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  • NetBeans 7.1 RC1 now available - JavaFX 2, Enhanced Java Editor, Improved JavaEE, WebLogic 12 support

    - by arungupta
    NetBeans 7.1 RC1 is now available! What's new in NetBeans 7.1 ? Support for JavaFX 2 Full compile/debug/profile development cycle Many editor enhancements Deployment tools  Customized UI controls using CSS3 Enhanced Java editor Upgrade projects completely to JDK 7 Import statement organizer Rectangular block selection Getters/Setters included in refactoring Java EE  50+ CDI improvements RichFaces4 and ICEFaces2 component libraries EJB Timer creation wizard Code completion for table, column, and PU names CSS3, GUI Builder, Git, Maven3, and several other features listed at New and Noteworthy Download and give us your feedback using NetBeans Community Acceptance Testing by Dec 7th. Check out the latest tutorials. To me the best part was creating a Java EE 6 application, deploying on GlassFish, and then re-deploying the same application by changing the target to Oracle WebLogic Server 12c (internal build). And now see the same application deployed to both the servers: Don't miss the Oracle WebLogic Server 12c Launch Event on Dec 1. You can provide additional feedback about NetBeans on mailing lists and forums, file reports, and contact us via Twitter. The final release of NetBeans IDE 7.1 is planned for December.

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  • Architecture a for a central renderer rather than self-rendering

    - by The Communist Duck
    For the architectural side of rendering, there's two main ways: having each object render itself, and having a single renderer which renders everything. I'm currently aiming for the second idea, for the following reasons: The list can be sorted to only use shaders once. Else each object would have to bind the shader, because it's not sure if it's active. The objects could be sorted and grouped. Easier to swap APIs. With a few macro lines, it can be easy to swap between a DirectX renderer and an OpenGL renderer (not a reason for my project, but still a good point) Easier to manage rendering code Of course, if anyone has strong recommendations for the first method, I will listen to them. But I was wondering how make this work. First idea The renderer has a list of pointers to the renderable components of each entity, which register themselves on RenderCompoent creation. However, I'm worrying that this may end up as a lot of extra pointer weight. But I can sort the list of pointers every so often. Second idea The entire list of entities is passed to the renderer each render call. The renderer then sorts the list (each call, or maybe once?) and gets what it wants. That's a lot of passing and/or sorting, however. Other ideas ??? PROFIT Anyone got ideas? Thank you.

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  • Nivida driver install

    - by Adham
    tried black listing and every thing i could find on the internet used with root and alt+ctrl+f1 with no solution nvidia-installer log file '/var/log/nvidia-installer.log' creation time: Mon Jun 17 08:35:25 2013 installer version: 319.23 PATH: /usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin nvidia-installer command line: ./nvidia-installer Using: nvidia-installer ncurses user interface -> License accepted. -> Installing NVIDIA driver version 319.23. -> Running distribution scripts executing: '/usr/lib/nvidia/pre-install'... -> done. -> The distribution-provided pre-install script failed! Continue installation anyway? (Answer: Yes) ERROR: The Nouveau kernel driver is currently in use by your system. This driver is incompatible with the NVIDIA driver, and must be disabled before proceeding. Please consult the NVIDIA driver README and your Linux distribution's documentation for details on how to correctly disable the Nouveau kernel driver. WARNING: One or more modprobe configuration files to disable Nouveau are already present at: /etc/modprobe.d/nvidia-installer-disable-nouveau.conf. Please be sure you have rebooted your system since these files were written. If you have rebooted, then Nouveau may be enabled for other reasons, such as being included in the system initial ramdisk or in your X configuration file. Please consult the NVIDIA driver README and your Linux distribution's documentation for details on how to correctly disable the Nouveau kernel driver. ERROR: Installation has failed. Please see the file '/var/log/nvidia-installer.log' for details. You may find suggestions on fixing installation problems in the README available on the Linux driver download page at www.nvidia.com.

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  • ArchBeat Link-o-Rama for 2012-04-12

    - by Bob Rhubart
    2012 Real World Performance Tour Dates |Performance Tuning | Performance Engineering www.ioug.org Coming to your town: a full day of real world database performance with Tom Kyte, Andrew Holdsworth, and Graham Wood. Rochester, NY - March 8 Los Angeles, CA - April 30 Orange County, CA - May 1 Redwood Shores, CA - May 3 Oracle Technology Network Developer Day: MySQL - New York www.oracle.com Wednesday, May 02, 2012 8:00 AM – 4:30 PM Grand Hyatt New York 109 East 42nd Street, Grand Central Terminal New York, NY 10017 Webcast Series: Data Warehousing Best Practices event.on24.com April 19, 2012 - Best Practices for Workload Management of a Data Warehouse on Oracle Exadata May 10, 2012 - Best Practices for Extreme Data Warehouse Performance on Oracle Exadata Webcast: Untangle Your Business with Oracle Unified SOA and Data Integration event.on24.com Date: Tuesday, April 24, 2012 Time: 10:00 AM PT / 1:00 PM ET Speakers: Mala Narasimharajan - Senior Product Marketing Manager, Oracle Data Integration, Oracle Bruce Tierney - Director of Product Marketing, Oracle SOA Suite, Oracle The Increasing Focus on Architecture (ArchBeat) blogs.oracle.com As a "third wave" of computing, Cloud computing is changing how IT organizations and individuals within those organizations approach the creation of solutions. Updated SOA Documents now available in ITSO Reference Library blogs.oracle.com Nine updated documents have just been added to the IT Strategies from Oracle library, including SOA Practitioner Guides, SOA Reference Architectures, and SOA White Papers and Data Sheets. Access to all documents within the ITSO library is free to those with a free Oracle.com membership. WebLogic JMS Clustering and Spring | Rene van Wijk middlewaremagic.com Oracle ACE Rene van Wijk sets up a WebLogic cluster that includes a JMS environment, which will be used by Spring. Running Built-In Test Simulator with SOA Suite Healthcare 11g in PS4 and PS5 | Shub Lahiri blogs.oracle.com Shub Lahiri shows how the pre-installed simulator that comes with the SOA Suite for Healthcare Integration pack can be used as an external endpoint to generate inbound and outbound HL7 traffic on specified MLLP ports. In the cloud era, let's start calling IT what it is: 'Innovation Team' | Joe McKendrick www.zdnet.com Cloud, the third great shift in 50 years of computing, presents a golden opportunity for IT to get out in front and lead. Thought for the Day "Why do we never have time to do it right, but always have time to do it over?" — Anonymous

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  • How to install Ubuntu 12.04.1 in EFI mode with Encrypted LVM?

    - by g0lem
    I'm trying to properly install Ubuntu 12.04.1 LTS 64-bit PC (AMD64) with the alternate install CD ".iso" on a lenovo Thinkpad X220. Default Hard Disk (with a pre-installed version of Windows 7) has been replaced with a brand new SSD. The UEFI BIOS of the lenovo Thinkpad X220 is set to "UEFI Boot only" & "USB UEFI BIOS Support" is enabled (I'm using an external USB DVD reader to perform Ubuntu installation). The BIOS is a Phoenix SecureCore Tiano, BIOS version is 8DET56WW (1.26). The attempts below are made with the UEFI BIOS settings described above. Here's what I've tried so far: Boot on a live GParted CD Create a GPT partition table Create a FAT32 partition for UEFI System, set the partition to "EF00" type ("boot" flag) Leave remaining space unformated Boot on Ubuntu 12.04.1 LTS 64-bit PC (AMD64) with alternate CD: Perform the install with network updates enabled Use manual partitioning FAT32 partition created with GParted is used as "EFI System partition" Remaining space is set to be used as "Physical volume for LVM" Then "Configure encrypted volumes" using the previous "Physical volume for LVM" as the encrypted container, passphrase is setup. "Configure the Logical Volume Manager" creating a volume Group using the encrypted container /dev/mapper/sda2_crypt Creation of the Logical Volumes "Create logical volume", choosing the previously created volume Group Assign a mount point and file system to the Logical volumes : LV-root for / LV-var for /var LV-usr for /usr LV-usr-local for /usr/local LV-swap for swap LV-home for /home NOTE: /tmp would be in RAM only using TMPFS Bootloader step: neither my ESP partition (/dev/sda1, /dev/sda or MBR) seems to be the right place for GRUB, I get the following message (X suffix is for demonstration only): unable to install grub in /dev/sdaX Executing 'grub-install /dev/sdaX' failed This is a fatal error. Finish installation without the Bootloader & Reboot The system doesn't start, there's no EFI/GRUB menu at startup. What are the steps to perform a clean and working installation of Ubuntu 12.04.1 Precise Pangolin, 64bit version in U(EFI) mode using the encrypted LUKS + LVM scheme described above?

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  • Entity system in Lua, communication with C++ and level editor. Need advice.

    - by Notbad
    Hi!, I know this is a really difficult subject. I have been reading a lot this days about Entity systems, etc... And now I'm ready to ask some questions (if you don't mind answering them) because I'm really messed. First of all, I have a 2D basic editor written in Qt, and I'm in the process of adding entitiy edition. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being able to link published events to published actions (Ex:A level activate event throws a door open action), etc... Because all of this I guess my entity system should be written in scripting, in my case Lua. In the other hand I want to use a component based design for my entities, and here starts my questions: 1) Should I define my componentes en C++? If I do this en C++ won't I loose all the RTTI information I want for my editor?. In the other hand, I use box2d for physics, if I define all my components in script won't it be a lot of work to expose third party libs to lua? 2) Where should I place the messa system for my game engine? Lua? C++?. I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system, rendering system, input system, World class, etc... And for all the other things, lua. Creation/Composition of entities based on components, game logic, etc... Could anyone give any insight on how to accomplish this? And what aproach is better?. Thanks in advance, HexDump.

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  • Name for Osherove's modified singleton pattern?

    - by Kazark
    I'm pretty well sold on the "singletons are evil" line of thought. Nevertheless, there are limited occurrences when you want to limit the creation of an object. Roy Osherove advises, If you're planning to use a singleton in your design, separate the logic of the singleton class and the logic that makes it a singleton (the part that initializes a static variables, for example) into two separate classes. That way, you can keep the single responsibility principle (SRP) and also have a way to override singleton logic. (The Art of Unit Testing 261-262) This pattern still perpetuates the global state. However, it does result in a testable design, so it seems to me to be a good pattern for mitigating the damage of a singleton. However, Osherove does not give a name to this pattern; but naming a pattern, according to the Gang of Four, is important: Naming a pattern immediately increases our design vocabulary. It lets us design at a higher level of abstraction. (3) Is there a standard name for this pattern? It seems different enough from a standard singleton to deserve a separate name. Decoupled Singleton, perhaps?

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  • How to re-add RAID-10 dropped drive?

    - by thiesdiggity
    I have a problem that I can't seem to solve. We have a Ubuntu server setup with RAID-10 and two of the drives dropped out of the array. When I try to re-add them using the following command: mdadm --manage --re-add /dev/md2 /dev/sdc1 I get the following error message: mdadm: Cannot open /dev/sdc1: Device or resource busy When I do a "cat /proc/mdstat" I get the following: Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [r$ md2 : active raid10 sdb1[0] sdd1[3] 1953519872 blocks 64K chunks 2 near-copies [4/2] [U__U] md1 : active raid1 sda2[0] sdc2[1] 468853696 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdc1[1] 19530688 blocks [2/2] [UU] unused devices: <none> When I run "/sbin/mdadm --detail /dev/md2" I get the following: /dev/md2: Version : 00.90 Creation Time : Mon Sep 5 23:41:13 2011 Raid Level : raid10 Array Size : 1953519872 (1863.02 GiB 2000.40 GB) Used Dev Size : 976759936 (931.51 GiB 1000.20 GB) Raid Devices : 4 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Thu Oct 25 09:25:08 2012 State : active, degraded Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 Layout : near=2, far=1 Chunk Size : 64K UUID : c6d87d27:aeefcb2e:d4453e2e:0b7266cb Events : 0.6688691 Number Major Minor RaidDevice State 0 8 17 0 active sync /dev/sdb1 1 0 0 1 removed 2 0 0 2 removed 3 8 49 3 active sync /dev/sdd1 Output of df -h is: Filesystem Size Used Avail Use% Mounted on /dev/md1 441G 2.0G 416G 1% / none 32G 236K 32G 1% /dev tmpfs 32G 0 32G 0% /dev/shm none 32G 112K 32G 1% /var/run none 32G 0 32G 0% /var/lock none 32G 0 32G 0% /lib/init/rw tmpfs 64G 215M 63G 1% /mnt/vmware none 441G 2.0G 416G 1% /var/lib/ureadahead/debugfs /dev/mapper/RAID10VG-RAID10LV 1.8T 139G 1.6T 8% /mnt/RAID10 When I do a "fdisk -l" I can see all the drives needed for the RAID-10. The RAID-10 is part of the /dev/mapper, could that be the reason why the device is coming back as busy? Anyone have any suggestions on what I can try to get the drives back into the array? Any help would be greatly appreciated. Thanks!

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  • invitation: Oracle Endeca Information Discovery Bootcamp

    - by mseika
    The Oracle Endeca Information Discovery (OEID) Boot Camp is designed to give partners an understanding of OEID’s features, and how it complements the existing Oracle Business Intelligence suite. Participants will learn how to develop & implement solutions using a Data Discovery method. Training is in EnglishWhat will be covered?The Oracle Endeca Information Discovery (OEID) Boot Camp is a three-day class with a combination of lecture and hands-on exercises, tailored to make participants aware of the Oracle Endeca Information Discovery platform, and to gain valuable skills for the implementation of projects.The course will follow a combination of lectures and hands-on lab sessions, to allow participants to apply the knowledge they have gained by extracting from sample data sources, and creating an end-user application that will be used to answer several business questions. What You Will Learn Architecture: OEID Components, use of graphs, overview of clustering OEID Installation: Architecture planning, infrastructure requirements, installation process, production hints & tips OEID Administration: Data store management, administrative operations, portal configuration, data sources, system monitoring Indexing: Integration Suite, Data source analysis, Graph (ETL) creation, record design techniques Portlets: Studio portlets, custom portlet development, querying functions Reporting: Studio applications & best practices, visualizations, EQL PrerequisitesYou must bring a laptop with you for the Hands-on labs ENVIRONMENT – LAPTOP REQUIREMENTS For the OEID boot camp, participants will perform the hands-on lab exercises using a virtual machine image. These virtual machines will be provided to participants within a cloud environment, requiring participants to bring a laptop to the Boot Camp that can access a Windows server utilizing Microsoft RDP from their laptop. Participants will not need to install any software onto their laptops, but must ensure that they have the proper software installed for their OS, to connect through RDP to a server. HARDWARE • CPU: Dual-core, x64, 1.8Ghz or higher • RAM: 2GB SOFTWARE • Microsoft Remote Desktop Client • Internet Explorer 7, Firefox, or Google Chrome This boot camp is intended for prospective implementers of Oracle Endeca Information Discovery (OEID), or those in a presales role looking to gain insight into the technical benefits of this new package. Attendees should have experience and familiarity with the basic concepts of business intelligence. Where and When ? Monday, October 15th until wednesday, October 17th included 9:00 - 18:00 Oracle France 15, boulevard Charles de Gaulle 92715 Colombes Access Register Here Limited number of seats !

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  • Virtual Networks in Oracle Solaris - Part 5

    - by user12616590
               A         long         time      ago in a    blogosphere   far, far away... I wrote four blog entries to describe the new network virtualization features that were in Solaris 11 Express: Part 1 introduced the concept of network virtualization and listed the basic virtual network elements. Part 2 expanded on the concepts and discussed the resource management features. Part 3 demonstrated the creation of some of these virtual network elements. Part 4 demonstrated the network resource controls. I had planned a final entry that added virtual routers to the list of virtual network elements, but Jeff McMeekin wrote a paper that discuses the same features. That paper is available at OTN. And this Jeff can't write any better than that Jeff... All of the features described in those blog entries and that paper are also available in Solaris 11. It is possible that some details have changed, but the vast majority of the content is unchanged.

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  • Is there any place to find real-world usage-style tutorials for programming languages?

    - by OleDid
    Let's face it. When you want to learn something completely new, be it mathematics or foreign languages, it's easiest to learn when you get real world scenarios in front of you, with theory applied. For example, trigonometry can be extremely interesting when applied to creation of 2D platform games. Norwegian can be really interesting to learn if you live in Norway. When I try to look at a new programming language, I always find these steps the hardest: What tools do I need to compile and how do I do it Introduction-step: Why is this programming language so cool? Where and how is it used? (The step I am looking for, real-world scenarios) The rest, deep diving into the language, pure theory and such, is often much easier if you have completed step 1 and 2. Because now you know what it's all about, and can just read the specification when you need to. What I ask is, do you have any recommendations for places I can find such material for programming languages? Be it websites or companies selling books in this style, I'm interested. Also, I am interested in all languages. (If I had found a "real-world usage" explained for even INTERCAL, I would be interested). In some other thread here, I found a book called "Seven Languages in Seven Weeks". This is kind of what I am looking for, but I believe there must be "more like this".

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  • How do you determine whether a website is a scam [closed]

    - by Tom
    What's the best way to determine if a website is a scam. For example, at first sight (no pun intended) the following website seems to be legitimate. But the price of the product is suspiciously low (all the reviews point to an RRP of approximately £1000). http://www.maxiargos.com/index.php/asus-zenbook-ux31e-dh72-13-3-inch-thin-and-light-ultrabook-silver-aluminum.html Another indication is the lack of SSL for the checkout page, and lack of useful information in the WHOIS record. Registration Service Provided By: TMDHOSTING Contact: +1.8665325635 Domain Name: MAXIARGOS.COM Registrant: PrivacyProtect.org Domain Admin ([email protected]) ID#10760, PO Box 16 Note - All Postal Mails Rejected, visit Privacyprotect.org Nobby Beach null,QLD 4218 AU Tel. +45.36946676 Creation Date: 09-Nov-2011 Expiration Date: 09-Nov-2012 Domain servers in listed order: ns1.tmdhosting410.com ns2.tmdhosting410.com Administrative Contact: PrivacyProtect.org Domain Admin ([email protected]) ID#10760, PO Box 16 Note - All Postal Mails Rejected, visit Privacyprotect.org Nobby Beach null,QLD 4218 AU Tel. +45.36946676 Technical Contact: PrivacyProtect.org Domain Admin ([email protected]) ID#10760, PO Box 16 Note - All Postal Mails Rejected, visit Privacyprotect.org Nobby Beach null,QLD 4218 AU Tel. +45.36946676 Billing Contact: PrivacyProtect.org Domain Admin ([email protected]) ID#10760, PO Box 16 Note - All Postal Mails Rejected, visit Privacyprotect.org Nobby Beach null,QLD 4218 AU Tel. +45.36946676

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  • Using HTML5 Today part 4&ndash;What happened to XHTML?

    - by Steve Albers
    This is the fourth entry in a series of descriptions & demos from the “Using HTML5 Today” user group presentation. For practical purposes, the original XHTML standard is a historical footnote, although XHTML transitional will probably live on forever in the default web page templates of old web page editors. The original XHTML spec was released in 2000, on the heels of the HTML 4.01 spec.  The plan was to move web development away from HTML to the more formal, rigorous approach that XHTML offered, but it was built on a principle that conflicts with the history and culture of the Internet: XHTML introduced the idea of Draconian Error Handling, which essentially means that invalid XML markup on a page will cause a page to stop rendering. There is a transitional mode offered in the original XHTML spec, but the goal was to move to D.E.H.  You can see the result by changing the doc type for a document to “application/xhtml+xml” - for my class example we change this setting in the web.config file: <staticContent> <remove fileExtension=".html" /> <mimeMap fileExtension=".html" mimeType="application/xhtml+xml" /> </staticContent> With the new strict syntax a simple error, in this case a duplicate </td> tag, can cause a critical page error: While XHTML became very popular in the ensuing decade, the Strict form of XHTML never achieved widespread use. Draconian Error Handling was one of the factors that led in time to the creation of the WHATWG, or Web Hypertext Application Technology Group.  WHATWG contributed to the eventually disbanding of the XHTML 2.0 working group and the W3C’s move to embrace the HTML5 standard. For developers who long for XML markup the W3C HTML5 standard includes an XHTML5 syntax. For the longer, more definitive look at what happened to XHTML and how HTML5 came to be check out the Dive Into HTML mirror site or Bruce Lawson’s “HTML5: Who, What, When Why” talk.

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  • How does datomic handle "corrections"?

    - by blueberryfields
    tl;dr Rich Hickey describes datomic as a system which implicitly deals with timestamps associated with data storage from my experience, data is often imperfectly stored in systems, and on many occasions needs to retroactively be corrected (ie, often the question of "was a True on Tuesday at 12:00pm?" will have an incorrect answer stored in the database) This seems like a spot where the abstractions behind datomic might break - do they? If they don't, how does the system handle such corrections? Rich Hickey, in several of his talks, justifies the creation of datomic, and explains its benefits. His work, if I understand correctly, is motivated by core the insight that humans, when speaking about data and facts, implicitly associate some of the related context into their work(a date-time). By pushing the work required to manage the implicit date-time component of context into the database, he's created a system which is both much easier to understand, and much easier to program. This turns out to be relevant to most database programmers in practice - his work saves everyone a lot of time managing complex, hard to produce/debug/fix, time queries. However, especially in large databases, data is often damaged/incorrect (maybe it was not input correctly, maybe it eroded over time, etc...). While most database updates are insertions of new facts, and should indeed be treated that way, a non-trivial subset of the work required to manage time-queries has to do with retroactive updates. I have yet to see any documentation which explains how such corrections, or retroactive updates, are handled by datomic; from my experience, they are a non-trivial (and incredibly difficult to deal with) subset of time-related data manipulation that database programmers are faced with. Does datomic gracefully handle such updates? If so, how?

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  • Leaving the field of programming. What are the options?

    - by hal10001
    A lot of graduates ask about getting into this field, but I know there are times when I (as well as many others) think about leaving, too. My issue is that I love solving problems and the act of creating something that people enjoy using, and that is what keeps bringing me back. Lately, though, programming has become less of the act of creation and about solving problems, and has become more about being "a monkey at a keyboard". Can you offer any advice with regard to: What fields would offer equivalent problem-solving challenges consistently? How you would go about doing the research, or considering the career change? Basically anything else you think would be helpful in this situation. EDIT: I guess I should clarify and say that I've been in the field about 10 years, and I have had my fair share of working environments. The place where I am at now, and even the previous two jobs, the people I worked with have been great. I've been very lucky in that respect. I'm beginning to wonder if the next step for me has little to do with actual programming and more to do with business analysis or strategic consulting. I would hate to get too much onto the business side of things though, as I like being around tech folks more.

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  • How to fix this navigation issue in my site?

    - by David
    First off I use webs.com for the creation of my site. I have a very basic layout. List of links of the left and content on the right with a heading up top. Now in my list of links every link is an article that I wrote, I have about 25 links going down the left hand side of my site. Problem is when I try out new themes that support horizontal navigation as opposed to vertical navigation I get either a messy overflow of links Or a link called "more" which lists the rest of the articles in a drop down-list across my site. What I wish I had was a simple horizontal navigation like" "home, about, articles" and when the user clicks on articles it would then bring them to a page containing all my articles there. I would prefer it to be in a table like display. That way is not a long list. Anyways any ideas on how I can fix this issue im having? Please let me know if you need more information.

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  • Is individual code ownership important?

    - by Jim Puls
    I'm in the midst of an argument with some coworkers over whether team ownership of the entire codebase is better than individual ownership of components of it. I'm a huge proponent of assigning every member of the team a roughly equal share of the codebase. It lets people take pride in their creation, gives the bug screeners an obvious first place to assign incoming tickets, and helps to alleviate "broken window syndrome". It also concentrates knowledge of specific functionality with one (or two) team members making bug fixes much easier. Most of all, it puts the final say on major decisions with one person who has a lot of input instead of with a committee. I'm not advocating for requiring permission if somebody else wants to change your code; maybe have the code review always be to the owner, sure. Nor am I suggesting building knowledge silos: there should be nothing exclusive about this ownership. But when suggesting this to my coworkers, I got a ton of pushback, certainly much more than I expected. So I ask the community: what are your opinions on working with a team on a large codebase? Is there something I'm missing about vigilantly maintaining collective ownership?

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  • What are some good resources for creating a game engine in XNA?

    - by Glasser
    I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design this game. We've been meeting for months now and so far we have a pretty buffed out Game Design Document as well as much audio/visual concept art. Our programmers are itching to progress on our own end. Each person in our programming team is well versed in C++, but is very familiar with C#. We have enough experience and skill that we're confident that we will be successful with our game, and we're looking to build our own game engine in XNA as it seems like it would be worth our time and effort in the end. The game itself will be a 2D beat 'em up style game to be released over xbox live and the PC. It's play style will be similar to that of Castle Crashers or Scott Pilgrim vs The World. We want to design the game engine to allow us to better implement our assets into the game as well as to simplify the creation of design elements/mechanics. Currently between our programmers, we have books such as "XNA 4.0" and "Game Coding Complete, Third Edition," but we'd still like more information on both XNA and (especially) building a game engine from scratch. What are any other good books, websites, or resources we could use to further map out and program our game engine?

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • Setting up a shared media drive

    - by Sam Brightman
    I want to have a shared media drive be transparently usable to all users, whilst also sticking to FHS and Ubuntu standards. The former takes priority if necessary. I currently mount it at /media/Stuff but /media is supposed to be for external media, I believe. The main issue is setting permissions so that access to read and write to the drive can be granted to multiple users working within the same directories. InstallingANewHardDrive seems both slightly confused and not what I want. It claims that this sets ownership for the top-level directory (despite the recursion flag): sudo chown -R USERNAME:USERNAME /media/mynewdrive And that this will let multiple users create files and sub-directories but only delete their own: sudo chgrp plugdev /media/mynewdrive sudo chmod g+w /media/mynewdrive sudo chmod +t /media/mynewdrive However, the group writeable bit does not seem to get inherited, which is troublesome for keeping things organised (prevents creation inside sub-folders originally made by another user). The sticky bit is probably also unwanted for the same reason, although currently it seems that one userA (perhaps the owner of the mount-point?) can delete the userB's files, but not vice-versa. This is fine, as long as userB can create files inside the directory of userA. So: What is the correct mount point? Is plugdev the correct group? Most importantly, how to set up permissions to maintain an organised media drive? I do not want to be running cron jobs to set permissions regularly!

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • Structure of a .NET Assembly

    - by Om Talsania
    Assembly is the smallest unit of deployment in .NET Framework.When you compile your C# code, it will get converted into a managed module. A managed module is a standard EXE or DLL. This managed module will have the IL (Microsoft Intermediate Language) code and the metadata. Apart from this it will also have header information.The following table describes parts of a managed module.PartDescriptionPE HeaderPE32 Header for 32-bit PE32+ Header for 64-bit This is a standard Windows PE header which indicates the type of the file, i.e. whether it is an EXE or a DLL. It also contains the timestamp of the file creation date and time. It also contains some other fields which might be needed for an unmanaged PE (Portable Executable), but not important for a managed one. For managed PE, the next header i.e. CLR header is more importantCLR HeaderContains the version of the CLR required, some flags, token of the entry point method (Main), size and location of the metadata, resources, strong name, etc.MetadataThere can be many metadata tables. They can be categorized into 2 major categories.1. Tables that describe the types and members defined in your code2. Tables that describe the types and members referenced by your codeIL CodeMSIL representation of the C# code. At runtime, the CLR converts it into native instructions

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  • Game Messaging System Design

    - by you786
    I'm making a simple game, and have decided to try to implement a messaging system. The system basically looks like this: Entity generates message - message is posted to global message queue - messageManager notifies every object of the new message through onMessageReceived(Message msg) - if object wants, it acts on the message. The way I'm making message objects is like this: //base message class, never actually instantiated abstract class Message{ Entity sender; } PlayerDiedMessage extends Message{ int livesLeft; } Now my SoundManagerEntity can do something like this in its onMessageReceived() method public void messageReceived(Message msg){ if(msg instanceof PlayerDiedMessage){ PlayerDiedMessage diedMessage = (PlayerDiedMessage) msg; if(diedMessage.livesLeft == 0) playSound(SOUND_DEATH); } } The pros to this approach: Very simple and easy to implement The message can contain as much as information as you want, because you can just create a new Message subclass that has whatever info necessary. The cons: I can't figure out how I can recycle Message objects to a object pool, unless I have a different pool for each subclass of Message. So I have lots and lots of object creation/memory allocation over time. Can't send a message to a specific recipient, but I haven't needed that yet in my game so I don't mind it too much. What am I missing here? There must be a better implementation or some idea that I'm missing.

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  • Questioning one of the arguments for dependency injection: Why is creating an object graph hard?

    - by oberlies
    Dependency injection frameworks like Google Guice give the following motivation for their usage (source): To construct an object, you first build its dependencies. But to build each dependency, you need its dependencies, and so on. So when you build an object, you really need to build an object graph. Building object graphs by hand is labour intensive (...) and makes testing difficult. But I don't buy this argument: Even without dependency injection, I can write classes which are both easy to instantiate and convenient to test. E.g. the example from the Guice motivation page could be rewritten in the following way: class BillingService { private final CreditCardProcessor processor; private final TransactionLog transactionLog; // constructor for tests, taking all collaborators as parameters BillingService(CreditCardProcessor processor, TransactionLog transactionLog) { this.processor = processor; this.transactionLog = transactionLog; } // constructor for production, calling the (productive) constructors of the collaborators public BillingService() { this(new PaypalCreditCardProcessor(), new DatabaseTransactionLog()); } public Receipt chargeOrder(PizzaOrder order, CreditCard creditCard) { ... } } So there may be other arguments for dependency injection (which are out of scope for this question!), but easy creation of testable object graphs is not one of them, is it?

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  • two-part dice pool mechanic

    - by bythenumbers
    I'm working on a dice mechanic/resolution system based off of the Ghost/Echo (hereafter shortened to G/E) tabletop RPG. Specifically, since G/E can be a little harsh with dealing out consequences and failure, I was hoping to soften the system and add a little more player control, as well as offer the chance for players to evolve their characters into something unique, right from creation. So, here's the mechanic: Players roll 2d12 against the two statistics for their character (each is a number from 2-11, and may be rolled above or below depending on the nature of the action attempted, rolling your stat exactly always fails). Depending on the success for that roll, they add dice to the pool rolled for a modified G/E style action. The acting player gets two dice anyhow, and I am debating offering a bonus die for each success, or a single bonus die for succeeding on both of the statistic-compared rolls. One the size of the dice pool is set, the entire pool is rolled, and the players are allowed to assign rolled dice to a goal and a danger. Assigned results are judged as follows: 1-4 means the attempted goal fails, or the danger comes true. 5-8 is a partial success at the goal, or partially avoiding the danger. 9-12 means the goal is achieved, or the danger avoided. My concerns are twofold: Firstly, that the two-stage action is too complicated, with two rolls to judge separately before anything can happen. Secondly, that the statistics involved go too far in softening the game. I've run some basic simulations, and the approximate statistics follow: 2 dice (up to) 3 dice (up to) 4 dice failure ~33% ~25% ~20% partial ~33% ~35% ~35% success ~33% ~40% ~45% I'd appreciate any advice that addresses my concerns or offers to refine my simulation (right now the first roll is statistically modeled as sign(1d12-1d12), where 0 is a success).

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