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  • What platform to use for browser based turn based strategy game

    - by sunwukung
    I want to write a browser based strategy game that can be played by two players in separate locations. The game itself is predominantly turn based. To that end, I want to determine the correct platform on which to build this game. To prevent gamers "gaming" the system, the business logic needs to reside in the server. I could arguably use AJAX for a large part of the games functionality, but at two key points in the game loop, the opposing player can "counter" the current players move. In addition, when it's time for the players to swap, AJAX polling is likely to fall short, so it's starting to look like WebSockets is going to be a requirement to pull this off smoothly. So, the remaining question is regarding the back end. I'd kinda like to build this in Python/Flask - but this is primarily out of wanting to tackle a project with that language, not neccessarily because it's the appropriate tool for the job. The next most likely candidate has got to be NodeJS given it's (apparently) tighter integration with the WebSockets protocol. My question, then, is regarding the best platform on which to pursue this objective.

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  • Computer Networks UNISA - Chap 15 &ndash; Network Management

    - by MarkPearl
    After reading this section you should be able to Understand network management and the importance of documentation, baseline measurements, policies, and regulations to assess and maintain a network’s health. Manage a network’s performance using SNMP-based network management software, system and event logs, and traffic-shaping techniques Identify the reasons for and elements of an asset managements system Plan and follow regular hardware and software maintenance routines Fundamentals of Network Management Network management refers to the assessment, monitoring, and maintenance of all aspects of a network including checking for hardware faults, ensuring high QoS, maintaining records of network assets, etc. Scope of network management differs depending on the size and requirements of the network. All sub topics of network management share the goals of enhancing the efficiency and performance while preventing costly downtime or loss. Documentation The way documentation is stored may vary, but to adequately manage a network one should at least record the following… Physical topology (types of LAN and WAN topologies – ring, star, hybrid) Access method (does it use Ethernet 802.3, token ring, etc.) Protocols Devices (Switches, routers, etc) Operating Systems Applications Configurations (What version of operating system and config files for serve / client software) Baseline Measurements A baseline is a report of the network’s current state of operation. Baseline measurements might include the utilization rate for your network backbone, number of users logged on per day, etc. Baseline measurements allow you to compare future performance increases or decreases caused by network changes or events with past network performance. Obtaining baseline measurements is the only way to know for certain whether a pattern of usage has changed, or whether a network upgrade has made a difference. There are various tools available for measuring baseline performance on a network. Policies, Procedures, and Regulations Following rules helps limit chaos, confusion, and possibly downtime. The following policies and procedures and regulations make for sound network management. Media installations and management (includes designing physical layout of cable, etc.) Network addressing policies (includes choosing and applying a an addressing scheme) Resource sharing and naming conventions (includes rules for logon ID’s) Security related policies Troubleshooting procedures Backup and disaster recovery procedures In addition to internal policies, a network manager must consider external regulatory rules. Fault and Performance Management After documenting every aspect of your network and following policies and best practices, you are ready to asses you networks status on an on going basis. This process includes both performance management and fault management. Network Management Software To accomplish both fault and performance management, organizations often use enterprise-wide network management software. There various software packages that do this, each collect data from multiple networked devices at regular intervals, in a process called polling. Each managed device runs a network management agent. So as not to affect the performance of a device while collecting information, agents do not demand significant processing resources. The definition of a managed devices and their data are collected in a MIB (Management Information Base). Agents communicate information about managed devices via any of several application layer protocols. On modern networks most agents use SNMP which is part of the TCP/IP suite and typically runs over UDP on port 161. Because of the flexibility and sophisticated network management applications are a challenge to configure and fine-tune. One needs to be careful to only collect relevant information and not cause performance issues (i.e. pinging a device every 5 seconds can be a problem with thousands of devices). MRTG (Multi Router Traffic Grapher) is a simple command line utility that uses SNMP to poll devices and collects data in a log file. MRTG can be used with Windows, UNIX and Linux. System and Event Logs Virtually every condition recognized by an operating system can be recorded. This is typically done using event logs. In Windows there is a GUI event log viewer. Similar information is recorded in UNIX and Linux in a system log. Much of the information collected in event logs and syslog files does not point to a problem, even if it is marked with a warning so it is important to filter your logs appropriately to reduce the noise. Traffic Shaping When a network must handle high volumes of network traffic, users benefit from performance management technique called traffic shaping. Traffic shaping involves manipulating certain characteristics of packets, data streams, or connections to manage the type and amount of traffic traversing a network or interface at any moment. Its goals are to assure timely delivery of the most important traffic while offering the best possible performance for all users. Several types of traffic prioritization exist including prioritizing traffic according to any of the following characteristics… Protocol IP address User group DiffServr VLAN tag in a Data Link layer frame Service or application Caching In addition to traffic shaping, a network or host might use caching to improve performance. Caching is the local storage of frequently needed files that would otherwise be obtained from an external source. By keeping files close to the requester, caching allows the user to access those files quickly. The most common type of caching is Web caching, in which Web pages are stored locally. To an ISP, caching is much more than just convenience. It prevents a significant volume of WAN traffic, thus improving performance and saving money. Asset Management Another key component in managing networks is identifying and tracking its hardware. This is called asset management. The first step to asset management is to take an inventory of each node on the network. You will also want to keep records of every piece of software purchased by your organization. Asset management simplifies maintaining and upgrading the network chiefly because you know what the system includes. In addition, asset management provides network administrators with information about the costs and benefits of certain types of hardware or software. Change Management Networks are always in a stage of flux with various aspects including… Software changes and patches Client Upgrades Shared Application Upgrades NOS Upgrades Hardware and Physical Plant Changes Cabling Upgrades Backbone Upgrades For a detailed explanation on each of these read the textbook (Page 750 – 761)

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  • Group policy preventing XenApp from creating start menu menus

    - by JohnyV
    I have a citrix Xenapp server that has some apps installed. The are placed in a folder and set to populate the start menu. The problem is when I log on with a user from a particular OU I am unable to get the start menu inserted from xenapp. It is quite a restrictive group policy but does anyone know the setting for preventing users from modifying the start menu. I have tried "Prevent changes to Taskbar and Start Menu Settings" but this didnt work. Any ideas would be great. I know it isnt permissions because I have another user that has the same permissions assigned to them, the only difference is that one user gets the restrictive group policy and the other doesnt. Thanks

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  • Group policy doesn't let me execute Chrome (Win 7)

    - by George Katsanos
    where I work the admins just migrated us to Windows 7. They gave me admin rights but still I had to "run as administrator" my Google Chrome installation. After I managed to install it, I realized I even have to go through the 'run as administrator' shortcut every time I have to execute the application. I even edited the properties of the shortcut to check 'always run as administrator' but nothing changed. The message I get when I'm trying to launch Chrome is "This program is blocked by group policy. For more information contact your system administrator"... Is it something I could work out alone or I have to convince them to change the " policy " ?

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  • Group policy doesn't let me execute Chrome

    - by George Katsanos
    Where I work, the admins just migrated us to Windows 7. They gave me admin rights but still, I had to "Run as Administrator" my Google Chrome installation. After I managed to install it, I realized I even have to go through the "Run as Administrator" shortcut every time I have to execute the application. I even edited the properties of the shortcut to check "Always run as Administrator" but nothing changed. The message I get when I'm trying to launch Chrome is "This program is blocked by group policy. For more information contact your system administrator"... Is it something I could work out alone or I have to convince them to change the "policy"?

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  • Temporarily remove Group Policy in Windows 7

    - by rodey
    Using Windows 7 Professional I need to get access to the Folder Options screen. At work we primarily use Windows XP and are connected to a domain. Through Group Policy we disable access to the Folder Options. We use a tool called KillPol that temporarily removes Group Policy and let's me access the screen. This tool doesn't work on Windows 7 and I can't find a replacement. Any ideas on how I can get access to the Folder Options screen in Windows 7 when it is disabled through GP?

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  • Live Webcast: Introducing Oracle Identity Management 11gR2

    - by B Shashikumar
    Please join Oracle and customer executives for the launch of Oracle Identity Management 11g R2, the breakthrough technology that dramatically expands the reach of identity management to cloud and mobile environments. Until now, businesses have been forced to piece together different kinds of technology to get comprehensive identity protection. The latest release of Oracle Identity Management 11g changes all that. Only Oracle Identity Management 11gR2 allows you to: Unlock the potential of cloud, mobile, and social applications Streamline regulatory compliance and reduce risk Improve quality of service and end user satisfaction Don't leave your identity at the office. Take it with you on your phone, in the cloud, and across the social world. Register now for the interactive launch Webcast and don’t miss this chance to have your questions answered by Oracle product experts.Date: Thursday, July 19, 2012 Time: 10am Pacific / 1pm Eastern

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  • Group policy reset upon restart?

    - by sc_ray
    Is it possible for a group policy to revert back to its original state upon server restart? Our servers are hosted as a Virtual Machine on the rack. We had to restart our server for some reason and all of a sudden we cannot remote desktop into the server any more. Pinging the server succeeds but RDPing into it fails. My assumption is that the group policy has reverted back preventing any remote desktop connections from taking place. Is that a possibility? Since the network is managed by another group, we don't have the authority to physically look into what's going on with this particular VM. Can somebody suggest some ideas? Thanks

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  • Folder redirect policy does not apply to one user

    - by Yoffe
    I'm running Windows Server 2008 R2, my station runs Windows 7. while defining folder redirection policy (and others) I find that the redirection does not apply (or appear) in rsop.msc checkout. First thing I've checked is restrictions on the folders where the My Documents folder will be redirected to, I have set full rights for my user on those folders (on the server), and yet I get no actual result. Eventually I decided to add my specific user to the scope under the Folder Redirection policy, and well - still nothing... Would love some clue about what can be wrong.

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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • Oracle Tutor: Installing Is Not Implementing or Why CIO's should care about End User Adoption

    - by emily.chorba(at)oracle.com
    Eighteen months ago I showed Tutor and UPK Productive Day One overview to a CIO friend of mine. He works in a manufacturing business which had been recently purchased by a global conglomerate. He had a major implementation coming up, but said that the corporate team would be coming in to handle the project. I asked about their end user training approach, but it was unclear to him at the time. We were in touch over the course of the implementation project. The major activities were data conversion, how-to workshops, General Ledger realignment, and report definition. The message was "Here's how we do it at corporate, and here's how you are going to do it." In short, it was an application software installation. The corporate team had experience and confidence and the effort through go-live was smooth. Some weeks after cutover, problems with customer orders began to surface. Orders could not be fulfilled in a timely fashion. The problem got worse, and the corporate emergency team was called in. After many days of analysis, the issue was tracked down and resolved, but by then there were weeks of backorders, and their customer base was impacted in a significant way. It took three months of constant handholding of customers by the sales force for good will to be reestablished, and this itself diminished a new product sales push. I learned of these results in a recent conversation with the CIO. I asked him what the solution to the problem was, and he replied that it was twofold. The first component was a lack of understanding by customer service reps about how a particular data item in order entry was to be filled in, resulting in discrepant order data. The second component was that product planners were using this data, along with data from other sources, to fill in a spreadsheet based on the abandoned system. This spreadsheet was the primary input for planning data. The result of these two inaccuracies was that key parts were not being ordered to effectively meet demand and the lead time for finished goods was pushed out by weeks. I reminded him about the Productive Day One approach, and it's focus on methodology and tools for end user training. A more collaborative solution workshop would have identified proper applications use in the new environment. Using UPK to document correct transaction entry would have provided effective guidelines to the CSRs for data entry. Using Oracle Tutor to document the manual tasks would have eliminated the use of an out of date spreadsheet. As we talked this over, he said, "I wish I knew when I started what I know now." Effective end user adoption is the most critical and most overlooked success factor in applications implementations. When the switch is thrown at go-live, employees need to know how to use the new systems to do their jobs. Their jobs are made up of manual steps and systems steps which must be performed in the right order for the implementing organization to operate smoothly. Use Tutor to document the manual policies and procedures, use UPK to document the systems tasks, and develop this documentation in conjunction with a solution workshop. This is the path to develop effective end user training material for a smooth implementation. Learn More For more information about Tutor, visit Oracle.com or the Tutor Blog. Post your questions at the Tutor Forum. Chuck Jones, Product Manager, Oracle Tutor and BPM

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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