointing down this network interface. The main office has the network of 192.168.0.0/16 (subnet mask 255.255.0.0). The second office has the network of 172.16.100.0/24 (subnet mask 255.255.255.0). What steps do we need to take to ensure traffic from the second office PCs going towards 192.168.x.x addresses use the VPN route? Many Thanks in advance for any help the community can offer. Debug Information Here is the route print output from the second server: =========================================================================== Interface List 23...........................Main Office 22...........................RAS (Dial In) Interface 16...e0 db 55 12 fa 02 ......Local Area Connection - Virtual Network 1...........................Software Loopback Interface 1 12...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter 14...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #2 24...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #3 =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 172.16.100.250 172.16.100.222 261 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 <MAIN OFFICE IP> 255.255.255.255 172.16.100.250 172.16.100.222 6 172.16.100.0 255.255.255.0 On-link 172.16.100.222 261 172.16.100.113 255.255.255.255 On-link 172.16.100.113 306 172.16.100.222 255.255.255.255 On-link 172.16.100.222 261 172.16.100.223 255.255.255.255 On-link 172.16.100.222 261 172.16.100.224 255.255.255.255 On-link 172.16.100.222 261 172.16.100.225 255.255.255.255 On-link 172.16.100.222 261 172.16.100.226 255.255.255.255 On-link 172.16.100.222 261 172.16.100.227 255.255.255.255 On-link 172.16.100.222 261 172.16.100.228 255.255.255.255 On-link 172.16.100.222 261 172.16.100.229 255.255.255.255 On-link 172.16.100.222 261 172.16.100.230 255.255.255.255 On-link 172.16.100.222 261 172.16.100.255 255.255.255.255 On-link 172.16.100.222 261 192.168.0.0 255.255.0.0 192.168.101.87 192.168.101.17 266 192.168.101.17 255.255.255.255 On-link 192.168.101.17 266 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 172.16.100.222 261 224.0.0.0 240.0.0.0 On-link 172.16.100.113 306 224.0.0.0 240.0.0.0 On-link 192.168.101.17 266 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 172.16.100.222 261 255.255.255.255 255.255.255.255 On-link 172.16.100.113 306 255.255.255.255 255.255.255.255 On-link 192.168.101.17 266 =========================================================================== Persistent Routes: Network Address Netmask Gateway Address Metric 0.0.0.0 0.0.0.0 192.168.0.200 Default 0.0.0.0 0.0.0.0 172.16.100.250 Default =========================================================================== IPv6 Route Table =========================================================================== Active Routes: If Metric Network Destination Gateway 1 306 ::1/128 On-link 16 261 fe80::/64 On-link 16 261 fe80::edf4:85c6:3c15:dcbe/128 On-link 1 306 ff00::/8 On-link 16 261 ff00::/8 On-link 22 306 ff00::/8 On-link =========================================================================== Persistent Routes: None And here is the route print from one of the second office PCs: =========================================================================== Interface List 11...10 78 d2 32 53 27 ......Atheros AR8151 PCI-E Gigabit Ethernet Controller 1...........................Software Loopback Interface 1 12...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter 13...00 00 00 00 00 00 00 e0 Teredo Tunneling Pseudo-Interface =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 172.16.100.250 172.16.100.103 10 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 172.16.100.0 255.255.255.0 On-link 172.16.100.103 266 172.16.100.103 255.255.255.255 On-link 172.16.100.103 266 172.16.100.255 255.255.255.255 On-link 172.16.100.103 266 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 172.16.100.103 266 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 172.16.100.103 266 =========================================================================== Persistent Routes: None IPv6 Route Table =========================================================================== Active Routes: If Metric Network Destination Gateway 1 306 ::1/128 On-link 11 266 fe80::/64 On-link 11 266 fe80::e973:de17:a045:aa78/128 On-link 1 306 ff00::/8 On-link 11 266 ff00::/8 On-link =========================================================================== Persistent Routes: None

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  • Weird routing issue (updated)

    - by smccloud
    I just updated the route tables due to a mistake on my part. I am working on getting networking working correctly on a cluster of 14 virtual servers at a customer site. 11 of them work fine for routing and 3 don't work correctly for their administrative network (172.28.56.0). All are running Windows Web Server 2008R2. Default gateway is set on the production network (172.28.58.0) and not on the administrative network (handled with persistent static routes). On a working server, route print gives me the following (MACs redacted) =========================================================================== Interface List 11...XX XX XX XX XX XX ......Intel(R) PRO/1000 MT Network Connection 13...XX XX XX XX XX XX00 0c 29 85 b2 98 ......Intel(R) PRO/1000 MT Network Connection #2 1...........................Software Loopback Interface 1 12...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter 14...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #2 15...00 00 00 00 00 00 00 e0 Teredo Tunneling Pseudo-Interface =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 172.28.58.1 172.28.58.11 266 10.18.1.22 255.255.255.255 172.28.58.1 172.28.58.11 11 10.32.0.0 255.255.0.0 172.28.56.1 172.28.56.201 11 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 172.28.34.0 255.255.255.0 172.28.56.1 172.28.56.201 11 172.28.42.0 255.255.255.0 172.28.56.1 172.28.56.201 11 172.28.56.0 255.255.255.0 On-link 172.28.56.201 266 172.28.56.0 255.255.255.0 172.28.56.1 172.28.56.201 11 172.28.56.201 255.255.255.255 On-link 172.28.56.201 266 172.28.56.255 255.255.255.255 On-link 172.28.56.201 266 172.28.58.0 255.255.255.224 On-link 172.28.58.11 266 172.28.58.0 255.255.255.224 172.28.58.1 172.28.58.11 11 172.28.58.1 255.255.255.255 172.28.58.1 172.28.58.11 11 172.28.58.11 255.255.255.255 On-link 172.28.58.11 266 172.28.58.31 255.255.255.255 On-link 172.28.58.11 266 172.28.60.0 255.255.255.0 172.28.56.1 172.28.56.201 11 172.28.63.0 255.255.255.0 172.28.56.1 172.28.56.201 11 192.168.0.0 255.255.0.0 172.28.56.1 172.28.56.201 11 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 172.28.56.201 266 224.0.0.0 240.0.0.0 On-link 172.28.58.11 266 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 172.28.56.201 266 255.255.255.255 255.255.255.255 On-link 172.28.58.11 266 =========================================================================== Persistent Routes: Network Address Netmask Gateway Address Metric 172.28.56.0 255.255.255.0 172.28.56.1 1 172.28.63.0 255.255.255.0 172.28.56.1 1 192.168.0.0 255.255.0.0 172.28.56.1 1 172.28.60.0 255.255.255.0 172.28.56.1 1 10.32.0.0 255.255.0.0 172.28.56.1 1 172.28.34.0 255.255.255.0 172.28.56.1 1 172.28.42.0 255.255.255.0 172.28.56.1 1 0.0.0.0 0.0.0.0 172.28.58.1 Default =========================================================================== IPv6 Route Table =========================================================================== Active Routes: If Metric Network Destination Gateway 1 306 ::1/128 On-link 1 306 ff00::/8 On-link =========================================================================== Persistent Routes: None On one of the non-working server, route print gives me the following (MACs redacted) =========================================================================== Interface List 11...XX XX XX XX XX XX ......Intel(R) PRO/1000 MT Network Connection 13...XX XX XX XX XX XX ......Intel(R) PRO/1000 MT Network Connection #2 1...........................Software Loopback Interface 1 12...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter 14...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #2 16...00 00 00 00 00 00 00 e0 Teredo Tunneling Pseudo-Interface =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 172.28.58.1 172.28.58.21 266 10.32.0.0 255.255.0.0 172.28.56.1 172.28.56.211 11 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 172.28.34.0 255.255.255.0 172.28.56.1 172.28.56.211 11 172.28.42.0 255.255.255.0 172.28.56.1 172.28.56.211 11 172.28.56.0 255.255.255.0 172.28.56.1 172.28.56.211 11 172.28.56.211 255.255.255.255 On-link 172.28.56.211 266 172.28.58.0 255.255.255.0 172.28.58.1 172.28.58.21 11 172.28.58.0 255.255.255.224 On-link 172.28.58.21 266 172.28.58.21 255.255.255.255 On-link 172.28.58.21 266 172.28.58.31 255.255.255.255 On-link 172.28.58.21 266 172.28.60.0 255.255.255.0 172.28.56.1 172.28.56.211 11 172.28.63.0 255.255.255.0 172.28.56.1 172.28.56.211 11 192.168.0.0 255.255.0.0 172.28.56.1 172.28.56.211 11 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 172.28.56.211 266 224.0.0.0 240.0.0.0 On-link 172.28.58.21 266 255.255.255.255 255.255.255.255 On-link 127.0.0.1 06 255.255.255.255 255.255.255.255 On-link 172.28.56.211 266 255.255.255.255 255.255.255.255 On-link 172.28.58.21 266 =========================================================================== Persistent Routes: Network Address Netmask Gateway Address Metric 172.28.56.0 255.255.255.0 172.28.56.1 1 172.28.60.0 255.255.255.0 172.28.56.1 1 172.28.63.0 255.255.255.0 172.28.56.1 1 172.28.34.0 255.255.255.0 172.28.56.1 1 172.28.42.0 255.255.255.0 172.28.56.1 1 192.168.0.0 255.255.0.0 172.28.56.1 1 10.32.0.0 255.255.0.0 172.28.56.1 1 0.0.0.0 0.0.0.0 172.28.58.1 Default 172.28.58.0 255.255.255.0 172.28.58.1 1 =========================================================================== IPv6 Route Table =========================================================================== Active Routes: If Metric Network Destination Gateway 1 306 ::1/128 On-link 1 306 ff00::/8 On-link =========================================================================== Persistent Routes: None I am at a complete loss why the non-working servers have no On-link route for 172.28.56.0. Does anyone have any suggestions on what I should be looking at to figure this out? Also, I do have "physical" access to the console if needed through vSphere Client.

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  • Deep in the Heart of Texas

    - by Applications User Experience
    Author: Erika Webb, Manager, Fusion Applications UX User Assistance When I was first working in the usability field, the only way I could consider conducting a usability study was to bring a potential user to a lab environment where I could show them whatever I was interested in learning more about and ask them questions. While I hate to reveal just how long I have been working in this field, let's just say that pads of paper and a stopwatch were key tools for any test I conducted. Over the years, I have worked in simple labs with basic video taping equipment and not much else, and I have worked in corporate environments with sophisticated usability labs and state-of-the-art equipment. Years ago, we conducted all usability studies at the location of the user. If we wanted to see if there were any differences between users in New York, Chicago, and Los Angeles, we went to those places to run the test. A lab environment is very useful for many test situations. However, there has always been a debate in the usability field about whether bringing someone into a lab environment, however friendly we make it, somehow intrinsically changes the behavior of the user as compared to having them work in their own environment, at their own desk, and on their own computer. We developed systems to create a portable usability lab, so that we could go to the users that we needed to test.  Do lab environments change user behavior patterns? Then 9/11 hit. You may not remember, but no planes flew for weeks afterwards. Companies all over the world couldn't fly-in employees for meetings. Suddenly, traveling to the location of the users had an additional difficulty. The company I was working for at the time had usability specialists stuck in New York for days before they could finally rent a car and drive home to Colorado. This changed the world pretty suddenly, and technology jumped on the change. Companies offering Internet meeting tools were strugglinguntil no one could travel. The Internet boomed with collaboration tools that enabled people to work together wherever they happened to be. This change in technology has made a huge difference in my world. We use collaborative tools to bring our product concepts and ideas to the user across the Internet. As a global company, we benefit from having users from all over the world inform our designs. We now run usability studies with users all over the world in a single day, a feat we couldn't have accomplished 10 years ago by plane! Other technology companies have started to do more of this type of usability testing, since the tools have improved so dramatically. Plus, in our busy world, it's not always easy to find users who can take the time away from their jobs to come to our labs. reaching users where it is convenient for them greatly improves the odds that people do participate. I manage a team of usability specialists who live in India and California, whlie I live in Colorado. We have wonderful labs that we bring users into to show them our products. But very often, we run our studies remotely. We used to take the lab to the users now we use the labs, but we let the users stay where they are. We gain users who might not have been able to leave work to come to our labs, and they get to use the system they are familiar with. And we gain users nearly anywhere that we can set up an Internet connection, as long as the users have a phone, a broadband connection, and a compatible Web browser (with no pop-up blockers). After we recruit participants in a traditional manner, we send them an invitation to participate through the use of a telephone conference call and Web conferencing tool. At Oracle, we use Oracle Web Conference part of Oracle Collaboration Suite, which enables us to give the user control of the mouse, while we present a prototype or wireframe pictures. We can record the sessions over the Web and phone conference. We send the users instructions, plus tips to ensure that we won't have problems sharing screens. In some cases, when time is tight, we even run a five-minute "test session" with users a day in advance to be sure that we can connect. Prior to the test, we send users a participant script that contains information about the study, including any questionnaires. This is exactly the same script we give to participants who come to the labs. We ask users to print this before the beginning of the session. We generally run these studies by having a usability engineer in our usability labs, so that we can record the session as though the user were in the lab with us. Roughly 80% of our application software usability testing at Oracle is performed using remote methods. The probability of getting a   remote test participant decreases the higher up the person is in the target organization. We have a methodology checklist available to help our usability engineers work through the remote processes.

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  • Is throwing an error in unpredictable subclass-specific circumstances a violation of LSP?

    - by Motti Strom
    Say, I wanted to create a Java List<String> (see spec) implementation that uses a complex subsystem, such as a database or file system, for its store so that it becomes a simple persistent collection rather than an basic in-memory one. (We're limiting it specifically to a List of Strings for the purposes of discussion, but it could extended to automatically de-/serialise any object, with some help. We can also provide persistent Sets, Maps and so on in this way too.) So here's a skeleton implementation: class DbBackedList implements List<String> { private DbBackedList() {} /** Returns a list, possibly non-empty */ public static getList() { return new DbBackedList(); } public String get(int index) { return Db.getTable().getRow(i).asString(); // may throw DbExceptions! } // add(String), add(int, String), etc. ... } My problem lies with the fact that the underlying DB API may encounter connection errors that are not specified in the List interface that it should throw. My problem is whether this violates Liskov's Substitution Principle (LSP). Bob Martin actually gives an example of a PersistentSet in his paper on LSP that violates LSP. The difference is that his newly-specified Exception there is determined by the inserted value and so is strengthening the precondition. In my case the connection/read error is unpredictable and due to external factors and so is not technically a new precondition, merely an error of circumstance, perhaps like OutOfMemoryError which can occur even when unspecified. In normal circumstances, the new Error/Exception might never be thrown. (The caller could catch if it is aware of the possibility, just as a memory-restricted Java program might specifically catch OOME.) Is this therefore a valid argument for throwing an extra error and can I still claim to be a valid java.util.List (or pick your SDK/language/collection in general) and not in violation of LSP? If this does indeed violate LSP and thus not practically usable, I have provided two less-palatable alternative solutions as answers that you can comment on, see below. Footnote: Use Cases In the simplest case, the goal is to provide a familiar interface for cases when (say) a database is just being used as a persistent list, and allow regular List operations such as search, subList and iteration. Another, more adventurous, use-case is as a slot-in replacement for libraries that work with basic Lists, e.g if we have a third-party task queue that usually works with a plain List: new TaskWorkQueue(new ArrayList<String>()).start() which is susceptible to losing all it's queue in event of a crash, if we just replace this with: new TaskWorkQueue(new DbBackedList()).start() we get a instant persistence and the ability to share the tasks amongst more than one machine. In either case, we could either handle connection/read exceptions that are thrown, perhaps retrying the connection/read first, or allow them to throw and crash the program (e.g. if we can't change the TaskWorkQueue code).

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Xna Loading Screens

    - by Cyral
    I'm making a 2D XNA game. I'd like to implement loading screens when stuff has to load for a while. Like when I login to an account, connect to the server, and generate worlds. I'm pretty sure it needs to be multithreaded, because I want to be able to do something like "Generating World 10%...11%...". GenerateWorld() { //Call StartLoading("Generating World"); or something //Starter generating, Updating progress... //End loading screen and fade into world } Help appreciated, I'm new.

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  • Moving camera, or camera with discrete "screens"?

    - by Jacob Millward
    I'm making a game with a friend, but having trouble deciding on a camera style. The basic idea for the game, is having a randomly generated 2-dimensional world, with settlements in it. These settlements would have access to different resources, and it would be the job of the player to create bridges and ladders and links between these villages so they can trade. The player would advance personally by getting better gear, fighting monsters and looking for materials in the world, in order to craft and trade them at the settlements. My friend wants to use an old-style camera, where the world is split into a discrete number of screens that the player moves between. Similar to early Zelda dungeons, or Knytt Stories. This is opposite to me, as I want a standard camera that follows the player around as I feel the split-screen style camera limits the game. Can anyone argue the case either way? We've hit a massive roadblock here and can't seem to get past it.

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  • Ubuntu KVM Networking

    - by Guest
    I have two VMs ( linux based VM ) running on a UBUNTU/QEMU KVM. I am looking at a simple networking model, where in the VMs have public address and need to talk to the outside world and the outside world should be able to talk to the VMs as well. I did this Created a bridge with A.B.C.D/16 ( class B address ) eth2 is part of the brige with A.B.C.E /32 host address VM's interface ( through TAP ) has A.B.C.F / 16 address eth2 and VM interface are both part of the bridge. Now however, I am unable to ping these address from the outside world. If i remove eth2 from the bridge, I am able to ping the eth2. Please let me know what is going on. Guest

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  • Benchmarks Using Oracle Solaris 11

    - by Brian
    The following is a list of links to recent benchmarks which used Oracle Solaris 11. Oracle TimesTen In-Memory Database Performance on SPARC T4-2 World Record Performance on PeopleSoft Enterprise Financials Benchmark on SPARC T4-2 SPARC T4 Servers Running Oracle Solaris 11 and Oracle RAC Deliver World Record on PeopleSoft HRMS 9.1 SPEC CPU2006 Results on Oracle's Sun x86 Servers SPARC T4-4 Beats 8-CPU IBM POWER7 on TPC-H @3000GB Benchmark SPARC T4-2 Delivers World Record SPECjvm2008 Result with Oracle Solaris 11 SPARC T4-2 Server Beats Intel (Westmere AES-NI) on ZFS Encryption Tests SPARC T4 Processor Beats Intel (Westmere AES-NI) on AES Encryption Tests SPARC T4 Processor Outperforms IBM POWER7 and Intel (Westmere AES-NI) on OpenSSL AES Encryption Test SPARC T4-1 Server Outperforms Intel (Westmere AES-NI) on IPsec Encryption Tests SPARC T4-2 Server Beats Intel (Westmere AES-NI) on SSL Network Tests SPARC T4-2 Server Beats Intel (Westmere AES-NI) on Oracle Database Tablespace Encryption Queries

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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • Ubuntu Live USB: best practices for secure net traffic

    - by Och
    I want to to set up a live USB with Ubuntu, in the most secure way. So I want to have the persistent data on a second USB, something that its not that much problematic. How to configure a very safe Internet surfing (throughout a VPN?) Which are the best practices that could be implemented to have the Ubuntu live in a USB, the persistent data in other, and with the Internet access to a VPN (the Ubuntu privacy remix gives most of this, except the VPN config), Any ideas of how to combine the best of Ubuntu privacy remix, and Internet access to a VPN?

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