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  • Is a warning about IAP in freemium games on iOS required?

    - by user1282931
    When I launch the successful iOS game "Clash of Clans", right in the beginning I get the following message in an iOS info pop-up: "Clash of Clans is free to play, but you can speed up your progress with in-app purchases. If desired, purchases can be disabled in the general settings of your device." What's the reason the developer shows this message right in the beginning? Is there any legal obligation to do so?

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  • Is there any kind of established architecture for browser based MMO games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that?

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  • Is there an AIR native extension to use GameCenter APIs for turn-based games?

    - by Phil
    I'm planning a turn based game using the iOS 5 GameCenter (GameKit) turn-based functions. Ideally I would program the game with AIR (I'm a Flash dev), but so far I can't seem to find any already available native extension that offers that (only basic GameCenter functions), so my questions are: Does anyone know if that already exists? And secondly how complex a task would it be to create an extension that does that? Are there any pitfalls I should be aware of etc.? ** UPDATE ** There does not seem a solution to the above from Adobe. For anyone who is interested check out the Adobe Gaming SDK. It contains a Game Center ANE which I've read contains options for multiplayer but not turn-based multiplayer, at least it's a start. Comes a bit late for me as I've already learned Obj-c!

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  • Is Java a good choice for cross-platform games?

    - by CommunistPancake
    I'm looking to create a game in Java and would like it to work on Windows, Linux, and Mac. I'm pretty sure C# is a bad choice for this, and I don't have enough experience in C or C++. I want to stay away from Flash. Therefore, Is Java a good choice for me? Mostly, I use C#, and think that Java is similar, so I assume it won't be that hard to learn. But is it fast enough? Is there a language more suited for my needs than Java?

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  • Google doesn't index a subdomain. What can be the problem and what can be done?

    - by fudge
    I have a domain, let's call it example.com, which has a subdomain, games.example.com. I maintain a games forum using phpbbseo which is located at games.example.com/forum. The problem is that the forum is not being crawled. I used Google's webmaster tools and tested that the page is seen by google. P.S. There is a link from games.example.com to games.example.com/forum. What can I do? How can I make google crawl my forum?

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  • What problem does double or triple buffering solve in modern games?

    - by krokvskrok
    I want to check if my understanding of the causes for using double (or triple) buffering is correct: A monitor with 60Hz refresh's the monitor-display 60 times per second. If the monitor refresh the monitor-display, he updates pixel for pixel and line for line. The monitor requests the color values for the pixels from the video memory. If I run now a game, then this game is constantly manipulating this video memory. If this game don't use a buffer strategy (double buffering etc.) then the following problem can happen: The monitor is now refreshing his monitor-display. At this moment the monitor had refreshed the first half monitor-display already. At the same time, the game had manipulated the video memory with new data. Now the monitor accesses for the second half monitor-display this new manipulated data from the video memory. The problems can be tearing or flickering. Is my understanding of cases of using buffer strategy correct? Are there other reasons?

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  • GamingUnity Organizes Your Game Collections

    - by Jason Fitzpatrick
    If you’re having trouble keeping track of your game collection GamingUnity will help you get things on organizational lock down–add games from any console, view them with a nice bookshelf interface, and quickly sort them. Sign up for a free account, start searching, and click “Add to collection” until you’ve worked your way through your games. In addition to just cataloging your existing games you can mark games as completed or add future games to your wish list. Hit up the link below to browse the archives and sign up for a free account. GamingUnity Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • Is there any kind of established architecture for browser based games?

    - by black_puppydog
    I am beginning the development of a broser based game in which players take certain actions at any point in time. Big parts of gameplay will be happening in real life and just have to be entered into the system. I believe a good kind of comparison might be a platform for managing fantasy football, although I have virtually no experience playing that, so please correct me if I am mistaken here. The point is that some events happen in the program (i.e. on the server, out of reach for the players) like pulling new results from some datasource, starting of a new round by a game master and such. Other events happen in real life (two players closing a deal on the transfer of some team member or whatnot - again: have never played fantasy football) and have to be entered into the system. The first part is pretty easy since the game masters will be "staff" and thus can be trusted to a certain degree to not mess with the system. But the second part bothers me quite a lot, especially since the actions may involve multiple steps and interactions with different players, like registering a deal with the system that then has to be approved by the other party or denied and passed on to a game master to decide. I would of course like to separate the game logic as far as possible from the presentation and basic form validation but am unsure how to do this in a clean fashion. Of course I could (and will) put some effort into making my own architectural decisions and prototype different ideas. But I am bound to make some stupid mistakes at some point, so I would like to avoid some of that by getting a little "book smart" beforehand. So the question is: Is there any kind of architectural works that I can read up on? Papers, blogs, maybe design documents or even source code? Writing this down this seems more like a business application with business rules, workflows and such... Any good entry points for that? EDIT: After reading the first answers I am under the impression of having made a mistake when including the "MMO" part into the title. The game will not be all fancy (i.e. 3D or such) on the client side and the logic will completely exist on the server. That is, apart from basic form validation for the user which will also be mirrored on the server side. So the target toolset will be HTML5, JavaScript, probably JQuery(UI). My question is more related to the software architecture/design of a system that enforces certain rules. Separation of ruleset and presentation One problem I am having is that I want to separate the game rules from the presentation. The first step would be to make an own module for the game "engine" that only exposes an interface that allows all actions to be taken in a clean way. If an action fails with regard to some pre/post condition, the engine throws an exception which is then presented to the user like "you cannot sell something you do not own" or "after that you would end up in a situation which is not a valid game state." The problem here is that I would like to be able to not even present invalid action in the first place or grey out the corresponding UI elements. Changing and tweaking the ruleset Another big thing is the ruleset. It will probably evolve over time and most definitely must be tweaked. What's more, it should be possible (to a certain extent) to build a ruleset that fits a specific game round, i.e. choosing different kinds of behaviours in different aspects of the game. This would do something like "we play it with extension A today but we throw out extension B." For me, this screams "Architectural/Design pattern" but I have no idea on who might have published on something like this, not even what to google for.

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  • Best way to generate pieces in match-3 games, and then tracking them?

    - by JonLim
    I've been working on a match-3 style game in Actionscript using Flixel, and so far, I've been able to build the core mechanics of the game, including board generation, piece generation, piece swapping and movement, and checking algorithms. However, I am now running into issues with clearing out pieces and letting the above pieces fall down and generating new pieces. The reason I'm running into these issues is that when all of the pieces are generated, the pertinent values (position, sprite ID, and sprite object) are pushed into an array that helps me track everything, all the time. When pieces are moved, I swap the values of the corresponding arrays and life goes on. And that array is the core of my problem: if a row in the middle of the board clears out, ideally, all of the pieces above the cleared pieces should fall down to take their place and new pieces are generated at the top and also fall into place. Except if I try to do that now, all the pieces can fall down, but then I'd have to bump all of their values into the right arrays (oh god my head) and then generate new pieces and fit THOSE into the correct place in the array. Am I overthinking this? Or is there a far better way to track these pieces? Thanks guys!

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • How to begin serious game development (in C++) [closed]

    - by Rondogiannis Aristophanes
    I would like to start developing games. I have tried before Game Maker 8, which was a very easy way to start creating games, if you were new in game development. Then, I tried Unity 3D, which was a much more serious and complete tool to create computer-games, and required some experience. And now, I would like to start creating games, and don't use any special environment or developer, but just code (in C++ preferably). So, here is my question: from where should I begin, if I would like to start programming games? Thanks in advance. Note: I work in ubuntu 10.04, I can also use windows 7, but I prefer ubuntu.

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  • In some games, we just let the main() loop be the Player object or Table object?

    - by ????
    I was thinking that let's say if there is a game of Blackjack or MasterMind, then we should have a class called Dealer or ComputerPal, which is how the computer interact with us (as a dealer for Blackjack or as the person giving hints for MasterMind). And then there should be a Player object, and the way to play one game is aPlayer.playGame but I noticed that a book was just using the main() loop to act as the player (or as the Controller of the game), calling the Dealer methods to dealer the cards, ask for player's action, etc... 1) Is this just a lazy way to model all the proper objects? 2) If more objects are to be added, who should call the aDealer.dealCards and then ask for aPlayer.askForAction? (because it is strange to let the Player handle all the logical steps). Should there be a Table object that handle all these logic and then to play one round of game, use aTable.playGame? What is a good object design for such game?

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  • C# - How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible? Thanks.

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  • How to make a custom installer for games, etc?

    - by Dodi300
    Hello. Can anyone tell me how to create a custom installer to 'install' games. I say custom meaning I don't want the user to have the option where the game is installed. I want it to be a straight forward process, maybe with just one loading bar. The program I'm developing is a 'center' for game playing, which includes a community and other features, such as a timer that records how long a game is played for. I just thought that installing each game in one place, with a simple installer would make the program easier to use. It also will allow me to do other features as the games will all be installed in one place. No need for the user to specify where the game is installed. Would this be possible?

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  • Skype support and dead parrot sketches

    - by Greg Low
    We as an industry have a lot to answer for. One thing is the level of support provided for users. Here's the conversation I'm having with Skype right now. It feels like being in a Monty Python skit. I was really hoping that when Microsoft purchased Skype that things might improve. 8:33:44 PM greglowInitial Question/Comment: Subscriptions (Unlimited Country, Unlimited Europe, Unlimited Region, Unlimited World)8:33:44 PM SystemThank you for contacting Skype Customer Support!8:33:49 PM SystemDonna Faye has joined this session!8:33:50 PM SystemConnected with Donna Faye8:33:50 PM SystemThank you for contacting Skype Customer Support!8:33:54 PM SystemPlease hold for the next available Live Support Agent.8:33:59 PM Donna FayeHello! Welcome to Skype Live Support! My name is Donna L. How may I help you?8:34:09 PM greglowI've got a subscription (skypename greglow)8:34:21 PM greglowIt's set to auto-renew8:34:45 PM greglowWhy have I been getting messages about my Skype number expiring, if it's set to renew automatically8:34:54 PM greglowand has recently renewed automatically8:35:09 PM Donna FayeThank you for the information.8:35:29 PM Donna FayeTo better assist you may I know your Skype name, please?8:35:37 PM greglowgreglow8:35:44 PM Donna FayeThank you.8:36:14 PM Donna FayeI understand your concern that you receive an email notification stating that your calling subscription will about to expire. Am I right?8:36:43 PM greglowNo, I got an email telling me that one of my Skype numbers was going to expire8:37:08 PM greglowWhen I went to the website, it said it was part of the subscription and the subscription was set to auto-renew8:37:18 PM greglowThe subscription auto-renewed on Oct XXth8:37:24 PM greglowBut the number still expired8:37:43 PM greglowWhen I logged on today, it said that the number had expired and that I had 52 days left to reactivate it8:37:58 PM greglowI did that but am trying to understand why that happens at all8:38:36 PM greglowWhy do you expire numbers that are part of auto-renewing subscriptions?8:39:49 PM Donna FayeUpon checking your account, your calling subscription link to three Online Numbers.8:39:55 PM greglowcorrect8:40:10 PM greglowbut until an hour or so ago, one of them had expired. why?8:40:54 PM Donna FayeLet me explain to you that now Online Number are detach to a calling subscription unlike before it was attach to the calling subscription so therefore each Online Number will recur individually.8:41:29 PM Donna FayeUpon checking your account it shows that all your Online Number will expire on October XX, 20138:41:44 PM Donna FayeIf you don't want to be charged again for you can cancel it anytime.8:41:59 PM greglowI have set it to charge automatically8:42:06 PM greglowso why do the numbers expire?8:42:32 PM Donna FayeNo they are not expired they are all active.8:42:33 PM greglowif there is an automatic payment set up, why does anything expire?8:42:52 PM greglowyes, but one of them was expired, and I only fixed it a few hours ago8:43:07 PM greglowI'm trying to understand why it expired8:44:54 PM Donna FayeThe email you got just notify you that you should have good enough funding source of your calling subscription and Online Number in order for this to recur.8:45:12 PM greglowAgreed. I did that but the number still expired. Why?8:45:38 PM Donna FayeHowever do not worry on this hence all Online Number are active and not expired.8:45:41 PM greglowWhen I logged on today it said that the number had expired and that I had 52 days left to reactivate it. Why did that happen?8:46:14 PM Donna FayeMay I know the Online Number you are pertaining, please?The number that had expired was (07) XXXX XXXX (Australia)8:49:19 PM Donna FayeOkay, do not worry on this Online Number because this will expire on October XX, 2013.8:49:38 PM Donna FayeThank you for all the information.8:49:46 PM greglowI understand that it won't expire now until next year. I'm trying to understand why it stopped working this time8:49:51 PM greglowso I can avoid that next time8:50:39 PM Donna FayeWhat do yo stop working, you mean that Online Number is unable to be reach out?8:50:59 PM Donna Faye*what do you mean by stop working8:51:18 PM greglowThe Skype number +61 7 XXXX XXXX stopped working because it expired8:51:32 PM Donna FayeNo, this into expired.8:51:34 PM greglowI'm trying to understand why it expired8:51:50 PM greglowSorry I don't follow "this into expired"8:52:39 PM Donna FayeLet me inform you that this Online Number is not expired.8:52:54 PM Donna FayePlease disregard the notification you see on your Skype account.8:53:02 PM greglowSorry, this is getting very frustrating. I already told you I fixed it today. I want to know why it happened.8:53:20 PM Donna FayeHence I can rest assured you that this is active until October XX, 2013.8:53:21 PM greglowSo I can avoid it happening again, on this account, or on our other accounts8:53:34 PM greglowCan I speak to someone who really understands this please?Donna FayeSkype send a notification to Skype users for their Skype product in order for them to be aware the expiration of your product however your Online Number still active on your account hence when your calling subscription Unlimited World recur your Online Number also recur. 8:57:59 PM Donna Faye I do apologize for this matter, please allow me to resolve this issue for you. 9:02:48 PM greglow My question is still the same: if it's set to auto-pay, why did it expire? 9:03:50 PM greglow Why did it stop working? Why did I have to "reactivate" it? 9:04:08 PM greglow Why didn't it just keep working if it's set to auto-pay? 9:04:30 PM greglow This isn't a difficult concept 9:04:34 PM Donna Faye Let me clarify to you that this is not the really expired what is emphasizing on this is when you don't have good enough funding source when you calling subscription recur the Online Number will possibly expired but seem that you have a good funding source then this will continue until 2013. 9:05:10 PM greglow When I logged on today, it was not working, and your website said it had expired and that I had 52 days left to reactivate it 9:05:17 PM greglow Why?and so on, and so on, and so on.... 

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  • How do I disable other monitors while running games in Wine?

    - by Michael Cheng
    My current setup is: * Dual GTS 250 video cards * 3 Monitors * Used nvidia-settings to run each monitor as a separate x session * This is all running on Linux Mint Debian Edition When running games (Starcraft II) in Wine via PlayOnLinux, I've found that the mouse does not get locked. I already tried various solutions littered across the web and none work so I'd rather just disable my other two monitors while playing. Does anyone know of a method where I can turn off my other two monitors (not my primary monitor) while running Wine and then turn then back on afterwards? I don't mind having to manually run a script before and after gaming. Thanks.

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  • Online OCR website for processing an entire pdf file at one time?

    - by Tim
    I am looking for an online OCR website for processing a multi-page pdf file at one time. Free preferably. I know http://www.newocr.com/. If I am correct, it can only OCR one page at a time, by manually clicking "Preview" and then clicking "OCR" for each page. After each page is OCRed, I have to copy out the text result manually too. If my pdf file has 30~ pages, it will be tedious to repeat the above process for each page. I wonder if there is some other online websites that OCR a whole pdf file, without asking me for manual operation? Thanks!

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  • What makes a game a game vs something else like a puzzle or a toy?

    - by Shannon John Clark
    Famously the Sims and similar games have been described by some designers as Toys and not "really" games. I'm curious if there is a good answer to what makes something a game. For example many companies sell Sudoku games - EA has an iPhone one, IronSudoku offers a great web based one, and there are countless others on most platforms. Many newspapers publish Sudoku puzzles in their print editions and often online. What differentiates a game from a puzzle? (or are all Sudoku "games" misnamed?) I'm not convinced there is a simple or easy answer - but I'd love to be proven wrong. I've seen some definitions and emphasize "rules" as core to something being a game (vs. "real life") but puzzles have rules as well - as do many other things. I'm open to answers that either focus only on computer games (on any platform) or which expand to include games and gameplay across many platforms. Here to I'm not fully convinced the lines are clear - is a "game" of D&D played over a virtual tabletop with computer dice rollers, video & audio chat a computer game or something else? (I'd lean towards something else - but where do you draw that line?)

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  • Fight for your rights as a video gamer.

    - by Chris Williams
    Soon, the U.S. Supreme Court may decide whether to hear a case that could have a lasting impact on computer and video games. The case before the Court involves a law passed by the state of California attempting to criminalize the sale of certain computer and video games. Two previous courts rejected the California law as unconstitutional, but soon the Supreme Court could have the final say. Whatever the Court's ruling, we must be prepared to continue defending our rights now and in the future. To do so, we need a large, powerful movement of gamers to speak with one voice and show that we won't sit back while lawmakers try to score political points by scapegoating video games and treating them differently than books, movies, and music. If the Court decides to hear the case, we're going to need thousands of activists like you who can help defend computer and video games by writing letters to editors, calling into talk radio stations, and educating Americans about our passion for and appreciation of computer and video games. You can help build this movement right now by inviting all your friends and fellow gamers to join the Video Game Voters Network. Use our simple tool to send an email to everyone you know asking them to stand up for gaming rights: http://videogamevoters.org/movement You can also help spread the word through Facebook and Twitter, or you can simply forward this email to everyone you know and ask them to sign up at videogamevoters.org. Time after time, courts continue to reject politicians' efforts to restrict the sale of computer and video games. But that doesn't mean the politicians will stop trying anytime soon -- in fact, it means they're likely to ramp up their efforts even more. To stop them, we must make it clear that gamers will continue to stand up for free speech -- and that the numbers are on our side. Help make sure we're ready and able to keep fighting for our gaming rights. Spread the word about the Video Game Voters Network right now: http://videogamevoters.org/movement Thank you. -- Video Game Voters Network

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  • Distributing an Android game with plugins via the market

    - by Peter Serwylo
    I'm new to Android development, and was wondering how the following could be achieved within the confines of the Android market as a distribution channel: One main application, which handles the main menu, networking, high scores, etc. Several games which can be launched from the main menu, which all work within the same eco system. The main application is not just a pseudo launcher for other games, these different games will share high scores and other achievements/preferences. In a traditional package management system such as apt, pacman or yum, this could be handled quite happily through dependencies. This does not appear to be possible via the Android market. The closest I've seen is when apps scan to check if the required app is installed, and if not, launches the market and asks the user to download the app. This sounds like a very messy solution. It also begs the question, would they download the game (plugin) first, which then downloads the main shell application? Or would they download the main shell application, and when they navigate to a menu item which says "Play game", then it scans for any installed games, and if none exist, redirects to the market? Also, I'm not even sure if it is possible to dig up the package from another application on the device, and start invoking classes from within (e.g. when you want to launch the game (plugin)) A final option is just to have a 3rd component which is a .jar that each game includes, which effectively contains the entire shell application. Then each game would appear to have the same menu, but it would become a nightmare as soon as you want to update the menu component and have to re-release each game. It would be especially worse if other people released games (plugins) based on the same framework and didn't update them. Is there any other options which I haven't thought of? Has anyone else solved this or seen a solution in any apps they've installed (doesn't have to be games)? cheers.

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  • SPARC T3-1 Record Results Running JD Edwards EnterpriseOne Day in the Life Benchmark with Added Batch Component

    - by Brian
    Using Oracle's SPARC T3-1 server for the application tier and Oracle's SPARC Enterprise M3000 server for the database tier, a world record result was produced running the Oracle's JD Edwards EnterpriseOne applications Day in the Life benchmark run concurrently with a batch workload. The SPARC T3-1 server based result has 25% better performance than the IBM Power 750 POWER7 server even though the IBM result did not include running a batch component. The SPARC T3-1 server based result has 25% better space/performance than the IBM Power 750 POWER7 server as measured by the online component. The SPARC T3-1 server based result is 5x faster than the x86-based IBM x3650 M2 server system when executing the online component of the JD Edwards EnterpriseOne 9.0.1 Day in the Life benchmark. The IBM result did not include a batch component. The SPARC T3-1 server based result has 2.5x better space/performance than the x86-based IBM x3650 M2 server as measured by the online component. The combination of SPARC T3-1 and SPARC Enterprise M3000 servers delivered a Day in the Life benchmark result of 5000 online users with 0.875 seconds of average transaction response time running concurrently with 19 Universal Batch Engine (UBE) processes at 10 UBEs/minute. The solution exercises various JD Edwards EnterpriseOne applications while running Oracle WebLogic Server 11g Release 1 and Oracle Web Tier Utilities 11g HTTP server in Oracle Solaris Containers, together with the Oracle Database 11g Release 2. The SPARC T3-1 server showed that it could handle the additional workload of batch processing while maintaining the same number of online users for the JD Edwards EnterpriseOne Day in the Life benchmark. This was accomplished with minimal loss in response time. JD Edwards EnterpriseOne 9.0.1 takes advantage of the large number of compute threads available in the SPARC T3-1 server at the application tier and achieves excellent response times. The SPARC T3-1 server consolidates the application/web tier of the JD Edwards EnterpriseOne 9.0.1 application using Oracle Solaris Containers. Containers provide flexibility, easier maintenance and better CPU utilization of the server leaving processing capacity for additional growth. A number of Oracle advanced technology and features were used to obtain this result: Oracle Solaris 10, Oracle Solaris Containers, Oracle Java Hotspot Server VM, Oracle WebLogic Server 11g Release 1, Oracle Web Tier Utilities 11g, Oracle Database 11g Release 2, the SPARC T3 and SPARC64 VII+ based servers. This is the first published result running both online and batch workload concurrently on the JD Enterprise Application server. No published results are available from IBM running the online component together with a batch workload. The 9.0.1 version of the benchmark saw some minor performance improvements relative to 9.0. When comparing between 9.0.1 and 9.0 results, the reader should take this into account when the difference between results is small. Performance Landscape JD Edwards EnterpriseOne Day in the Life Benchmark Online with Batch Workload This is the first publication on the Day in the Life benchmark run concurrently with batch jobs. The batch workload was provided by Oracle's Universal Batch Engine. System RackUnits Online Users Resp Time (sec) BatchConcur(# of UBEs) BatchRate(UBEs/m) Version SPARC T3-1, 1xSPARC T3 (1.65 GHz), Solaris 10 M3000, 1xSPARC64 VII+ (2.86 GHz), Solaris 10 4 5000 0.88 19 10 9.0.1 Resp Time (sec) — Response time of online jobs reported in seconds Batch Concur (# of UBEs) — Batch concurrency presented in the number of UBEs Batch Rate (UBEs/m) — Batch transaction rate in UBEs/minute. JD Edwards EnterpriseOne Day in the Life Benchmark Online Workload Only These results are for the Day in the Life benchmark. They are run without any batch workload. System RackUnits Online Users ResponseTime (sec) Version SPARC T3-1, 1xSPARC T3 (1.65 GHz), Solaris 10 M3000, 1xSPARC64 VII (2.75 GHz), Solaris 10 4 5000 0.52 9.0.1 IBM Power 750, 1xPOWER7 (3.55 GHz), IBM i7.1 4 4000 0.61 9.0 IBM x3650M2, 2xIntel X5570 (2.93 GHz), OVM 2 1000 0.29 9.0 IBM result from http://www-03.ibm.com/systems/i/advantages/oracle/, IBM used WebSphere Configuration Summary Hardware Configuration: 1 x SPARC T3-1 server 1 x 1.65 GHz SPARC T3 128 GB memory 16 x 300 GB 10000 RPM SAS 1 x Sun Flash Accelerator F20 PCIe Card, 92 GB 1 x 10 GbE NIC 1 x SPARC Enterprise M3000 server 1 x 2.86 SPARC64 VII+ 64 GB memory 1 x 10 GbE NIC 2 x StorageTek 2540 + 2501 Software Configuration: JD Edwards EnterpriseOne 9.0.1 with Tools 8.98.3.3 Oracle Database 11g Release 2 Oracle 11g WebLogic server 11g Release 1 version 10.3.2 Oracle Web Tier Utilities 11g Oracle Solaris 10 9/10 Mercury LoadRunner 9.10 with Oracle Day in the Life kit for JD Edwards EnterpriseOne 9.0.1 Oracle’s Universal Batch Engine - Short UBEs and Long UBEs Benchmark Description JD Edwards EnterpriseOne is an integrated applications suite of Enterprise Resource Planning (ERP) software. Oracle offers 70 JD Edwards EnterpriseOne application modules to support a diverse set of business operations. Oracle's Day in the Life (DIL) kit is a suite of scripts that exercises most common transactions of JD Edwards EnterpriseOne applications, including business processes such as payroll, sales order, purchase order, work order, and other manufacturing processes, such as ship confirmation. These are labeled by industry acronyms such as SCM, CRM, HCM, SRM and FMS. The kit's scripts execute transactions typical of a mid-sized manufacturing company. The workload consists of online transactions and the UBE workload of 15 short and 4 long UBEs. LoadRunner runs the DIL workload, collects the user’s transactions response times and reports the key metric of Combined Weighted Average Transaction Response time. The UBE processes workload runs from the JD Enterprise Application server. Oracle's UBE processes come as three flavors: Short UBEs < 1 minute engage in Business Report and Summary Analysis, Mid UBEs > 1 minute create a large report of Account, Balance, and Full Address, Long UBEs > 2 minutes simulate Payroll, Sales Order, night only jobs. The UBE workload generates large numbers of PDF files reports and log files. The UBE Queues are categorized as the QBATCHD, a single threaded queue for large UBEs, and the QPROCESS queue for short UBEs run concurrently. One of the Oracle Solaris Containers ran 4 Long UBEs, while another Container ran 15 short UBEs concurrently. The mixed size UBEs ran concurrently from the SPARC T3-1 server with the 5000 online users driven by the LoadRunner. Oracle’s UBE process performance metric is Number of Maximum Concurrent UBE processes at transaction rate, UBEs/minute. Key Points and Best Practices Two JD Edwards EnterpriseOne Application Servers and two Oracle Fusion Middleware WebLogic Servers 11g R1 coupled with two Oracle Fusion Middleware 11g Web Tier HTTP Server instances on the SPARC T3-1 server were hosted in four separate Oracle Solaris Containers to demonstrate consolidation of multiple application and web servers. See Also SPARC T3-1 oracle.com SPARC Enterprise M3000 oracle.com Oracle Solaris oracle.com JD Edwards EnterpriseOne oracle.com Oracle Database 11g Release 2 Enterprise Edition oracle.com Disclosure Statement Copyright 2011, Oracle and/or its affiliates. All rights reserved. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Results as of 6/27/2011.

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  • What do you upgrade to make games load faster? [on hold]

    - by Superbest
    Let's say you have a relatively modern game like Shogun 2. The loading screens take several minutes. This bothers you and you'd like to improve it. What is actually going on when loading screens are up? I'm guessing assets are being loaded into memory from disk, and possibly being decompressed first. However, what is actually causing the slow down? The memory? Mainboard? CPU? HDD? If you had $100 to spend on upgrades and your only goal is to speed up loading screens without reducing other performance, what component of the computer does it make sense to upgrade for maximum benefit? If your answer is "it depends on the existing setup", what sort of benchmarks would you run to determine what is causing the bottleneck? What if you had $500 instead? I give the two budgets for context. I am not asking for actual recommendations about which component to buy (nor are the numbers supposed to be rigid limits), but what features are important when shopping for components with small and large budgets (a large budget could allow buying multiple components which are not so good on their own, but work particularly well together). I mention Shogun 2 as an example, but I'm asking about reducing overall loading times, across all games, not just one game. Therefore, "put it on a solid state disk" probably won't be good solution, because putting every game on your SDD will quickly fill it up.

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  • Optimal video resolution and encoding for recording games for YouTube?

    - by Rookie
    I want to record video from games, therefore I cannot use very large video resolution, but I still want to make the large video view to look as sharp as the original encoded video before upload. I tried to use YouTube's recommended 854x640 resolution, but it wasn't possible with h264 and the encoding software I used (Handbrake) converted it to a width of the nearest multiple of 4, which I think is a limitation of the h264 format. The video I encoded was sharp and fine quality, but when I uploaded it to YouTube, it lost a lot of quality and the preferred large video view looks almost as bad as a 320p video. I tried to wait a few days but it never got sharper (in case it didn't process it completely yet). So, which resolution and encoding options I should use, if I want the large video player to have the sharpest possible video, retaining the original video quality as good as possible? I noticed that recording with 640x480, the video was sharper than with 1280x720, so I'm not sure what im doing wrong here; both were h264. Is it anyhow possible to prevent YouTube from re-encoding the videos? I just wonder how people can make so sharp videos, while mine are all blurry after upload, but before upload they looked fine. I also tried YouTube's suggested bitrates with h264, but it didn't work any better.

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  • I want to learn to program in SDL C++where do i start? I want to learn only what i need to to start making 2d games [on hold]

    - by user2644399
    Lazyfoo of Lazyfoo.net of the SDL 2d tutorial wrote that in order for me to start game programming in SDL, I need to know these concepts well; Operators, Controls, Loops, Functions, Structures, Arrays, References, Pointers, Classes, Objects how to use a template and Bitwise and/or. I want to know the fastest way to learn as much as I need of basic c++ that would allow me to make 2d games. Thanks in advance.

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  • Frequent connection drops when playing online games (StarCraft 2, Battlefield 3) and behind NAT - how to diagnose? [migrated]

    - by Moshev
    I am having some trouble with (I suspect) my wireless router. It's connected to the internet with a regular lan cable and has a static, public IP address. Our two home PCs connect to the router with regular lan cables, plus there's a laptop which connects over wifi. diagram: Internet | | <- isp-supplied cat5 ethernet cable | D-Link D300 ...wifi... laptop / \ / <- cable -> \ PC1 PC2 The PCs and laptop are behind NAT and share the router's public IP. The router is a D-Link D300. PC1 is used for online gaming and I'm experiencing frequent "connection dropped" errors when playing Battlefield 3, StarCraft 2 and the Diablo 3 beta; but not with TeamFortress 2 or the Tribes Ascend beta. The issue goes away when I remove the router and connect PC1 directly to the ISP's cable. I have also tried disconnecting PC2 and the laptop, leaving PC1 as the only machine connected to the router - doesn't help. How can I diagnose what precisely the issue is?

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