Search Results

Search found 17621 results on 705 pages for 'just my correct opinion'.

Page 477/705 | < Previous Page | 473 474 475 476 477 478 479 480 481 482 483 484  | Next Page >

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

    Read the article

  • Collision detection doesn't work for automated elements in XNA 4.0

    - by NDraskovic
    I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. I tried to solve this by making a model of a laser and checking if the box collides with it. I had some problems with BoundingSpheres of models meshes so I simply create a BoundingSphere and place it in the same place as the model. I organized them into a list of BoundingSpheres called "spheres" and for each model I create one BoundingSphere. All models except the box are static, so the box object has its own BoundingSphere (not a member of the "spheres" list). I also implemented a picking algorithm that I use to start the movement. This is the code that checks for collision: if (spheres.Count != 0) { for (int i = 1; i < spheres.Count; i++) { if (spheres[i].Intersects(PickingRay) != null && Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton) { start = true; break; } if (BoxSphere.Intersects(spheres[i]) && start) { MoveBox(0, false);//The MoveBox function receives the direction (0) and a bool value that dictates whether the box should move or not (false means stop) start = false; break; } if (start /*&& Microsoft.Xna.Framework.Input.ButtonState.Pressed == Mouse.GetState().LeftButton*/ && !BoxSphere.Intersects(spheres[i])) { MoveBox(0, true); break; } } The problem is this: When I use the mouse to move the box (the commented part in the third if condition) the collision works fine (I have another part of code that I removed to simplify my question - it calculates the "address" of the box, and by that number I know that the collision is correct). But when I comment it (like in this example) the box just passes trough the lasers and does not detect the collision (the idea is that the box stops at each laser and the user passes it forth by clicking on the appropriate "switch"). Can you see the problem? Please help, and if you need more informations I will try to give them. Thanks

    Read the article

  • Understanding exceptional cases

    - by Justin
    I've been studying the use of exceptions in various php projects (such as Doctrine and Zend Framework). Exceptions seem to be thrown when unordinary input/state occurs. A perfect example is Doctrine throwing an exception when you try to use a invalid query string. I think the creators of the doctrine api understood that first, you can't query data by using an invalid DQL statement, and a developer should immediately be warned that an error has occurred, rather then letting execution continue with the possibility of an error code going un-checked. I also bet that this simplifies reading the code. I can't think of a situation where you would want to use an invalid DQL statement, except unit testing. Since this is true, it's better to avoid plaguing a bunch of code with null/error checks and use exceptions. I've read in books that exceptions shouldn't be thrown when validating dating user input. I've seen examples where of where the guideline is broken. One example is the Zend framework. If supplying an invalid controller or action name, an exception is thrown. Unlike doctrine, the user has more direct control over this sort of input. I know you can configure an error controller and set up a 404 message or what have you, but I'm curious why they have used an exception in this scenario? I guess you can argue the Zend Framework does not know how to continue processing the quest. One last example Is I wrote a function to return some html based on a given resource type. This resource type is hard-coded and sent when a user interacts with a web site (such as clicking a button to display the form to input data). I don't expect users to be mucking around with the request type. Under normal operating conditions, the resource type should be valid. To clean up some logic, I was going to throw an exception if a particular form wasn't found. This is mainly to find the correct form associated with a resource type so proper validation can occur. Does this sound like a valid use case for an exception? Right now it's pretty trivial, but I do plan to implement a restful consumer and re-using a function to map resources to their validation services would be very useful. I can then catch the exception and based on the consumer, return an error message suitable for the request type...

    Read the article

  • How do you make a bullet ricochet off a vertical wall?

    - by Bagofsheep
    First things first. I am using C# with XNA. My game is top-down and the player can shoot bullets. I've managed to get the bullets to ricochet correctly off horizontal walls. Yet, despite using similar methods (e.g. http://stackoverflow.com/questions/3203952/mirroring-an-angle) and reading other answered questions about this subject I have not been able to get the bullets to ricochet off a vertical wall correctly. Any method I've tried has failed and sometimes made ricocheting off a horizontal wall buggy. Here is the collision code that calls the ricochet method: //Loop through returned tile rectangles from quad tree to test for wall collision. If a collision occurs perform collision logic. for (int r = 0; r < returnObjects.Count; r++) if (Bullets[i].BoundingRectangle.Intersects(returnObjects[r])) Bullets[i].doCollision(returnObjects[r]); Now here is the code for the doCollision method. public void doCollision(Rectangle surface) { if (Ricochet) doRicochet(surface); else Trash = true; } Finally, here is the code for the doRicochet method. public void doRicochet(Rectangle surface) { if (Position.X > surface.Left && Position.X < surface.Right) { //Mirror the bullet's angle. Rotation = -1 * Rotation; //Moves the bullet in the direction of its rotation by given amount. moveFaceDirection(Sprite.Width * BulletScale.X); } else if (Position.Y > surface.Top && Position.Y < surface.Bottom) { } } Since I am only dealing with vertical and horizontal walls at the moment, the if statements simply determine if the object is colliding from the right or left, or from the top or bottom. If the object's X position is within the boundaries of the tile's X boundaries (left and right sides), it must be colliding from the top, and vice verse. As you can see, the else if statement is empty and is where the correct code needs to go.

    Read the article

  • “It Isn’t Easy At All; Otherwise, Everyone Would Be Doing It”

    - by Kathryn Perry
    A few months ago, JP Saunders (pictured left), who leads the go-to-market initiatives for the Oracle CX Service offering, kicked off a series of articles about modern customer service. He contends that to take care of customers?and the people that support those customers?companies need to make it easy to deliver consistently great experiences. But it’s not easy; it’s an art. The six posts in The Art of Easy series will help you better understand some of the customer service challenges you face and how to avoid common pitfalls. We pulled them all together here in one post for continuity and easy access. Saunders introduces the series with The Art of Easy: Make It Easy To Deliver Great Customer Service Experiences (Part 1). The Art of Easy: Offer Self Service With the Emphasis on Service (Part 2) by David Fulton (pictured left): David Fulton, Director of Product Management, Oracle Service Cloud, shares five tenets of customer self service that move an organization closer to becoming a modern customer service business. Easy Decisions For Complex Problems (Part 3) by Heike Lorenz (pictured right): Heike Lorenz, Director of Global Product Marketing, Policy Automation, writes about automating service policies to ensure that the correct decisions are being applied to the right people. The goal is to nurture the trusted relationships with customers during complex decision-making processes. Moving at the Speed of Easy (Part 4) by Chris Ulmand (pictured left): Chris Omland, Director of Product Management, Oracle Service Cloud, addresses the need for speed to keep up with customers’ expectations. His advice—start with a platform that enables agile innovation, respects a company’s unique needs, and has proven reliability to protect customer relationships. Knowledge Makes It Easy For Everyone (Part 5) by Nav Chakravarti (pictured rig: Vice President Nav Chakravarti, Oracle Service Cloud, talks about managing the knowledge that customers need and want. He coaches readers on delivering answers to customers’ questions easily, in context, with relevance, reliably, and accurately. Making Easy, Both Effective and Efficient (Part 6) by Melinda Uhland (pictured left): Melinda Uhland, Oracle CX Product Management teaches us that happy agents produce happy customers. A Modern Customer Service organization is one that invests in its agents and empowers them with tools to make them efficient and effective, which, in turn, improves customer results.

    Read the article

  • What are different ways to reduce latency between a server and a web application? [closed]

    - by jjoensuu
    this is a question about a web application that provides SOAP web services. For the sake of this question, this web app is hosted on a server SERVER B which is located in California. We have an automated, scheduled, process running on a server SERVER A, located in New York. This scheduled process is supposed to send SOAP messages to SERVER B every so often, but this process typically dies soon after starting. We have now been told by the vendor that reason why the process dies is because of the latency between SERVER A and SERVER B. The data traffic is routed through many diffent public networks. There is no dedicated line between SERVER A and SERVER B. As a result I have been asked to look into ways to reduce the latency between SERVER A and SERVER B. So I wanted to ask, what are the different ways to reduce latency in a situation like this? For example, would it help to switch from HTTPS to some other secure protocol? (the thought here is that perhaps some other alternative would require fewer handshakes than HTTPS). Or would a VPN help? If a VPN would reduce the latency, how would it do that? NOTE: I am not looking for an explicit answer that would work in my specific situation. I am more like looking just for a simple list of what technologies could be used for this. I will still have to evaluate the technologies and discuss them internally with others, so the list would just be a starting point. Here I am assuming that there exists very few ways to reduce latency between two servers that communicate across public networks using HTTPS. Feel free to correct me if this assumption is wrong and please ask if there is a need for specific information. NOTE 2: A list of technologies is a specific answer to the question I stated in the title. NOTE 3: Its rather dumb to close this question when it is after all about me looking for information and furthermore this information can clearly be useful for others. Anyway luckily there are other sites where I can ask around. StackExchange seems to attached to their own philosophical principles. Many thanks

    Read the article

  • Speed up your Silverlight Debugging for large projects

    - by Aligned
    I'm working on a 5+ year old ASP.NET project that has 74+ projects and we've been adding new Silverlight applications to run in the ASP.NET page islands. My machine at work isn't the most powerful, so I find myself waiting a lot for the whole thing to build. I'm using Visual Studio 2010, so that takes up a lot of resources as well. This causes me to get distracted and I start looking at the news... I need to combat that more :-). I can't get a new machine, that's up to someone else, so I've found a few tricks to help. 1. Only build the Silverlight project you're working with. This will build all referenced projects (you can see these by right clicking and clicking Project Dependencies) and package a new XAP (you can see all the actions in your output build window). Then refresh your page with the Silverlight app and it's up-to-date. 2. I was working with a co-worker (thanks Jordan) who was using the the Debug -> attach to processes window. In the Attach to: row there is a "Select..." button. In the dialog, click "Debug these code types:" and select Silverlight. Hit ok. Then all you need to do is find your process (you might need to click the refresh button). I'm usually debugging in IE, so I select the first one and push "i" on the keyboard. That brings me to the IE windows open. Find the one with type of Silverlight, x86. It is usually directly above one with type of x86 that has the page title for "title". Click attach and watch your output window spit out messages about loading debug symbols and your breakpoints enabled (if this doesn't happen you chose the wrong process, hit stop and try again). Now you can debug the client code as normal, server code requires a full F5 or attaching to the correct process. To improve this even further, bind the menu item to a key stroke. I chose ctrl + x, x. (Tools -> Options -> Keyboard, search for Debug.AttachToProcess, set the shortcut keys globaly and assign). Most of the time I build the project, then hit ctrl + x, x then i, then enter and I'm debugging. The process I want is usually the first IE in the list.

    Read the article

  • How can we unify business goals and technical goals?

    - by BAM
    Some background I work at a small startup: 4 devs, 1 designer, and 2 non-technical co-founders, one who provides funding, and the other who handles day-to-day management and sales. Our company produces mobile apps for target industries, and we've gotten a lot of lucky breaks lately. The outlook is good, and we're confident we can make this thing work. One reason is our product development team. Everyone on the team is passionate, driven, and has a great sense of what makes an awesome product. As a result, we've built some beautiful applications that we're all proud of. The other reason is the co-founders. Both have a brilliant business sense (one actually founded a multi-million dollar company already), and they have close ties in many of the industries we're trying to penetrate. Consequently, they've brought in some great business and continue to keep jobs in the pipeline. The problem The problem we can't seem to shake is how to bring these two awesome advantages together. On the business side, there is a huge pressure to deliver as fast as possible as much as possible, whereas on the development side there is pressure to take your time, come up with the right solution, and pay attention to all the details. Lately these two sides have been butting heads a lot. Developers are demanding quality while managers are demanding quantity. How can we handle this? Both sides are correct. We can't survive as a company if we build terrible applications, but we also can't survive if we don't sell enough. So how should we go about making compromises? Things we've done with little or no success: Work more (well, it did result in better quality and faster delivery, but the dev team has never been more stressed out before) Charge more (as a startup, we don't yet have the credibility to justify higher prices, so no one is willing to pay) Extend deadlines (if we charge the same, but take longer, we'll end up losing money) Things we've done with some success: Sacrifice pay to cut costs (everyone, from devs to management, is paid less than they could be making elsewhere. In return, however, we all have creative input and more flexibility and freedom, a typical startup trade off) Standardize project management (we recently started adhering to agile/scrum principles so we can base deadlines on actual velocity, not just arbitrary guesses) Hire more people (we used to have 2 developers and no designers, which really limited our bandwidth. However, as a startup we can only afford to hire a few extra people.) Is there anything we're missing or doing wrong? How is this handled at successful companies? Thanks in advance for any feedback :)

    Read the article

  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

    Read the article

  • Code testing practice

    - by Robin Castlin
    So now I have come to the conclusion like many others that having some way of constantly testing your code is good practice since it enables fewer people to be involved (colleges and customers alike) by simply knowing what's wrong before someone else finds out the hard way. I've heard and read some about Unit Testing and understand what it's supposed to do and all. The there are so many different types of bugs. It can be everything from web browser not being able not being able to send correct values, javascript failing, a global function messing up a piece of code somewhere to a change that looked good when testing it out but fails in some special case which was hard to anticipate. My simply finding these errors I learn to rarely repeat them again, but there seems to always be new bugs to be found and learnt from. I would guess maybe the best practice would be to run every page and it's functions a couple of times, witness the result and repeat this in Firefox, Chrome and Internet Explorer (and all smartphones apparently) to make sure it works as intended. However this would take quite some time to do consider I don't work with patches/versions and do little fixes here and there a couple of times per week. What I prefer would be some kind of page I can just load that tests as much things as possible to make sure the site works as intended. Basicly just run a lot of cURL's with POST-values and see if I get expected result. But how would I preferably not increase the IDs of every mysql rows if I delete these testing rows? It feels silly to be on ID 1000 with maybe 50 rows in total. If I could build a new project from scratch I would probably implement some kind of smooth way to return a "TRUE" on testing instead of the actual page. But this solution would for the moment being have to be passed on existing projects. My question What would you recommend to be the best way to test my site to make sure that existing functions does their job upon editing the code? Should I consider to implement a lot of edits first, then test manually the entire code to make sure it still works? Is there any nice way of testing codes without "hurting" the ID columns? Extra thoughs Would it be a good idea to associate all of my files to the different parts of my site which they affect? For instance if I edit home.php I will through documentation test if my homepage's start works as intended since it's the only part of my site it should affect.

    Read the article

  • How to do proper Alpha in XNA?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

    Read the article

  • Notes - Part I - Say Hello from Java

    - by Silviu Turuga
    Sometimes we need to take small notes to remember things, one way to do this is to use stick notes and have them all around our desktop. But what happening if you have a lot of notes and a small office? You'll need a piece of software that will sort things for you and also it will provide you a quick way to retrieve the notes when need. Did I mention that this will keep your desktop clean and also will reduce paper waste? During the next days we'll gonna create an application that will let you manage your notes, put them in different categories etc. I'll show you step by step what do you need to do and finally you'll have the application run on multiple systems, such as Mac, Windows, Linux, etc. The only pre-requisition for this lesson is to have JDK 7 with JavaFX installed and an IDE, preferably NetBeans. I'll call this application Notes…. Part I - Say Hello from Java  From NetBeans go to Files->New Project Chose JavaFX->JavaFX FXML Application Project Name: Notes FXML name: NotesUI Check Create Application Class and name it Main After this the project is created and you'll see the following structure As a best practice I advice you to have your code in your own package instead of the default one. right click on Source Packages and chose New->Java Package name it something like this: com.turuga.notes and click Next after the package is created, select all the 3 files from step #3 and drag them over the new package chose Refactor, as this will make sure all the references are correctly moved inside the new package now you should have the following structure if you'll try to run the project you'll get an error: Unable to find class: Main right click on project name Notes and click properties go to Run and you'll see Application Class set to Main, but because we have defined our own packages, this location has been change, so click on Browse and the correct one appear: com.turuga.notes.Main last modification before running the project is to right click on NotesUI.fxml and chose Edit (if you'll double click it will open in JavaFX Scene Builder) look around line 9 and change fx:controller="NotesUIController" to fx:controller="com.turuga.notes.NotesUIController" now you are ready to run it and you should see the following On the next lesson we'll continue to play with NetBeans and start working on the interface of our project

    Read the article

  • How to implement a component based system for items in a web game.

    - by Landstander
    Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the implementation. I'm going to use a DB schema suggested in this series (part 5 describes the schema); http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ This means I'll have an items table with generic item properties, a table listing all of the components for an item and finally records in each component table used to make up the item. Assuming I can select the first two together in a single query, I'm still going to do N queries for each component type. I'm kind of fine with this because I can cache the data into memcache and check there first before doing any queries. I'll need to build up the items on every request they are used in so the implementation needs to be on the lean side even if they're pulled from memcache. But right there is where I feel confident about implementing a component system for my items ends. I figure I'd need to bring attributes and behaviors into the container from each component it uses. I'm just not sure how to do that effectively and not end up writing a lot of specialized code to deal with each component. For example an AttackComponent might need to know how to filter targets inside of a battle context and also maybe provide an attack behavior. That same item might also have a UsableComponent which allows the item to be used and apply some effect onto a different set of targets filtered differently from the same battle context. Then not every part of an item is an active part, an AttributeBonusComponent might need to only kick in when the item is in an equipped state or when displaying the item details page. Ultimately, how should I bring all of the components together into the container so when I use an item as a weapon I get the correct list of targets? Know when a weapon can also be used as an item? Or to apply the bonuses the item provides to a character object? I feel like I've gone too far down the rabbit hole and I can't grasp onto the simple solution in front of me. (If that makes any sense at all.) Likewise if I were to implement the best answer from here I feel like I'd have a lot of the same questions. How to model multiple "uses" (e.g. weapon) for usable-inventory/object/items (e.g. katana) within a relational database.

    Read the article

  • Cannot boot from K/Ubuntu install disk on my UEFI system

    - by user93241
    I just got a new system and have been trying to get it set up w/ Win7 & Kubuntu dual-boot, but I've got a major problem. The BIOS of my motherboard (an Asus Crosshair 990FX) is strictly UEFI -- there is no legacy support mode available. I've been reading up on how to get Kubuntu installed in UEFI mode but no matter what I try I cannot seem to even boot into my install CD/USB key properly. I can get as far as the selection screen ("Try Kubuntu", "Install Kubuntu"...) but this screen starts off not appearing correctly. If I try moving the cursor around it sometimes seems to correct itself and show me my choices. But once I select "Try Kubuntu" it starts loading, the screen goes black and then proceeds to flicker -- about once every 5-10 seconds or so. This continues indefinitely. I've tried this with both Kubuntu & Ubuntu installation media, even the AMD64+Mac Ubuntu variety that is supposed to be a lot more flexible w.r.t. UEFI. The only hint I've had that the system might have booted correctly is a little drum sound that plays when booting from the Ubuntu install disk. Well, that and the fact that when I hit my system's power button it seems to shut down correctly, even ejecting the CD at the end. This might be a video driver issue; my system has two nVidia 550's, one of which is attached to my primary monitor. (The secondary isn't hooked up yet.) I'll keep looking over similar questions but any advice would be greatly appreciated. UPDATE: I've tried booting into my 12.04 install CD twice now, each time using two different options supplied by my BIOS. One seemed to offer the ability to boot into my CD under UEFI mode -- this didn't even produce the initial boot menu. The other method offers the ability to boot into my CD NOT under UEFI mode. This DOES produce the boot menu, but after this point it seems I still cannot get to a proper video mode to see what's going on.

    Read the article

  • Operation times out trying to SSH outside LAN i.e. from internet to LAN no connection is established

    - by Pelle L
    I run Ubuntu 12.04 and have no success connecting with SSH from "Internet". The router is a TL-MR3420 which is set up to forward requests to one of the NIC's on ubuntu machine (which has in total 3 NICs). I can SSH from a client on the "local" network/LAN. The forward mechanism in the router seems to work. If I stop SSH service on the Ubuntu machine and instead start one on the windows machine - it works like a charm. I do not use the Std port 22 but that shouldn't be an issue as far as I understand - sine it works on the same port on the win machine. Since my public IS isn't static I use a dynDNS service but as said earlier the same setup works from the win machine. The router is located on 192.168.0.1 The Ubuntu NICs has the following IP: eth2 192.168.0.100 , eth1 192.168.0.101 , eth0 192.168.0.102 and I have forwarded the "outside" request to 192.168.0.100 In regards for firewall settings on the Ubuntu machine I have disabled the ufw and the command ufw status give status: inactive. I don't now it this is relevant information but teh command iptables --list give: Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination I have tried to catch traffic with help of wireshark (a tool I'm not too used to use) and it seems as a few (3?) "requests" actually reaches the NIC but ... nothing happens. The syslog does not show any entries during these attempts. Perhaps it could be some routing issues but I have reached my level of competence and are stuck ... all help and support to get this sorted out is much appreciated. I'm new to Linux so please do not assume I have a configuration that is correct - but as I wrote earlier - if the client that initiate SSH is on the LAN it all works. PS:I have also tried to get VPN (PPP) working from Internet with no success - once again VPN works on the windows machine ... so my best guess is that this is related to how the ubuntu machine handles (IP) traffic and not the TL-MR3420 router or other network issues.

    Read the article

  • How to synchronize the ball in a network pong game?

    - by Thaars
    I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle movement is predicted and get just confirmed by the authoritative server. Is a difference detected between them, I correct the position at the client by interpolation. The opponent paddle is also interpolated 200ms to 100ms in the past, because the server is broadcasting snapshots every 100ms to each client. So far it works very well, but now I have to simulate the ball and have a problem to understanding the procedure. I’ve read Valve’s (and many other) articles about fast-paced multiplayer several times and understood their approach. Maybe I can compare my ball with their bullets, but their advantage is, the bullets are not visible. When I have to display the ball, and see my paddle in the present, the opponent in the past and the server is somewhere between it, how can I synchronize the ball over all instances and ensure, that it got ever hit by the paddle even if the paddle is fast moving? Currently my ball’s position is simply set by a server update, so it can happen, that the ball bounces back, even if the paddle is some pixel away (because of a delayed server position). Until now I’ve got no synced clock over all instances. I’m sending a client step index with each update to the server. If the server did his job, he sends the snapshot with the last step index of each client back to the clients. Now I’m looking for the stored position at the returned step index and compare them. Do I need a common clock to sync the ball? EDIT: I've tried to sync a common clock for the server and all clients with a timestamp. But I think it's better to use an own stepping instead of a timestamp (so I don't need to calculate with the ping and so on - and the timestamp will never be exact). The physics are running 60 times per second and now I use this for keeping them synchronized. Is that a good way? When the ball gets calculated by each client, the angle after bouncing can differ because of the different position of the paddles (the opponent is 200ms in the past). When the server is sending his ball position, velocity and angle (because he knows the position of each paddle and is authoritative), the ball could be in a very different position because of the different angles after bouncing (because the clients receive the server data after 100ms). How is it possible to interpolate such a huge difference? I posted this question some days ago at stackoverflow, but got no answer yet. Maybe this is the better place for this question.

    Read the article

  • "Whole-team" C++ features?

    - by Blaisorblade
    In C++, features like exceptions impact your whole program: you can either disable them in your whole program, or you need to deal with them throughout your code. As a famous article on C++ Report puts it: Counter-intuitively, the hard part of coding exceptions is not the explicit throws and catches. The really hard part of using exceptions is to write all the intervening code in such a way that an arbitrary exception can propagate from its throw site to its handler, arriving safely and without damaging other parts of the program along the way. Since even new throws exceptions, every function needs to provide basic exception safety — unless it only calls functions which guarantee throwing no exception — unless you disable exceptions altogether in your whole project. Hence, exceptions are a "whole-program" or "whole-team" feature, since they must be understood by everybody in a team using them. But not all C++ features are like that, as far as I know. A possible example is that if I don't get templates but I do not use them, I will still be able to write correct C++ — or will I not?. I can even call sort on an array of integers and enjoy its amazing speed advantage wrt. C's qsort (because no function pointer is called), without risking bugs — or not? It seems templates are not "whole-team". Are there other C++ features which impact code not directly using them, and are hence "whole-team"? I am especially interested in features not present in C. Update: I'm especially looking for features where there's no language-enforced sign you need to be aware of them. The first answer I got mentioned const-correctness, which is also whole-team, hence everybody needs to learn about it; however, AFAICS it will impact you only if you call a function which is marked const, and the compiler will prevent you from calling it on non-const objects, so you get something to google for. With exceptions, you don't even get that; moreover, they're always used as soon as you use new, hence exceptions are more "insidious". Since I can't phrase this as objectively, though, I will appreciate any whole-team feature. Appendix: Why this question is objective (if you wonder) C++ is a complex language, so many projects or coding guides try to select "simple" C++ features, and many people try to include or exclude some ones according to mostly subjective criteria. Questions about that get rightfully closed regularly here on SO. Above, instead, I defined (as precisely as possible) what a "whole-team" language feature is, provide an example (exceptions), together with extensive supporting evidence in the literature about C++, and ask for whole-team features in C++ beyond exceptions. Whether you should use "whole-team" features, or whether that's a relevant concept, might be subjective — but that only means the importance of this question is subjective, like always.

    Read the article

  • Multi-threaded JOGL Problem

    - by moeabdol
    I'm writing a simple OpenGL application in Java that implements the Monte Carlo method for estimating the value of PI. The method is pretty easy. Simply, you draw a circle inside a unit square and then plot random points over the scene. Now, for each point that is inside the circle you increment the counter for in points. After determining for all the random points wither they are inside the circle or not you divide the number of in points over the total number of points you have plotted all multiplied by 4 to get an estimation of PI. It goes something like this PI = (inPoints / totalPoints) * 4. This is because mathematically the ratio of a circle's area to a square's area is PI/4, so when we multiply it by 4 we get PI. My problem doesn't lie in the algorithm itself; however, I'm having problems trying to plot the points as they are being generated instead of just plotting everything at once when the program finishes executing. I want to give the application a sense of real-time display where the user would see the points as they are being plotted. I'm a beginner at OpenGL and I'm pretty sure there is a multi-threading feature built into it. Non the less, I tried to manually create my own thread. Each worker thread plots one point at a time. Following is the psudo-code: /* this part of the code exists in display() method in MyCanvas.java which extends GLCanvas and implements GLEventListener */ // main loop for(int i = 0; i < number_of_points; i++){ RandomGenerator random = new RandomGenerator(); float x = random.nextFloat(); float y = random.nextFloat(); Thread pointThread = new Thread(new PointThread(x, y)); } gl.glFlush(); /* this part of the code exists in run() method in PointThread.java which implements Runnable */ void run(){ try{ gl.glPushMatrix(); gl.glBegin(GL2.GL_POINTS); if(pointIsIn) gl.glColor3f(1.0f, 0.0f, 0.0f); // red point else gl.glColor3f(0.0f, 0.0f, 1.0f); // blue point gl.glVertex3f(x, y, 0.0f); // coordinates gl.glEnd(); gl.glPopMatrix(); }catch(Exception e){ } } I'm not sure if my approach to solving this issue is correct. I hope you guys can help me out. Thanks.

    Read the article

  • git workflow for separating commits

    - by gman
    Best practices with git (or any VCS for that matter) is supposed to be to have each commit do the smallest change possible. But, that doesn't match how I work at all. For example I recently I needed to add some code that checked if the version of a plugin to my system matched the versions the system supports. If not print a warning that the plugin probably requires a newer version of the system. While writing that code I decided I wanted the warnings to be colorized. I already had code that colorized error message so I edited that code. That code was in the startup module of one entry to the system. The plugin checking code was in another path that didn't use that entry point so I moved the colorization code into a separate module so both entry points could use it. On top of that, in order to test my plugin checking code works I need to go edit UI/UX code to make sure it tells the user "You need to upgrade". When all is said and done I've edited 10 files, changed dependencies, the 2 entry points are now both dependant on the colorization code, etc etc. Being lazy I'd probably just git add . && git commit -a the whole thing. Spending 10-15 minutes trying to manipulate all those changes into 3 to 6 smaller commits seems frustrating which brings up the question Are there workflows that work for you or that make this process easier? I don't think I can some how magically always modify stuff in the perfect order since I don't know that order until after I start modifying and seeing what comes up. I know I can git add --interactive etc but it seems, at least for me, kind of hard to know what I'm grabbing exactly the correct changes so that each commit is actually going to work. Also, since the changes are sitting in the current directory it doesn't seem like it would be easy to run tests on each commit to make sure it's going to work short of stashing all the changes. And then, if it were to stash and then run the tests, if I missed a few lines or accidentally added a few too many lines I have no idea how I'd easily recover from that. (as in either grab the missing lines from the stash and then put the rest back or take the few extra lines I shouldn't have grabbed and shove them into the stash for the next commit. Thoughts? Suggestions? PS: I hope this is an appropriate question. The help says development methodologies and processes

    Read the article

  • How does the fstab 'defaults' option work? Is relatime recommended?

    - by hushs
    I know the fstab defaults option means this: rw,suid,dev,exec,auto,nouser,async. But what if I want to add one more option, for example relatime, should I still add defaults too or they are applied anyway? Is it needed to add at least one option? Some examples: 1. UUID=bfb42838-d866-4233-9679-96e7536356df /media/data ext3 defaults 0 2 2. UUID=bfb42838-d866-4233-9679-96e7536356df /media/data ext3 0 2 3. UUID=bfb42838-d866-4233-9679-96e7536356df /media/data ext3 defaults,relatime 0 2 4. UUID=bfb42838-d866-4233-9679-96e7536356df /media/data ext3 relatime 0 2 Is the (2) correct(no option at all)? Are the (1) and (2) the same? Are the (3) and (4) the same? Furthermore, I read in the Ubuntu Community Documentation that in Ubuntu 8.04 relatime was used as default for linux native file systems. Is it still true for 12.04? If yes, then why do I see this if I use the mount command: /dev/sda2 on / type ext4 (rw,errors=remount-ro) If no, why not? It isn't recommended to use relatime now? I just wanted to apply it to my non system partitions, it is a good idea? EDIT: I found an other command to list the mounted partitions and their options: cat /proc/mounts This is the result of a partition mounted with the defaults option in fstab: /dev/sdb2 /media/adat ext3 rw,relatime,errors=continue,barrier=1,data=ordered 0 0 This is the output of mount for the same partition: /dev/sdb2 on /media/adat type ext3 (rw) And here is both result if the same partition mounted from Nautilus as a non-root user: /dev/sdb2 /media/adat ext3 rw,nosuid,nodev,relatime,errors=continue,barrier=1,data=ordered 0 0 /dev/sdb2 on /media/adat type ext3 (rw,nosuid,nodev,uhelper=udisks) So it looks like relatime is used if we mount an ext partition in 12.04. So it is unneeded to add it manually. So my problem is broadly solved. But I still can't see why the options that should be in the defaults are not listed even with the cat /proc/mounts. Maybe there is a third and even better method to list the partition mount options :)

    Read the article

  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

    Read the article

  • Threads slowing down application and not working properly

    - by Belgin
    I'm making a software renderer which does per-polygon rasterization using a floating point digital differential analyzer algorithm. My idea was to create two threads for rasterization and have them work like so: one thread draws each even scanline in a polygon and the other thread draws each odd scanline, and they both start working at the same time, but the main application waits for both of them to finish and then pauses them before continuing with other computations. As this is the first time I'm making a threaded application, I'm not sure if the following method for thread synchronization is correct: First of all, I use two global variables to control the two threads, if a global variable is set to 1, that means the thread can start working, otherwise it must not work. This is checked by the thread running an infinite loop and if it detects that the global variable has changed its value, it does its job and then sets the variable back to 0 again. The main program also uses an empty while to check when both variables become 0 after setting them to 1. Second, each thread is assigned a global structure which contains information about the triangle that is about to be rasterized. The structures are filled in by the main program before setting the global variables to 1. My dilemma is that, while this process works under some conditions, it slows down the program considerably, and also it fails to run properly when compiled for Release in Visual Studio, or when compiled with any sort of -O optimization with gcc (i.e. nothing on screen, even SEGFAULTs). The program isn't much faster by default without threads, which you can see for yourself by commenting out the #define THREADS directive, but if I apply optimizations, it becomes much faster (especially with gcc -Ofast -march=native). N.B. It might not compile with gcc because of fscanf_s calls, but you can replace those with the usual fscanf, if you wish to use gcc. Because there is a lot of code, too much for here or pastebin, I created a git repository where you can view it. My questions are: Why does adding these two threads slow down my application? Why doesn't it work when compiling for Release or with optimizations? Can I speed up the application with threads? If so, how? Thanks in advance.

    Read the article

  • What's the best way to cache a growing database table for html generation?

    - by McLeopold
    I've got a database table which will grow in size by about 5000 rows a hour. For a key that I would be querying by, the query will grow in size by about 1 row every hour. I would like a web page to show the latest rows for a key, 50 at a time (this is configurable). I would like to try and implement memcache to keep database activity low for reads. If I run a query and create a cache result for each page of 50 results, that would work until a new entry is added. At that time, the page of latest results gets new result and the oldest results drops off. This cascades down the list of cached pages causing me to update every cache result. It seems like a poor design. I could build the cache pages backwards, then for each page requested I should get the latest 2 pages and truncate to the proper length of 50. I'm not sure if this is good or bad? Ideally, the mechanism I use to insert a new row would also know how to invalidate the proper cache results. Has someone already solved this problem in a widely acceptable way? What's the best method of doing this? EDIT: If my understanding of the MYSQL query cache is correct, it has table level granularity in invalidation. Given the fact that I have about 5000 updates before a query on a key should need to be invalidated, it seems that the database query cache would not be used. MS SQL caches execution plans and frequently accessed data pages, so it may do better in this scenario. My query is not against a single table with TOP N. One version has joins to several tables and another has sub-selects. Also, since I want to cache the html generated table, I'm wondering if a cache at the web server level would be appropriate? Is there really no benefit to any type of caching? Is the best advice really to just allow a website site query to go through all the layers and hit the database every request?

    Read the article

  • Development Approach: User Interface In or Domain Model Out?

    - by Berin Loritsch
    While I've never delivered anything using Smalltalk, my brief time playing with it has definitely left its mark. The only way to describe the experience is MVC the way it was meant to be. Essentially, all the heavy lifting for your application is done in the business objects (or domain model if you are so inclined). The standard controls are bound to the business objects in some way. For example, a text box is mapped to an object's field (the field itself is an object so it's easy to do). A button would mapped to a method. This is all done with a very simple and natural API. We don't have to think about binding objects, etc. It just works. Yet, in many newer languages and APIs you are forced to think from the outside in. First with C++ and MFC, and now with C# and WPF, Microsoft has gotten it's developer world hooked on GUI builders where you build your application by implementing event handlers. Java Swing development isn't so different, only you are writing the code to instantiate the controls on the form yourself. For some projects, there may never even be a domain model--just event handlers. I've been in and around this model for most of my carreer. Each way forces you to think differently. With the Smalltalk approach, your domain is smart while your GUI is dumb. With the default VisualStudio approach, your GUI is smart while your domain model (if it exists) is rather anemic. Many developers that I work with see value in the Smalltalk approach, and try to shoehorn that approach into the VisualStudio environment. WPF has some dynamic binding features that makes it possible; but there are limitations. Inevitably some code that belongs in the domain model ends up in the GUI classes. So, which way do you design/develop your code? Why? GUI first. User interaction is paramount. Domain first. I need to make sure the system is correct before we put a UI on it. There's pros and cons for either approach. Domain model fits in there with crystal cathedrals and pie in the sky. GUI fits in there with quick and dirty (sometimes really dirty). And for an added bonus: How do you make sure the code is maintainable?

    Read the article

  • How do I server multiple domains from the same directory and codebase without my configuraton breaking when apache.conf is overwritten?

    - by neokio
    I have 20 domains on a VPS running cPanel. One public_html is filled with code, the remaining 19 are symbolic links to that one. (For example, assets is a directory within public_html ... for the 19 others, there's a symbolic link to that directory in each each accounts public_html dir.) It's all PHP / MySQL database driven, with content changing depending on the domain. It works like a charm, assuming cPanel has suExec enabled correctly, and assuming apache.conf does NOT have SymLinksIfOwnerMatch enabled. However, every few weeks, my apache.conf is mysteriously overwritten, re-enabling SymLinksIfOwnerMatch, and disabling all 19 linked sites for as long as it takes for me to notice. Here's the offending line in apache.conf: <Directory "/"> AllowOverride All Options ExecCGI FollowSymLinks IncludesNOEXEC Indexes SymLinksIfOwnerMatch </Directory> The addition of SymLinksIfOwnerMatch disables the sites in a strange way ... the html is generated correctly, but all css/js/image in the html fails to load. Clicking any link redirects to /. And I have no idea why. I do have a few things in my .htaccess, which work fine when SymLinksIfOwnerMatch is not present: <IfModule mod_rewrite.c> # www.example.com -> example.com RewriteCond %{HTTPS} !=on RewriteCond %{HTTP_HOST} ^www\.(.+)$ [NC] RewriteRule ^ http://%1%{REQUEST_URI} [R=301,L] # Remove query strings from static resources RewriteRule ^assets/js/(.*)_v(.*)\.js /assets/js/$1.js [L] RewriteRule ^assets/css/(.*)_v(.*)\.css /assets/css/$1.css [L] RewriteRule ^assets/sites/(.*)/(.*)_v(.*)\.css /assets/sites/$1/$2.css [L] # Block access to hidden files and directories RewriteCond %{SCRIPT_FILENAME} -d [OR] RewriteCond %{SCRIPT_FILENAME} -f RewriteRule "(^|/)\." - [F] # SLIR ... reroute images to image processor RewriteCond %{REQUEST_URI} ^/images/.*$ RewriteRule ^.*$ - [L] # ignore rules if URL is a file RewriteCond %{REQUEST_FILENAME} !-f # ignore rules if URL is not php #RewriteCond %{REQUEST_URI} !\.php$ # catch-all for routing RewriteRule . index.php [L] </ifModule> I also use most of the 5G Blacklist 2013 for protection against exploits and other depravities. Again, all of this works great, except when SymLinksIfOwnerMatch gets added back into apache.conf. Since I've failed to find the cause of whatever cPanel/security update is overwriting apache.conf, I thought there might be a more correct way to accomplish my goal using group permissions. I've created a 'www' group, added all accounts to the group, and chmod -R'd the code source to use that group. Everything is 644 or 755. But doesn't seem to be enough. My unix isn't that strong. Do you need to restart something for group changes to take effect? Probably not. Anyways, I'm entering unknown territory. Can anyone recommend the right way to configure a website for multiple sites using one codebase that doesn't rely on apache.conf?

    Read the article

< Previous Page | 473 474 475 476 477 478 479 480 481 482 483 484  | Next Page >