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  • How to wire finite state machine into component-based architecture?

    - by Pup
    State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related behavior? Where I'm at: I'm new to component-based architectures. I'm making a fighting game, although I don't think that should matter. I envision my state machine being used to toggle states like "crouching", "dashing", "blocking", etc. I've found this state-management technique to be the most natural system for a component-based architecture, but it conflicts with techniques I've read about: Dynamic Game Object Component System for Mutable Behavior Characters It suggests that all components activate/deactivate themselves by continually checking a condition for activation. I think that actions like "running" or "walking" make sense as states, which is in disagreement with the accepted response here: finite state machine used in mario like platform game I've found this useful, but ambiguous: How to implement behavior in a component-based game architecture? It suggests having a separate component that contains nothing but a state machine. But, this necessitates some kind of coupling between the state machine component and nearly all the other components. I don't understand how this coupling should be handled. These are some guesses: A. Components depend on state machine: Components receive reference to state machine component's getState(), which returns an enumeration constant. Components update themselves regularly and check this as needed. B. State machine depends on components: The state machine component receives references to all the components it's monitoring. It queries their getState() methods to see where they're at. C. Some abstraction between them Use an event hub? Command pattern? D. Separate state objects that reference components State Pattern is used. Separate state objects are created, which activate/deactivate a set of components. State machine switches between state objects. I'm looking at components as implementations of aspects. They do everything that's needed internally to make that aspect happen. It seems like components should function on their own, without relying on other components. I know some dependencies are necessary, but state machines seem to want to control all of my components.

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  • Ask HTG: Using the Malicious Software Removal Tool, Scheduling Computer Startups, and Diagnosing an Overheating Laptop

    - by Jason Fitzpatrick
    Once a week we select a few questions from the pile of emails we answer and share the solutions with the greater readership; this week we’re looking at the Microsoft Malicious Software Removal Tool, scheduling computer startups, and how to diagnose an overheating laptop. HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

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  • Exchange 2003 resource scheduling with mixed client versions

    - by Daniel Lucas
    We run Exchange 2003, but have a mix of Outlook 2003/2007/2010 in the environment. We have three rooms that need to be configured as resources. Some observations we've made with resource scheduling/booking are: Outlook 2010 users have trouble with the native Exchange 2003 resource scheduling method and require direct booking to be configured via registry Outlook 2007 users are unable to use direct booking (is this accurate?) Outlook 2003 users can only use the native Exchange 2003 resource scheduling method (is this accurate?) Direct booking cannot be combined with the auto-accept agent What is the correct way to setup resource scheduling in a mixed environment like this? Thanks, Daniel

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • Role of an entity state in a component based system?

    - by Paul
    Component-based entity systems are all the rage these days; everyone seems to agree they are the way to go, but no one really has a definitive implementation of such a system. I was wondering, what role do entity states (walking-left, standing, jumping, etc) have in a CBS? Do they act like controllers (i.e. they handle events and change the entity's attributes based on those events)? What about cases where a state would, for example, require that the entity enters no-clip mode? Should, that state, when it enters, maybe set the CollisionComponent of the entity to a null pointer or something? (Then, on exit, the state should restore the entity's CollisionComponent to its previous state.) Also, I guess it's the current state's job to change the entity's state to something else, right?

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  • Evidence-Based-Scheduling - are estimations only as accurate as the work-plan they're based on?

    - by Assaf Lavie
    I've been using FogBugz's Evidence Based Scheduling (for the uninitiated, Joel explains) for a while now and there's an inherent problem I can't seem to work around. The system is good at telling me the probability that a given project will be delivered at some date, given the detailed list of tasks that comprise the project. However, it does not take into account the fact that during development additional tasks always pop up. Now, there's the garbage-can approach of creating a generic task/scheduled-item for "last minute hacks" or "integration tasks", or what have you, but that clearly goes against the idea of aggregating the estimates of many small cases. It's often the case that during the development stage of a project you realize that there's a whole area your planning didn't cover, because, well, that's the nature of developing stuff that hasn't been developed before. So now your ~3 month project may very well turn into a 6 month project, but not because your estimations were off (you could be the best estimator in the world, for those task the comprised your initial work plan); rather because you ended up adding a whole bunch of new tasks that weren't there to begin with. EBS doesn't help you with that. It could, theoretically (I guess). It could, perhaps, measure the amount of work you add to a project over time and take that into consideration when estimating the time remaining on a given project. Just a thought. In other words, EBS works on a task basis, but not on a project/release basis - but the latter is what's important. It's what your boss typically cares about - delivery date, not the time it takes to finish each task along the way, and not the time it would have taken, if your planning was perfect. So the question is (yes, there's a question here, don't close it): What's your methodology when it comes to using EBS in FogBugz and how do you solve the problem above, which seems to be a main cause of schedule delays and mispredictions? Edit Some more thoughts after reading a few answers: If it comes down to having to choose which delivery date you're comfortable presenting to your higher-ups by squinting at the delivery-probability graph and choosing 80%, or 95%, or 60% (based on what, exactly?) then we've resorted to plain old buffering/factoring of our estimates. In which case, couldn't we have skipped the meticulous case by case hour-sized estimation effort step? By forcing ourselves to break down tasks that take more than a day into smaller chunks of work haven't we just deluded ourselves into thinking our planning is as tight and thorough as it could be? People may be consistently bad estimators that do not even learn from their past mistakes. In that respect, having an EBS system is certainly better than not having one. But what can we do about the fact that we're not that good in planning as well? I'm not sure it's a problem that can be solved by a similar system. Our estimates are wrong because of tendencies to be overly optimistic/pessimistic about certain tasks, and because of neglect to account for systematic delays (e.g. sick days, major bug crisis) - and usually not because we lack knowledge about the work that needs to be done. Our planning, on the other hand, is often incomplete because we simply don't have enough knowledge in this early stage; and I don't see how an EBS-like system could fill that gap. So we're back to methodology. We need to find a way to accommodate bad or incomplete work plans that's better than voodoo-multiplication.

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  • Cloud based backup solutions based on open standards?

    - by Rick
    I am looking for a solution to backup and consolidate important media from a couple Windows laptops and Mac laptop. I would like a solutions that based on open standards, so my data isn't trapped by proprietary formats and proprietary protocols. I would like the ability to switch clients or change providers in the future. For example, something like Jungle Disk plus S3 sounds like a great option. However, I am having trouble confirming how or if this can be setup meeting this criteria. Are there any real or de-facto standards for treating S3 as a filesystem? If so, what Windows and Mac clients support these standards?

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  • Cloud based backup solutions based on open standards?

    - by Rick
    I am looking for a solution to backup and consolidate important media from a couple Windows laptops and Mac laptop. I would like a solutions that based on open standards, so my data isn't trapped by proprietary formats and proprietary protocols. I would like the ability to switch clients or change providers in the future. For example, something like Jungle Disk plus S3 sounds like a great option. However, I am having trouble confirming how or if this can be setup meeting this criteria. Are there any real or de-facto standards for treating S3 as a filesystem? If so, what Windows and Mac clients support these standards?

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  • Scheduling Jobs in SQL Server Express

    As we all know SQL Server 2005 Express is a very powerful free edition of SQL Server 2005. However it does not contain SQL Server Agent service. Because of this scheduling jobs is not possible. So if we want to do this we have to install a free or commercial 3rd party product. This usually isn't allowed due to the security policies of many hosting companies and thus presents a problem. Maybe we want to schedule daily backups, database reindexing, statistics updating, etc. This is why I wanted to have a solution based only on SQL Server 2005 Express and not dependent on the hosting company. And of course there is one based on our old friend the Service Broker.

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  • Should components have sub-components in a component-based system like Artemis?

    - by Daniel Ingraham
    I am designing a game using Artemis, although this is more of philosophical question about component-based design in general. Let's say I have non-primitive data which applies to a given component (a Component "animal" may have qualities such as "teeth" or "diet"). There are three ways to approach this in data-driven design, as I see it: 1) Generate classes for these qualities using "traditional" OOP. I imagine this has negative implications for performance, as systems then must be made aware of these qualities in order to process them. It also seems counter to the overall philosophy of data-driven design. 2) Include these qualities as sub-components. This seems off, in that we are now confusing the role of components with that of entities. Moreover out of the box Artemis isn't capable of mapping these subcomponents onto their parent components. 3) Add "teeth", "diet", etc. as components to the overall entity alongside "animal". While this feels odd hierarchically, it may simply be a peculiarity of component-based systems. I suspect 3 is the correct way to think about things, but I was curious about other ideas.

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  • iphone app with role based login?

    - by chaitanya
    Can iPhone apps have role based login? In my application I have to display the content according to the role of the user (employee, visitor). Till now I havent seen any app with role based login for iphone. Can I develop role based login? is there any restriction from apple side for these kind of logins to approve the app?

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  • Should I refer to browser-based games as HTML5 games or Javascript games?

    - by Bane
    First of all, I know that there are alternatives to both HTML5 and Javascript, but I worded the question so generally ("browser-based") because if I had said "HTML5" or "Javascript" games that would already imply an answer to the question. When writing wiki posts or discussing, I usually call these games "HTML5/Javascript" games. They are written in Javascript, using the new HTML5 technology. What is the proper way to call them: HTML5 or Javascript games? I see that most people opt for HTML5, why?

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  • Register Game Object Components in Game Subsystems? (Component-based Game Object design)

    - by topright
    I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering Components in GameSubsystems (when GameObject is created and composed). There are 4 approaches: 1: Chain of responsibility pattern. Every Component is offered to every GameSubsystem. GameSubsystem makes a decision which Components to register (and how to organize them). For example, GameSubsystemRender can register Renderable Components. pro. Components know nothing about how they are used. Low coupling. A. We can add new GameSubsystem. For example, let's add GameSubsystemTitles that registers all ComponentTitle and guarantees that every title is unique and provides interface to quering objects by title. Of course, ComponentTitle should not be rewrited or inherited in this case. B. We can reorganize existing GameSubsystems. For example, GameSubsystemAudio, GameSubsystemRender, GameSubsystemParticleEmmiter can be merged into GameSubsystemSpatial (to place all audio, emmiter, render Components in the same hierarchy and use parent-relative transforms). con. Every-to-every check. Very innefficient. con. Subsystems know about Components. 2: Each Subsystem searches for Components of specific types. pro. Better performance than in Approach 1. con. Subsystems still know about Components. 3: Component registers itself in GameSubsystem(s). We know at compile-time that there is a GameSubsystemRenderer, so let's ComponentImageRender will call something like GameSubsystemRenderer::register(ComponentRenderBase*). pro. Performance. No unnecessary checks as in Approach 1. con. Components are badly coupled with GameSubsystems. 4: Mediator pattern. GameState (that contains GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch. Questions: Which approach is better and mostly used in component-based design? What Practice says? Any suggestions about implementation of Approach 4? Thank you.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Scheduling of jobs in the presence of constraints in Java

    - by Asgard
    I want to know how to implement a solution to this problem: A task is performed by running, by more people, some basic jobs with known duration in time units (days, months, etc..). The execution of the jobs could lead to the existence of time constraints: a job, for example, can not start if it is not over another (or others) and so on. I want to design and build an application to check the correctness of jobs activities and to propose a schedule of jobs, if any, which is respectful of the constraints. Input must provide the jobs and associated constraints. The expected output is the scheduling of jobs. The specification of an elementary job consists of the pair <jobs-id, duration> A constraint is expressed by means of a quintuple of the type <S/E, id-job1, B/A, S/E, id-job2> the beginning (S) or the end (E) of a jobs Id-job1, must take place before (B) / after (A) of the beginning (S) / end (E) of the Id-job2. If there are no dependencies between some jobs, then jobs can be done before, in parallel. As a simple example, consider the input: jobs jobs(0, 3) jobs(1, 4) jobs(2, 5) jobs(3, 3) jobs(4, 3) constraints constraints(S, 1, A, E, 0) constraints(S, 4, A, E, 2) Possible output: t 0 1 2 3 4 0 * - * * - 1 * - * * - 2 * - * * - 3 * - * * - 4 - * * - - 5 - * * - - 6 - * - - * 7 - * - - * 8 - * - - * 9 - - - - * How to code an efficient java scheduler(avoiding the intense backtracking if is possible) to manage the jobs with these constraints, as described??? I have seen a discussion on a thread in a forum where an user seems has solved the problem easily, but He haven't given enough details to the users to compile a working project(I'm noob), and I'm interested to know an effective implementation of the solution (without using external libraries). If someone help me, I'll give to him a very good feedback ;)

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  • Use crontab scheduling java application problem occurs

    - by koma
    The main method to start the java application. The main method initialize the log, and then determine whether the process is running. Every 10 minutes, scheduled to run through the linux crontab. Able to determine that the 10 minutes of this program must end. Under normal circumstances, will print the following log The beginning of the implementation of 10 minutes The end of the 10 minutes of normal The beginning of the implementation of 20 minutes The end of the 20 minutes of normal The beginning of the implementation of 30 minutes The end of the 30 minutes of normal ..... But now this situation: The beginning of the implementation of 10 minutes The end of the 10 minutes of normal Execution starts in 30 minutes, but detected already have a process in operation, the program exits. Start the execution of 40 points, but detected already have a process in operation, the program exits. ..... Very strange 20-minute log does not print, but the 20-minute program has been launched by the ps-ef | grep java view java thread, found in a 20-minute thread is locked. But why not see the log Check the linux dispatch log, not see scheduling a 20-minute log.

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  • Testing my model for hybrid scheduling in Embedded Systems

    - by markusian
    I am working on a project for school, where I have to analyze the performances of a few fixed-priority servers algorithms (polling server, deferrable server, priority exchange) using a simulator in the case of hybrid scheduling, where we have both hard periodic tasks and soft aperiodic tasks. In my model I consider that: the hard tasks have a period equal to their deadline, with a known worst case execution time (wcet). The actual execution time could be smaller than the wcet. the soft tasks have a known wcet and random interarrival times. The actual execution time could be smaller than the wcet. In order to test those algorithms I need realistic case studies. For this reason I'm digging in the scientific literature but I am facing different problems: Sometimes I find a list of hard tasks with wcet, but it is not specified how the soft tasks parameters are found. Given the wcet of a task, how can I model its actual execution time? This means, what random distribution should I use considering the wcet? How can I model the random interarrival times of soft aperiodic tasks?

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  • Is chess-like AI really inapplicable in turn-based strategy games?

    - by Joh
    Obviously, trying to apply the min-max algorithm on the complete tree of moves works only for small games (I apologize to all chess enthusiasts, by "small" I do not mean "simplistic"). For typical turn-based strategy games where the board is often wider than 100 tiles and all pieces in a side can move simultaneously, the min-max algorithm is inapplicable. I was wondering if a partial min-max algorithm which limits itself to N board configurations at each depth couldn't be good enough? Using a genetic algorithm, it might be possible to find a number of board configurations that are good wrt to the evaluation function. Hopefully, these configurations might also be good wrt to long-term goals. I would be surprised if this hasn't been thought of before and tried. Has it? How does it work?

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  • Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

    - by Chris
    I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like to know if anyone has practical experience with GCM for pushing 'real-time' turn data to game clients. What kind of performance and limitations does it have? I'm also considering using a RESTful approach with GAE or Amazon EC2. Any advice about these approaches is appreciated.

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  • How to set up different documentroot for ip based requests, and different for domain based requests

    - by Carlos
    My problem is simply that I have a domain, let's say example.com, and my server's ip address is e.g. 192.168.0.1. I want to set up 2 different virtual hosts, so when user enters ip address (192.168.0.1) in his browser, he will see content from here: /var/www/staging But if user will type example.com, he will see content from here: /var/www I think it's possible but I was playing around with it and couldn't make it work. Also I don't want to make simple redirection. I know I can, but I need both of my apps (live & staging) working in root on the same server. I can't buy second domain, and I can't associate new ip address.

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