Search Results

Search found 1940 results on 78 pages for 'bulletin board'.

Page 7/78 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • Should your client be able to view your project management board?

    - by bizso09
    We're making a bespoke software for our client and use Codebase for our project management. Is it a good idea to let our client view our project management board? The advantages that we thought of are that this would enhance the cooperation between the client and the dev team, following agile practices. He would essentially become part of our team. It would also reduce communication overhead and make sure we're on the same page. The client could track the progression of the system and make suggestions along the way on the user stories. In addition, he could submit bugs or feature requests. The disadvantages that we though of are that some aspects of the board might be too technical to the client. He would suggest changes to the user stories too often and he might view some content that we normally wouldn't want our client to see. For example, when we compromise on technology or functionality, the client might question that and insist on doing things one way or the other.

    Read the article

  • Making a mobile app from a board game. Copyright infringement?

    - by Claudio Coelho
    Me and a friend got hooked on a board game and soon realized that we didn't need the board game to play, instead we could play it with pen and paper with extreme ease and satisfaction. The next step was to develop a simple android app to play it. We have been using this to play and it's fun, and we are interested in publishing it, but we are worried eventual copyright issues. The concept of the game - itself very simple, merely a type of trivia game, where each round has different rules - is the same, the name is different as is all the art. Does anybody know if we infringe copyrights if we were to publish it? Thanks

    Read the article

  • Good message board for a website (e.g. phpBB)

    - by unixman83
    Hi, What are the best (and most widely used) message board softwares, and the pros and cons of each. e.g. Security Vulnerabilities, Performance on a cheap server, comes pre-packaged. I am looking for the best message board software for my website. A VPS can run almost any software, so the sky is the limit! Free, doesn't require unreasonable number of hyperlinks to their website Security focused / Widely Used, vulnerabilities are found and fixed quick Easy to keep up-to-date, i.e. prepackaged / auto-update in some way Moderator features [like pinning / message preamble], account management Themeable, customize appearance a bit

    Read the article

  • Good message board for a website (e.g. phpBB)

    - by unixman83
    Hi, What are the best (and most widely used) Linux-based message board softwares, and the pros and cons of each. e.g. Security Vulnerabilities, Performance on a cheap server, comes pre-packaged [RPM or DEB]. I am looking for the best message board software for my website. A VPS can run almost any software, so the sky is the limit! Free, doesn't require unreasonable number of hyperlinks to their website Security focused / Widely Used, vulnerabilities are found and fixed quick Easy to keep up-to-date, i.e. prepackaged / auto-update in some way Moderator features [like pinning / message preamble], account management Themeable, customize appearance a bit

    Read the article

  • SharePoint Discussion Board "Last updated" field is not updated any more.

    - by Flo
    On of our SharePoint users informed me today about a strange behavior of a discussion board on one of his sites. Normally the standard "subject" view of an discussion list has a field named "Last updated" showing the date and time of the last post within the corresponding thread. On the discussion board of our user this field is never set to the date/time of the last post but stays on the date/time when the thread was started. The site on which the discussion board is located was created from a custom web site template which includes the empty discussion board. To narrow this problem I created a second discussion board on the same site, with the result that it sets the Last updated field correctly. Any suggestions why the Last updated field doesn't update any more?

    Read the article

  • Any board-like platform but only for files instead of text posts? [on hold]

    - by Janwillhaus
    I am looking for a (best open-source or free but also commercially available) CMS platform that is built similarly to bulletin boards (for example phpBB) but instead of text posts, registered users can upload files that can be rated, commented etc.) I am aware of the number of board CMSes that have file-database plugins, but that is not what I want. I want to have a system that focuses on the files rather than on the postings. Or do you have any alternative ideas on solutions to the problem? I need the following functions CMS focused on file management Files that can be categorized (in a tree-like view for example) Comments and ratings can be added to files Users that can be provided various rights around the platform (moderation, commenting, exclusion of non-registered users, etc.) Users can upload files themselves (for further moderation

    Read the article

  • WebCenter Customer Advisory Board meetings kick off Oracle Open World 2012!

    - by Lance711
    Welcome to OpenWorld! OpenWorld 2012 got underway today with a series of meetings with the members of the WebCenter Customer Advisory Board. Led by the WebCenter Product Management team, these meetings are a great way for the product team and customers to directly interact and discuss real-life business challenges, product details and to discuss upcoming features and functionality. This year, board members participated in discussions around live demos around product enhancements that will be featured throughout the coming week. Highlights included a variety of new mobile and social solutions, a great new user interface for WebCenter Content plus new Portal and Sites functionality that makes the experience for the everyday user a lot more pleasant. The day kicked off with Roel Stalman, VP of Product Management, giving a detailed overview of what’s new in WebCenter. Given all the improvements to discuss, this session went over 2 hours! Roel showcased the brand new UI for Content, Portal and Sites. He also gave live demos of the new mobile apps for WebCenter Content, Portal and the Oracle Social Network.  The attendees then broke into sub-groups in order to deep-dive with Product Management for the Portal, Sites, and Content product areas on specific functionality and application integrations. If you are here in San Francisco this week for OpenWorld, I definitely recommend stopping by the WebCenter area in the Moscone West Exhibition Hall to see some of this new functionality for yourself. And be sure to check out the WebCenter sessions throughout the week as those give us a chance to discuss direction and strategy, answer your questions and get your feedback and ideas. For those of you could not make it to OpenWorld this year, we miss you! You can stay in touch with what is happening via this blog and by following #oow and #webcenter on Twitter. Additionally, we will be rolling out details on upcoming products and release info over the coming months via this blog and web seminars. Stay tuned!

    Read the article

  • How can we best represent the SDLC process as a board game?

    - by Innogetics
    I recently got interested in financial board games and saw how they can be very useful in educating children about certain concepts. It got me thinking whether it was also possible to represent certain aspects of executing a software project via a boardgame and make it fun. Here are a few things that I have come up so far: human resources and tools / techniques are represented as cards. requirements are also represented as cards, which are dealt equally to each player, and the objective is to move all requirement cards through an "SDLC" board (one per player) that represent a series of squares grouped according to phases (design all the way to deployment) the passage of time is represented in a main square board like monopoly, and completing a trip around the board (passing "Go") allows the player to move each of the requirement cards a number of steps through the SDLC board depending on the capability of the resource cards (senior programmer allows one requirement to move two squares in the dev phase, junior programmer only one, etc.) players will start with play money representing the project budget, and at every pass at "Go" is payday. the player is out of the game if he runs out of funds. the main board also has "chance" / "risk" cards, which represent things that can mess up a project. damage is applied at the roll of a die, and chance modifiers depend on whether the user has "bought" tools / techniques. I haven't implemented this idea yet as I'm still looking at more play elements that can make the game more engaging, as well as soliciting for more ideas. I am planning to release this under Creative Commons license but haven't decided on the exact license yet. Any more game play suggestions are welcome. UPDATE: This was posted in BoardGameGeek and there's now an active discussion thread there. http://www.boardgamegeek.com/article/4436694

    Read the article

  • PASS: Election Changes for 2011

    - by Bill Graziano
    Last year after the election, the PASS Board created an Election Review Committee.  This group was charged with reviewing our election procedures and making suggestions to improve the process.  You can read about the formation of the group and review some of the intermediate work on the site – especially in the forums. I was one of the members of the group along with Joe Webb (Chair), Lori Edwards, Brian Kelley, Wendy Pastrick, Andy Warren and Allen White.  This group worked from October to April on our election process.  Along the way we: Interviewed interested parties including former NomCom members, Board candidates and anyone else that came forward. Held a session at the Summit to allow interested parties to discuss the issues Had numerous conference calls and worked through the various topics I can’t thank these people enough for the work they did.  They invested a tremendous number of hours thinking, talking and writing about our elections.  I’m proud to say I was a member of this group and thoroughly enjoyed working with everyone (even if I did finally get tired of all the calls.) The ERC delivered their recommendations to the PASS Board prior to our May Board meeting.  We reviewed those and made a few modifications.  I took their recommendations and rewrote them as procedures while incorporating those changes.  Their original recommendations as well as our final document are posted at the ERC documents page.  Please take a second and read them BEFORE we start the elections.  If you have any questions please post them in the forums on the ERC site. (My final document includes a change log at the end that I decided to leave in.  If you want to know which areas to pay special attention to that’s a good start.) Many of those recommendations were already posted in the forums or in the blogs of individual ERC members.  Hopefully nothing in the ERC document is too surprising. In this post I’m going to walk through some of the key changes and talk about what I remember from both ERC and Board discussions.  I’ll pay a little extra attention to things the Board changed from the ERC.  I’d also encourage any of the Board or ERC members to blog their thoughts on this. The Nominating Committee will continue to exist.  Personally, I was curious to see what the non-Board ERC members would think about the NomCom.  There was broad agreement that a group to vet candidates had value to the organization. The NomCom will be composed of five members.  Two will be Board members and three will be from the membership at large.  The only requirement for the three community members is that you’ve volunteered in some way (and volunteering is defined very broadly).  We expect potential at-large NomCom members to participate in a forum on the PASS site to answer questions from the other PASS members. We’re going to hold an election to determine the three community members.  It will be closer to voting for Summit sessions than voting for Board members.  That means there won’t be multiple dedicated emails.  If you’re at all paying attention it will be easy to participate.  Personally I wanted it easy for those that cared to participate but not overwhelm those that didn’t care.  I think this strikes a good balance. There’s also a clause that in order to be considered a winner in this NomCom election, you must receive 10 votes.  This is something I suggested.  I have no idea how popular the NomCom election is going to be.  I just wanted a fallback that if no one participated and some random person got in with one or two votes.  Any open slots will be filled by the NomCom chair (usually the PASS Immediate Past President).  My assumption is that they would probably take the next highest vote getters unless they were throwing flames in the forums or clearly unqualified.  As a final check, the Board still approves the final NomCom. The NomCom is going to rank candidates instead of rating them.  This has interesting implications.  This was championed by another ERC member and I’m hoping they write something about it.  This will really force the NomCom to make decisions between candidates.  You can’t just rate everyone a 3 and be done with it.  It may also make candidates appear further apart than they actually are.  I’m looking forward talking with the NomCom after this election and getting their feedback on this. The PASS Board added an option to remove a candidate with a unanimous vote of the NomCom.  This was primarily put in place to handle people that lied on their application or had a criminal background or some other unusual situation and we figured it out. We list an explicit goal of three candidate per open slot. We also wanted an easy way to find the NomCom candidate rankings from the ballot.  Hopefully this will satisfy those that want a broad candidate pool and those that want the NomCom to identify the most qualified candidates. The primary spokesperson for the NomCom is the committee chair.  After the issues around the election last year we didn’t have a good communication plan in place.  We should have and that was a failure on the part of the Board.  If there is criticism of the election this year I hope that falls squarely on the Board.  The community members of the NomCom shouldn’t be fielding complaints over the election process.  That said, the NomCom is ranking candidates and we are forcing them to rank some lower than others.  I’m sure you’ll each find someone that you think should have been ranked differently.  I also want to highlight one other change to the process that we started last year and isn’t included in these documents.  I think the candidate forums on the PASS site were tremendously helpful last year in helping people to find out more about candidates.  That gives our members a way to ask hard questions of the candidates and publicly see their answers. This year we have two important groups to fill.  The first is the NomCom.  We need three people from our membership to step up and fill this role.  It won’t be easy.  You will have to make subjective rankings of your fellow community members.  Your actions will be important in deciding who the future leaders of PASS will be.  There’s a 50/50 chance that one of the people you interview will be the President of PASS someday.  This is not a responsibility to be taken lightly. The second is the slate of candidates.  If you’ve ever thought about running for the Board this is the year.  We’ve never had nine candidates on the ballot before.  Your chance of making it through the NomCom are higher than in any previous year.  Unfortunately the more of you that run, the more of you that will lose in the election.  And hopefully that competition will mean more community involvement and better Board members for PASS. Is this the end of changes to the election process?  It isn’t.  Every year that I’ve been on the Board the election process has changed.  Some years there have been small changes and some years there have been large changes.  After this election we’ll look at how the process worked and decide what steps to take – just like we do every year.

    Read the article

  • PHP session not working with JQuery Ajax?

    - by Bolt_Head
    Update, Solved: After all this I found out that I was calling an old version of my code in the update ajax. 'boardControl.php' instead of 'boardUpdate.php' These are the kinds of mistakes that make programing fun. I'm writing a browser gomoku game. I have the ajax statement that allows the player to play a piece. $(document).ready(function() { $("td").live('click',function(){ var value = $(this).attr('id'); $.get('includes/boardControl.php',{play: value, bid: bid}); }); }); value = board square location bid = board ID Before creating a user login for player identification, the server side php had a temporary solution. It would rotate the piece state for the squares when clicked instead of knowing what player to create them for. After creating login stuff I set a session variable for the player's ID. I was hoping to read the session ID from the php during the ajax request and figure out what player they are from there. session_start(); ... $playerId = $_SESSION['char']; $Query=("SELECT p1, p2 FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $p1 = mysql_result($Result,0,"p1"); $p2 = mysql_result($Result,0,"p2"); $newPiece = 0; //*default no player if($playerId == $p1) $newPiece = 1; if($playerId == $p2) $newPiece = 2; For some reason when I run the full web app, the pieces still cycle though, even after I deleted the code to make them cycle. Furthermore, after logging in If i manually load the php page in the browser, it modifies the database correctly (where it only plays pieces belonging to that player) and outputs the correct results. It seems to me that the session is not being carried over when used with Ajax. Yet Google searches tell me that, sessions do work with Ajax. Update: I'm trying to provide more information. Logging in works correctly. My ID is recognized and I printed it out next to the board to ensure that I was retrieving it correctly. The ajax request does update the board. The values passed are correct and confirmed with firebug's console. However instead of placing pieces only for the player they belong to it cycles though the piece states (0,1,2). When manually browsing to boardUpdate.php and putting in the same values sent from the Ajax the results seen in the echo'ed response indicates that the corresponding piece is played each time as intended. Same results on my laptop after fresh load of firefox. Manually browsing to boardUpdate.php without logging in before hand leave the board unchanged (as intended when no user is found in the session). I've double checked the that session_start() is on the php files and double checked the session ID variables. Hope this extra information helps, i'm running out of ideas what to tell you. Should I load up the full code? Update 2: After checking the Ajax responce in fire-bug I realized that the 'play' request does not get a result, and the board is not updated till the next 'update'. I'm still looking into this but I'll post it here for you guys too. boardUpdate.php Notable places are: Refresh Board(line6) Place Piece(line20) function boardUpdate($turnCount) (line63) <?php session_start(); require '../../omok/dbConnect.php'; //*** Refresh Board *** if(isset($_GET['update'])) { $bid = $_GET['bid']; $Query=("SELECT turn FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $turnCount=mysql_result($Result,0,"turn"); if($_GET['turnCount'] < $turnCount) //** Turn increased { boardUpdate($turnCount); } } //*** Place Piece *** if(isset($_GET['play'])) // turn order? player detect? { $squareID = $_GET['play']; $bid = $_GET['bid']; $Query=("SELECT turn, boardstate FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $turnCount=mysql_result($Result,0,"turn"); $boardState=mysql_result($Result,0,"boardstate"); $turnCount++; $playerId = $_SESSION['char']; $Query=("SELECT p1, p2 FROM board WHERE bid=$bid"); $Result=mysql_query($Query); $p1 = mysql_result($Result,0,"p1"); $p2 = mysql_result($Result,0,"p2"); $newPiece = 0; //*default no player if($playerId == $p1) $newPiece = 1; if($playerId == $p2) $newPiece = 2; // if($newPiece != 0) // { $oldPiece = getBoardSpot($squareID, $bid); $oldLetter = $boardState{floor($squareID/3)}; $slot = $squareID%3; //***function updateCode($old, $new, $current, $slot)*** $newLetter = updateCode($oldPiece, $newPiece, $oldLetter, $slot); $newLetter = value2Letter($newLetter); $newBoard = substr_replace($boardState, $newLetter, floor($squareID/3), 1); //** Update Query for boardstate & turn $Query=("UPDATE board SET boardState = '$newBoard', turn = '$turnCount' WHERE bid = '$bid'"); mysql_query($Query); // } boardUpdate($turnCount); } function boardUpdate($turnCount) { $json = '{"turnCount":"'.$turnCount.'",'; //** turnCount ** $bid = $_GET['bid']; $Query=("SELECT boardstate FROM board WHERE bid='$bid'"); $Result=mysql_query($Query); $Board=mysql_result($Result,0,"boardstate"); $json.= '"boardState":"'.$Board.'"'; //** boardState ** $json.= '}'; echo $json; } function letter2Value($input) { if(ord($input) >= 48 && ord($input) <= 57) return ord($input) - 48; else return ord($input) - 87; } function value2Letter($input) { if($input >= 10) return chr($input += 87); else return chr($input += 48); } //*** UPDATE CODE *** updates an letter with a new peice change and returns result letter. //***** $old : peice value before update //***** $new : peice value after update //***** $current : letterValue of code before update. //***** $slot : which of the 3 sqaures the change needs to take place in. function updateCode($old, $new, $current, $slot) { if($slot == 0) {// echo $current,"+((",$new,"-",$old,")*9)"; return letter2Value($current)+(($new-$old)*9); } else if($slot == 1) {// echo $current,"+((",$new,"-",$old,")*3)"; return letter2Value($current)+(($new-$old)*3); } else //slot == 2 {// echo $current,"+((",$new,"-",$old,")"; return letter2Value($current)+($new-$old); } }//updateCode() //**** GETBOARDSPOT *** Returns the peice value at defined location on the board. //****** 0 is first sqaure increment +1 in reading order (0-254). function getBoardSpot($squareID, $bid) { $Query=("SELECT boardstate FROM board WHERE bid='$bid'"); $Result=mysql_query($Query); $Board=mysql_result($Result,0,"boardstate"); if($squareID %3 == 2) //**3rd spot** { if( letter2Value($Board{floor($squareID/3)} ) % 3 == 0) return 0; else if( letter2Value($Board{floor($squareID/3)} ) % 3 == 1) return 1; else return 2; } else if($squareID %3 == 0) //**1st spot** { if(letter2Value($Board{floor($squareID/3)} ) <= 8) return 0; else if(letter2Value($Board{floor($squareID/3)} ) >= 18) return 2; else return 1; } else //**2nd spot** { return floor(letter2Value($Board{floor($squareID/3)}))/3%3; } }//end getBoardSpot() ?> Please help, I'd be glad to provide more information if needed. Thanks in advance =)

    Read the article

  • C++ beginner question regarding chars

    - by Samwhoo
    I'm just messing around with some C++ at the moment trying to make a simple tic-tac-toe game and I'm running into a bit of a problem. This is my code: #include <iostream> using namespace std; class Square { public: char getState() const; void setState(char); Square(); ~Square(); private: char * pState; }; class Board { public: Board(); ~Board(); void printBoard() const; Square getSquare(short x, short y) const; private: Square board[3][3]; }; int main() { Board board; board.getSquare(1,2).setState('1'); board.printBoard(); return 0; } Square::Square() { pState = new char; *pState = ' '; } Square::~Square() { delete pState; } char Square::getState() const { return *pState; } void Square::setState(char set) { *pState = set; } Board::~Board() { } Board::Board() { } void Board::printBoard() const { for (int x = 0; x < 3; x++) { cout << "|"; for (int y = 0; y < 3; y++) { cout << board[x][y].getState(); } cout << "|" << endl; } } Square Board::getSquare(short x, short y) const { return board[x][y]; } Forgive me if there are blatantly obvious problems with it or it's stupidly written, this is my first program in C++ :p However, the problem is that when I try and set the square 1,2 to the char '1', it doesn't print out as a 1, it prints out as some strange character I didn't recognise. Can anyone tell me why? :) Thanks in advance.

    Read the article

  • What algorithm to use to fill a KenKen square board with cages?

    - by JimmyBoh
    I am working on recreating KenKen, a popular math puzzle involving a blank grid that is divided into "cages". Each cage is just a collection of adjacent squares and has a clue which is generally a number and an operand, shown below: What type of algorithm would be best to fill the square with cages? Assume the maximum number of cells per cage would be 3 and the board is 4x4 in size, like in the example above.

    Read the article

  • TS-7800 Hangs on bootup

    - by Reid
    I have a TS-7800, and it typically boots from the SD card inserted in it. When I tried to boot it up today, it hung on the syslog line. I am now having "Read only file system" problems. What has gone wrong? Bootup console: >> Copyright (c) 2008, Technologic Systems >> Booting from SD card... . . . . >> Booting to SD Card... INIT: version 2.86 booting Starting the hotplug events dispatcher: udevd. Synthesizing the initial hotplug events...done. Waiting for /dev to be fully populated...done. mount: can't find / in /etc/fstab or /etc/mtab Cleaning up ifupdown...rm: cannot remove `/etc/network/run/ifstate': Read-only file system Loading kernel modules...done. Checking all file systems... fsck 1.37 (21-Mar-2005) ... done. none on /dev/pts type devpts (rw,gid=5,mode=620) /etc/init.d/rcS: line 39: /tmp/.clean: Read-only file system Setting up networking...done. Setting up IP spoofing protection: rp_filter. Enabling packet forwarding...done. Configuring network interfaces...ifup: failed to open statefile /etc/network/run/ifstate: Read-only file system done. Starting portmap daemon: portmap. /etc/init.d/rcS: line 39: /tmp/.clean: Read-only file system /etc/init.d/rcS: line 24: /var/run/utmp: Read-only file system rm: cannot remove `/var/lib/urandom/random-seed': Read-only file system urandom start: failed. Recovering nvi editor sessions... done. INIT: Entering runlevel: 3 Starting system log daemon: syslogd . Starting kernel log daemon: klogd. Starting MTA: open: Read-only file system touch: cannot touch `/var/lib/exim4/config.autogenerated.tmp': Read-only file system chown: cannot access `/var/lib/exim4/config.autogenerated.tmp': No such file or directory chmod: cannot access `/var/lib/exim4/config.autogenerated.tmp': No such file or directory chmod: changing permissions of `/var/lib/exim4/config.autogenerated': Read-only file system /usr/sbin/update-exim4.conf: line 260: cannot create temp file for here document: Read-only file system /usr/sbin/update-exim4.conf: line 387: /var/lib/exim4/config.autogenerated.tmp: Read-only file system 2002-01-01 01:31:36 Cannot open main log file "/var/log/exim4/mainlog": Read-only file system: euid=0 egid=0 2002-01-01 01:31:36 non-existent configuration file(s): /var/lib/exim4/config.autogenerated.tmp 2002-01-01 01:31:36 Cannot open main log file "/var/log/exim4/mainlog": Read-only file system: euid=0 egid=0 exim: could not open panic log - aborting: see message(s) above Invalid new configfile /var/lib/exim4/config.autogenerated.tmp not installing /var/lib/exim4/config.autogenerated.tmp to /var/lib/exim4/config.autogenerated Starting internet superserver: inetd. Starting OpenBSD Secure Shell server: sshd. Starting NFS common utilities: statdStarting periodic command scheduler: cron/usr/sbin/cron: can't open or create /var/run/crond.pid: Read-only file system . Starting web server (apache2)...(30)Read-only file system: apache2: could not open error log file /var/log/apache2/error.log. Unable to open logs failed! Debian GNU/Linux 3.1 ts7800 ttyS0 ts7800 login:

    Read the article

  • Files built with a makefile are disapearing (including the binary)

    - by Reid
    I am building a program on a TS-7800(SBC), and when I run make (show below), it appears to go through all of the steps normally, but in the end i do not get a binary file. Why is this, and how can I get my file. makefile CC= /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc # compiler options #CFLAGS= -O2 CFLAGS= -mcpu=arm9 #CFLAGS= -pg -Wall # linker LN= $(CC) # linker options LNFLAGS= #LNFLAGS= -pg # extra libraries used in linking (use -l command) LDLIBS= -lpthread # source files SOURCES= HMITelem.c Cpacket.c GPS.c ADC.c Wireless.c Receivers.c CSVReader.c RPM.c RS485.c # include files INCLUDES= Cpacket.h HMITelem.h CSVReader.h RS485.h # object files OBJECTS= HMITelem.o Cpacket.o GPS.o ADC.o Wireless.o Receivers.o CSVReader.o RPM.o RS485.o HMITelem: $(OBJECTS) $(LN) $(LNFLAGS) -o $@ $(OBJECTS) $(LDLIBS) .c.o: $*.c $(CC) $(CFLAGS) -c $*.c RUN : ./HMITelem #clean: # rm -f *.o # rm -f *~ Output root@ts7800:ReidTest# make /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c HMITelem.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c Cpacket.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c GPS.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c ADC.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c Wireless.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c Receivers.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c CSVReader.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c RPM.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -mcpu=arm9 -c RS485.c /home/eclipse/ReidTest/cc/cross-toolchains/arm-none-linux-gnueabi/bin/arm-none-linux-gnueabi-gcc -o HMITelem HMITelem.o Cpacket.o GPS.o ADC.o Wireless.o Receivers.o CSVReader.o RPM.o RS485.o -lpthread Thank you.

    Read the article

  • Switching from Onboard intel to Nvidia Dedicated GPU

    - by Anarkie
    How can I switch from Intel onboard grpahics to Nvidia Dedicated GPU? When I go to windows screen resolution I see intel. I cant change it. I go to Device Manager, I see both Adapters are there and Nvidia is known.I disabled intel, I didnt see any option to set one as primary so I disabled intel, black screen!Reboot and re-enable intel. I right click on the desktop, choose "Nvidia Control Panel" and on 3D options I chose the desired game I want to play, High performance Nvidia, but it didnt switch when I started the game. Then I made preferred GPU in the global settings High performance Nvidia for everything it still didnt change.I understand to save the battery etc. there is a switch option between these two but I dont see this switch when it is necessary, I cant also switch manually?Is there a manual switch FN key?I looked but couldnt find. Why I want to do this? 1) Better game peformance. 2) I want to play an old game from 2002(Diablo 2 LOD), when I start the game there are black bars on the sides, so screen becomes just smaller which I dislike!I heard this is intel's specification to center the display.But instead I would like to scale or expand it to fit widescreen(fullscreen).Which should be possible with Nvidia. My Notebook Specs: Fujitsu Lifebook AH531, Win7 , 64 bit, i5, intel HD graphics onboard, Nvidia GT 525. I didnt install Nvidia later, it was always installed and ready from the moment I turned on the computer first time. How I determined that the cards werent switched when I am playing the game: with the windows key I exited from the game, then looked at screen resolutions menu, still saw intel, also the game was still with black bars.I know intel GPU should enough for Diablo 2 but I am interested in this answer for further games, I dont always play Diablo, what if I install an up to date game for example?Then Intel will not be sufficient.I would like to learn the switch option.

    Read the article

  • PackageForTheWeb "should not be executed directly"

    - by Sergei Ousynin
    When trying to install package (specifically, chipset drivers for Nexcom PEAK-series computer, but I guess it doesn't really matters) I get "PackageForTheWeb Error" saing "This program is used internally by PackageFromTheWeb. It should not be executed directly." I get this error on both Windows 2000 (where it should be installed) and Windows 7. The original driver CD was lost long time ago, so the package was downloaded from the Nexcom website, found no info about installer prerequisites there. What should I install (or anything else) to install this package? UPD: I found a solution - unpacked the package and executed setup.exe that was inside. But I'm pretty sure it's not an action supposed by vendor, so answers are still welcome.

    Read the article

  • Not sure why I'm getting a NullPointerException when creating a Swing component

    - by Alex
    The error occurs when creating the Box object. public void drawBoard(Board board){ for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ Box box = new Box(board.getSquare(col, row).getColour(), col, row); squarePanel[col][row].add(box); } } Board is given from the Game constructor here (another class): public Game() throws Throwable{ View graphics = new View(); board = new Board(); board.setDefault(); graphics.drawBoard(board); } The Board constructor looks like this: public Board(){ grid = new Square[COLUMNS][ROWS]; for(int row = 0; row < 8; row++){ for(int col = 0; col < 8; col++){ grid[col][row] = new Square(this); } } for(int row = 0; row < 8; row++){ for(int col = 0; col < 4; col++){ int odd = 2*col + 1; int even = 2*col; getSquare(odd, row).setColour(Color.BLACK); getSquare(even, row).setColour(Color.WHITE); } } } And finally the Box class: class Box extends JComponent{ Color boxColour; int col, row; public Box(Color boxColour, int col, int row){ this.boxColour = boxColour; this.col = col; this.row = row; repaint(); } public void paint(Graphics drawBox){ drawBox.setColor(boxColour); drawBox.drawRect(50*col, 50*row, 50, 50); drawBox.fillRect(50*col, 50*row, 50, 50); } } So while looping through the array, it uses the two integers as coordinates to create the Box. The coordinates are referenced and then repaint() is run. The box also gets the colour, using the two integers, from the Square in the Board class. Since the colour is already set, before the drawBoard(board) method is run, that shouldn't be a problem, right? Exception in thread "main" java.lang.NullPointerException at View.drawBoard(View.java:38) at Game.<init>(Game.java:21) at Game.main(Game.java:14) The relevant part of Square import java.awt.Color; public class Square { private Piece piece; private Board board; private Color squareColour; public Square(Board board){ this.board = board; } public void setColour(Color squareColour){ this.squareColour = squareColour; } public Color getColour(){ return squareColour; }

    Read the article

  • Rails and Mongoid best way to implement sharing system

    - by Matteo Pagliazzi
    I have to model User and Board in rails using mongoid as ODM. Each board is referenced to an user through a foreign key user_id and now I want to add the ability to share a board with other users. Following CRUD I'd create a new Model called something like Share and it's releated Controller with the ability to create/edit/delete a Share but I have some doubts: First, where to save informations about Shares? I think I may create a field in the Board's collection called shared_with including an array of user ids. in a MySQL I'd created a new table with the ids of who share, the resource shared and the user the resources is shared with but I don't think that's necessary using MongoDB. Every user a Board is shared with should be able to edit the Board (but not to delete it) so the Board should have two relations one with the owner and another with the users the board is shared with, right? For permission (the owner should be able to delete a board but the users it is shared with shouldn't) what to use? I'm using Devise for authentication but I think something like CanCan would fit better. but how to implement it? What do you think about this way? Do you find any problems or have better solutions?

    Read the article

  • What are functional-programming ways of implementing Conway's Game of Life

    - by George Mauer
    I recently implemented for fun Conway's Game of Life in Javascript (actually coffeescript but same thing). Since javascript can be used as a functional language I was trying to stay to that end of the spectrum. I was not happy with my results. I am a fairly good OO programmer and my solution smacked of same-old-same-old. So long question short: what is the (pseudocode) functional style of doing it? Here is Pseudocode for my attempt: class Node update: (board) -> get number_of_alive_neighbors from board get this_is_alive from board if this_is_alive and number_of_alive_neighbors < 2 then die if this_is_alive and number_of_alive_neighbors > 3 then die if not this_is_alive and number_of_alive_neighbors == 3 then alive class NodeLocations at: (x, y) -> return node value at x,y of: (node) -> return x,y of node class Board getNeighbors: (node) -> use node_locations to check 8 neighbors around node and return count nodes = for 1..100 new Node state = new NodeState(nodes) locations = new NodeLocations(nodes) board = new Board(locations, state) executeRound: state = clone state accumulated_changes = for n in nodes n.update(board) apply accumulated_changes to state board = new Board(locations, state)

    Read the article

  • How do I create a good evaluation function for a new board game?

    - by A. Rex
    I write programs to play board game variants sometimes. The basic strategy is standard alpha-beta pruning or similar searches, sometimes augmented by the usual approaches to endgames or openings. I've mostly played around with chess variants, so when it comes time to pick my evaluation function, I use a basic chess evaluation function. However, now I am writing a program to play a completely new board game. How do I choose a good or even decent evaluation function? The main challenges are that the same pieces are always on the board, so a usual material function won't change based on position, and the game has been played less than a thousand times or so, so humans don't necessarily play it enough well yet to give insight. (PS. I considered a MoGo approach, but random games aren't likely to terminate.) Any ideas? Game details: The game is played on a 10-by-10 board with a fixed six pieces per side. The pieces have certain movement rules, and interact in certain ways, but no piece is ever captured. The goal of the game is to have enough of your pieces in certain special squares on the board. The goal of the computer program is to provide a player which is competitive with or better than current human players.

    Read the article

  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of this but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the user to the game. Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

    Read the article

  • When dealing with a static game board, what are some methods to make it more interesting?

    - by Ólafur Waage
    Let's say you have a game board that you look at. It does not move but there is some action going on. For example Chess, Checkers, Solitaire. The game I'm working on is not one of these but it's a good reference. What are some methods you can apply to the game or the design that increases the appeal of the game to the user? Of course you can make it prettier but what are some other methods you can use? For example: Visual cues, game design changes, user interface arrangement, etc.

    Read the article

  • How do I draw a 2d plane and rotate camara (To be a board) in a 3d XNA game?

    - by Mech0z
    I am trying to create a simple board game, but the 3d part of this is really killing me. From what I can gather I have created a plane, but it never moves even though I turn the camara, but that partially makes sense as I only turn the camara with a 3d model, but in my head that makes 0 sense, in my head if I turn the camara it should affect ALL my models? But with this code the camara only "cares" about the 3d cylinder, the plane is just completely still private void OnDraw(object sender, GameTimerEventArgs e) { SharedGraphicsDeviceManager.Current.GraphicsDevice.Clear(Color.CornflowerBlue); foreach (ModelMesh mesh in cylinderModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { //effect.World = Matrix.CreateRotationX((float)e.TotalTime.TotalSeconds * 2); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.EnableDefaultLighting(); } mesh.Draw(); } //cameraPosition.Z -= 5.0f; _effect.World = Matrix.CreateRotationZ((MathHelper.ToRadians(((float)e.TotalTime.Milliseconds / 2) % 360))); foreach (EffectPass pass in _effect.CurrentTechnique.Passes) { pass.Apply(); SharedGraphicsDeviceManager.Current.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, _vertices, 0, 1, VertexPositionColor.VertexDeclaration); } } Is there a way to get the camara to affect all models?

    Read the article

  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

    Read the article

  • Thought Oracle Usability Advisory Board Was Stuffy? Wrong. Justification for Attending OUAB: ROI

    - by ultan o'broin
    Looking for reasons tell your boss why your organization needs to join the Oracle Usability Advisory Board or why you need approval to attend one of its meetings (see the requirements)? Try phrases such as "Continued Return on Investment (ROI)", "Increased Productivity" or "Happy Workers". With OUAB your participation is about realizing and sustaining ROI across the entire applications life-cycle from input to designs to implementation choices and integration, usage and performance and on measuring and improving the onboarding and support experience. If you think this is a boring meeting of middle-aged people sitting around moaning about customizing desktop forms and why the BlackBerry is here to stay, think again! How about this for a rich agenda, all designed to engage the audience in a thought-provoking and feedback-illiciting day of swirling interactions, contextual usage, global delivery, mobility, consumerizationm, gamification and tailoring your implementation to reflect real users doing real work in real environments.  Foldable, rollable ereader devices provide a newspaper-like UK for electronic news. Or a way to wrap silicon chips, perhaps. Explored at the OUAB Europe Meeting (photograph from Terrace Restaurant in TVP. Nom.) At the 7 December 2012 OUAB Europe meeting in Oracle Thames Valley Park, UK, Oracle partners and customers stepped up to the mic and PPT decks with a range of facts and examples to astound any UX conference C-level sceptic. Over the course of the day we covered much ground, but it was all related in a contextual, flexibile, simplication, engagement way aout delivering results for business: that means solving problems. This means being about the user and their tasks and how to make design and technology transforms work into a productive activity that users and bean counters will be excited by. The sessions really gelled for me: 1. Mobile design patterns and the powerful propositions for customers and partners offered by using the design guidance with Oracle ADF Mobile. Customers' and partners' developers existing ADF developers are now productive, efficient ADF Mobile developers applying proven UX guidance using ADF Mobile components and other Oracle Fusion Middleware in the development toolkit. You can find the Mobile UX Design Patterns and Guidance on Building Mobile Apps on OTN. 2. Oracle Voice and Apps. How this medium offers so much potentual in the enterprise and offers a window in Fusion Apps cloud webservices, Oracle RightNow NLP and Nuance technology. Exciting stuff, demoed live on a mobile phone. Stay tuned for more features and modalities and how you can tailor your own apps experience.  3. Oracle RightNow Natural Language Processing (NLP) Virtual Assistant technology (Ella): how contextual intervention and learning from users sessions delivers a great personalized UX for users interacting with Ella, a fifth generation VA to solve problems and seek knowledge. 4. BYOD Keynote: A balanced keynote address contrasting Fujitsu's explaining of the conceprt, challenges, and trends and setting the expectation that BYOD must be embraced in a flexible way,  with the resolute, crafted high security enterprise requirements that nuancing the BYOD concept and proposals with the realities of their world of water tight information and device sharing policies. Fascinating stuff, as well providing anecdotes to make us thing about out own DYOD Deployments. One size does not fit all. 5. Icon Cultural Surveys Results and Insights Arising: Ever wondered about the cultural appropriateness of icons used in software UIs and how these icons assessed for global use? Or considered that social media "Like" icons might be  unacceptable hand gestures in culture or enterprise? Or do the old world icons like Save floppy disk icons still find acceptable? Well the survey results told you. Challenges must be tested, over time, and context of use is critical now, including external factors such as the internet and social media adoption. Indeed the fears about global rejection of the face and hand icons was not borne out, and some of the more anachronistic icons (checkbooks, microphones, real-to-real tape decks, 3.5" floppies for "save") have become accepted metaphors for current actions. More importantly the findings brought into focus the reason for OUAB - engage with and illicit feedback though working groups before we build anything. 6. EReaders and Oracle iBook: What is the uptake and trends of ereaders? And how about a demo of an iBook with enterprise apps content?  Well received by the audience, the session included a live running poll of ereader usage. 7. Gamification Design Jam: Fun, hands on event for teams of Oracle staff, partners and customers, actually building gamified flows, a practice that can be applied right away by customers and partners.  8. UX Direct: A new offering of usability best practices, coming to an external website for you in 2013. FInd a real user, observe their tasks, design and approve, build and measure. Simple stuff to improve apps implications no end. 9. FUSE (an internal term only, basically Fusion Simplified Experience): demo of the new Face of Fusion Applications: inherently mobile, simple to use, social, personalizable and FAST, three great demos from the HCM, CRM and ICT world on how these UX designs can be used in different ways. So, a powerful breadth and depth of UX solutions and opporunities for customers and partners to engage with and explore how they can make their users happy and benefit their business reaping continued ROI from those apps investments. Find out more about the OUAB and how to get involved here ... 

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >