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  • Client side latency when using prediction

    - by Tips48
    I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the appearance of lag. The problem is, the server is authoritative, so when the server sends back the position of the Entity to the client, it undo's the effect of the interpolation and creates a rubber-banding effect. For example: Client sends input to server - Client reacts on input - Server receives and reacts on input - Server sends back response - Client reaction is undone due to latency between server and client To solve this, I've decided to store the game state and input every tick in the client, and then when I receive a packet from the server, get the game state from when the packet was sent and simulate the game up to the current point. My questions: Won't this cause lag? If I'm receiving 20/30 EntityPositionPackets a second, that means I have to run 20-30 simulations of the game state. How do I sync the client and server tick? Currently, I'm sending the milli-second the packet was sent by the server, but I think it's adding too much complexity instead of just sending the tick. The problem with converting it to sending the tick is that I have no guarantee that the client and server are ticking at the same rate, for example if the client is an old-end PC.

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  • Energy Firms Targetted for Sensitive Documents

    - by martin.abrahams
    Numerous multinational energy companies have been targeted by hackers who have been focusing on financial documents related to oil and gas field exploration, bidding contracts, and drilling rights, as well as proprietary industrial process documents, according to a new McAfee report. "It ... speaks to quite a sad state of our critical infrastructure security. These were not sophisticated attacks ... yet they were very successful in achieving their goals," said Dmitri Alperovitch, McAfee's vice president for threat research. Apparently, the attacks can be traced back over several years, creating a sustained security compromise that has provided access to highly sensitive information that is of huge financial value to competitors. The value of IRM as an additional layer of protection is clear. Whether your infrastructure security is in a sad state or is state of the art, breaches are always a possibility - and in any case, a lot of sensitive information is shared with third parties whose infrastructure security might not be as good as yours. IRM protects the individual information assets directly so that, even if infrastructure security is compromised, your critical information is enrypted and trackable and only accessible to authenticated, authorised, audited users. The full McAfee report is available here.

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  • Ubuntu 12.04 connected to wireless network but internet not working

    - by A.J.
    I can connect to my house's wireless network just fine, but when I'm connected I can't browse the web. Firefox starts connecting to a site and then just poops out. This doesn't happen on my roommates' computers (running Windows) or on our 3DSes, so I know it's just my laptop. I already tried sudo dhclient -r sudo dhclient sudo ifconfig eth0 down sudo ifconfig eth0 up Results of a few commands I was asked to run in comments: ping -c 2 4.2.2.2 PING 4.2.2.2 (4.2.2.2) 56(84) bytes of data. ^C --- 4.2.2.2 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms ping -c 2 google.com PING google.com (173.194.33.38) 56(84) bytes of data. --- google.com ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1006ms nm-tool NetworkManager Tool State: connected (global) - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 88:AE:1D:6B:4E:E7 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: off - Device: wlan0 [JUSTICE] ----------------------------------------------------- Type: 802.11 WiFi Driver: ath9k State: connected Default: yes HW Address: 1C:65:9D:65:C6:31 Capabilities: Speed: 1 Mb/s Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points (* = current AP) HOME-9B18: Infra, 00:26:F3:53:9B:18, Freq 2412 MHz, Rate 54 Mb/s, Strength 34 WPA WPA2 cougdad48 Network: Infra, 60:33:4B:E4:C4:5D, Freq 2437 MHz, Rate 54 Mb/s, Strength 22 WPA2 cougdad48 Guest Network: Infra, 66:33:4B:E4:C4:5D, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 WPA2 belkin.ade: Infra, 94:44:52:FF:8A:DE, Freq 2457 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 *JUSTICE: Infra, 00:24:01:7B:9F:7E, Freq 2462 MHz, Rate 54 Mb/s, Strength 88 WEP CenturyLink: Infra, B2:B2:DC:8E:E2:58, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA WPA2 IPv4 Settings: Address: 192.168.0.11 Prefix: 24 (255.255.255.0) Gateway: 192.168.0.1 DNS: 192.168.0.1 (JUSTICE is my home's network.) ping -c 2 198.168.0.1 PING 198.168.0.1 (198.168.0.1) 56(84) bytes of data. --- 198.168.0.1 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • Pattern for a class that does only one thing

    - by Heinzi
    Let's say I have a procedure that does stuff: void doStuff(initalParams) { ... } Now I discover that "doing stuff" is quite a compex operation. The procedure becomes large, I split it up into multiple smaller procedures and soon I realize that having some kind of state would be useful while doing stuff, so that I need to pass less parameters between the small procedures. So, I factor it out into its own class: class StuffDoer { private someInternalState; public Start(initalParams) { ... } // some private helper procedures here ... } And then I call it like this: new StuffDoer().Start(initialParams); or like this: new StuffDoer(initialParams).Start(); And this is what feels wrong. When using the .NET or Java API, I always never call new SomeApiClass().Start(...);, which makes me suspect that I'm doing it wrong. Sure, I could make StuffDoer's constructor private and add a static helper method: public static DoStuff(initalParams) { new StuffDoer().Start(initialParams); } But then I'd have a class whose external interface consists of only one static method, which also feels weird. Hence my question: Is there a well-established pattern for this type of classes that have only one entry point and have no "externally recognizable" state, i.e., instance state is only required during execution of that one entry point?

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  • lxc containers fail to autoboot in 14.04 trusty using 'lxc.start.auto = 1'

    - by user273046
    In trusty 14.04 containers fail to autoboot despite all settings being set as 14.04 requires. They show all as STOPPED I have correctly configured 2 LXC containers: calypso encelado They run perfectly if I run sudo lxc-autostart then sudo lxc-ls --fancy results in: ubuntu@saturn:/etc/init$ sudo lxc-ls --fancy NAME STATE IPV4 IPV6 AUTOSTART calypso RUNNING 192.168.1.161 - YES encelado RUNNING 192.168.1.162 - YES The problem is trying to run them at boot. I have at: /var/lib/lxc/calypso/config: # Template used to create this container: /usr/share/lxc/templates/lxc-download # Parameters passed to the template: # For additional config options, please look at lxc.conf(5) # Distribution configuration lxc.include = /usr/share/lxc/config/ubuntu.common.conf lxc.arch = x86_64 # Container specific configuration lxc.rootfs = /var/lib/lxc/calypso/rootfs lxc.utsname = calypso # Network configuration lxc.network.type = veth lxc.network.flags = up #lxc.network.link = lxcbr0 lxc.network.link = br0 lxc.network.hwaddr = 00:16:3e:64:0b:6e # Assegnazione IP Address lxc.network.ipv4 = 192.168.1.161/24 lxc.network.ipv4.gateway = 192.168.1.1 # Autostart lxc.start.auto = 1 lxc.start.delay = 5 lxc.start.order = 100 and I have LXC_AUTO="false" as required inside /etc/default/lxc: LXC_AUTO="false" USE_LXC_BRIDGE="false" # overridden in lxc-net [ -f /etc/default/lxc-net ] && . /etc/default/lxc-net LXC_SHUTDOWN_TIMEOUT=120 Any idea on why the containers don't start at boot? At reboot they are always in the STOPPED state: ubuntu@saturn:~$ sudo lxc-ls --fancy NAME STATE IPV4 IPV6 AUTOSTART calypso STOPPED - - YES encelado STOPPED - - YES and then again they can be started manually, using sudo lxc-autostart

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  • What's so bad about pointers in C++?

    - by Martin Beckett
    To continue the discussion in Why are pointers not recommended when coding with C++ Suppose you have a class that encapsulates objects which need some initialisation to be valid - like a network socket. // Blah manages some data and transmits it over a socket class socket; // forward declaration, so nice weak linkage. class blah { ... stuff TcpSocket *socket; } ~blah { // TcpSocket dtor handles disconnect delete socket; // or better, wrap it in a smart pointer } The ctor ensures that socket is marked NULL, then later in the code when I have the information to initialise the object. // initialising blah if ( !socket ) { // I know socket hasn't been created/connected // create it in a known initialised state and handle any errors // RAII is a good thing ! socket = new TcpSocket(ip,port); } // and when i actually need to use it if (socket) { // if socket exists then it must be connected and valid } This seems better than having the socket on the stack, having it created in some 'pending' state at program start and then having to continually check some isOK() or isConnected() function before every use. Additionally if TcpSocket ctor throws an exception it's a lot easier to handle at the point a Tcp connection is made rather than at program start. Obviously the socket is just an example, but I'm having a hard time thinking of when an encapsulated object with any sort of internal state shouldn't be created and initialised with new.

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  • apt-get failed install of libg15, all package management is failing

    - by Stifle
    I was trying to get my Logitech G510 keyboard's back-lights working so I went into the Synaptic Package Manager and marked LibG15, G15daemon, and all the other associated packages. Synaptic reported a failed install. Now all Package management is failing due to libg15 being "halfway installed." Some commands I have tried to fix the problem follow. . . root@bt:~# apt-get upgrade Reading package lists... Done Building dependency tree Reading state information... Done E: The package libg15 needs to be reinstalled, but I can't find an archive for it. root@bt:~# sudo apt-get autoremove Reading package lists... Done Building dependency tree Reading state information... Done E: The package libg15 needs to be reinstalled, but I can't find an archive for it. root@bt:~# sudo apt-get -f purge libg15 Reading package lists... Done Building dependency tree Reading state information... Done E: The package libg15 needs to be reinstalled, but I can't find an archive for it. root@bt:~# sudo dpkg --configure -a dpkg: dependency problems prevent configuration of g15macro: g15macro depends on g15daemon; however: Package g15daemon is not configured yet. dpkg: error processing g15macro (--configure): dependency problems - leaving unconfigured dpkg: dependency problems prevent configuration of g15stats: g15stats depends on g15daemon; however: Package g15daemon is not configured yet. dpkg: error processing g15stats (--configure): dependency problems - leaving unconfigured Errors were encountered while processing: g15macro g15stats I'm not too computer savvy. Any help would be much appreciated!!! Note: I'm using Ubuntu 10.04 under Backtrack 5 R3.

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  • Sharing an internet connection through the Ethernet port

    - by Bob Cunningham
    I have a small living room PC (Bohica, running fully-updated Ubuntu 10.10/Maverick) connected to my HDTV that I use for web browsing and media streaming. It connects via WiFi (wlan0) to my Fedora server (Snafu) that in turn connects to the internet. I use static addressing, and everything has been working fine. I just got a Blu-ray player, and I'd like to give it wired network access to the internet via Bohica's available wired ethernet port (eth0). So far, I haven't been to get eth0 and the network configured to get the Blu-ray player talking to the internet. Here's my wlan0 configuration: ip4 addr: 192.168.0.100 mask: /24 (255.255.255.0) gateway: 192.168.0.4 (fedora box) The Blu-ray player is set to an IP of 192.168.0.98/24, with the same gateway as above. I want eth0 set to an IP of 192.168.0.99/24, but when I do this using nm-connection-editor I lose internet access (the system tries to use eth0 as the default internet access interface). How do I get my blu-ray player to talk to the internet through Bohica, and do so without disrupting my current (working) network? Thanks. Edit: Here's the relevant output from nm-tool with the Blu-ray player connected: $ nm-tool NetworkManager Tool State: connected - Device: eth0 Type: Wired Driver: forcedeth State: disconnected Default: no HW Address: 90:FB:A6:2C:94:32 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: on - Device: wlan0 [wlan0] Type: 802.11 WiFi Driver: ndiswrapper State: connected Default: yes HW Address: 00:26:5A:C0:D0:05 IPv4 Settings: Address: 192.168.0.100 Prefix: 24 (255.255.255.0) Gateway: 192.168.0.4

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  • Using Behavior Trees and Events together

    - by weichsem
    I am beginning to work with behavior trees and am unsure how events should be handled within the tree. Lets say we have a space game where the player is dogfighting with a handful of other ships, some friendly some not. The player destroys a ship and the rest of the hostile ships should then start to retreat. How was should the shipWasDestroyed event effect the other ship's behavior trees so that they start running the retreat behavior? One way I could think of doing this is have all the conditions I care about be high level nodes that effectively state change the ship. This would mean I'd have to check all of these state change conditions on every frame the behavior tree was run, even if they are very rare occurrences. I'd prefer not doing this for performance and complexity reasons. From looking at the Halo papers on behavior trees it seems that they handled this by dynamically placing nodes into the tree when the event occurred. It seems like calculating where the new node should go could be problematic depending on the current state of the running behavior. How is this normally handled?

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  • Philosophy behind the memento pattern

    - by TheSilverBullet
    I have been reading up on memento pattern from various sources of the internet. Differing information from different sources has left me in confusion regarding why this pattern is actually needed. The dofactory implementation says that the primary intention of this pattern is to restore the state of the system. Wiki says that the primary intention is to be able to restore the changes on the system. This gives a different impact - saying that it is possible for a system to have memento implementation with no need to restore. And that ability of restore is a feature of this. OODesign says that It is sometimes necessary to capture the internal state of an object at some point and have the ability to restore the object to that state later in time. Such a case is useful in case of error or failure. So, my question is why exactly do we use this one? Is it to save previous states - or to promote encapsulation between the Caretaker and the Memento? Why is this type of encapsulation so important? Edit: For those visiting, check out this Implementation!

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  • "unresolvable problem" error when upgrading from 12.04 to 14.04

    - by flyingfisch
    So I have solved this issue, but now I have another problem: An unresolvable problem occurred while calculating the upgrade. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug using the command 'ubuntu-bug ubuntu-release-upgrader-core' in a terminal. I am not upgrading to a pre-release version of Ubuntu and I am not running a pre-release either. I have unchecked all my 3rd-party packages using Ubuntu Software Manager, EditSoftware Sources... What else might be wrong? UPDATE After doing sudo update-manager -d and sudo apt-get update;sudo apt-get dist-upgrade as per JimB's post, and then running sudo do-release-upgrade, here what I get: Err http://extras.ubuntu.com trusty/main Translation-en Err http://extras.ubuntu.com trusty/main Translation-en_US Err http://extras.ubuntu.com trusty/main Translation-en Ign http://extras.ubuntu.com trusty/main Translation-en_US Ign http://extras.ubuntu.com trusty/main Translation-en Fetched 0 B in 0s (0 B/s) Checking package manager Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Calculating the changes Calculating the changes Could not calculate the upgrade An unresolvable problem occurred while calculating the upgrade. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug using the command 'ubuntu-bug ubuntu-release-upgrader-core' in a terminal. Restoring original system state Aborting Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done === Command detached from window (Mon Aug 18 23:53:10 2014) === === Command terminated with exit status 1 (Mon Aug 18 23:53:10 2014) ===

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  • Is a big name computer science degree worth the cost?

    - by Serplat
    I'm currently in High School and trying to look into what I want to do after I graduate. I know that I will be going to college, and that I want a degree in Computer Science, however, I'm not entirely sure where I want to go (I haven't started the application process yet). I already have built up a decent amount of experience in programming (over the summers I have been hired to program at a local university), and I'm pretty capable of teaching myself most of the material I've come across through either books or web documentation. I'm interested in whether it is worth it to get a degree from a major, big-name computer science university for $50,000 each year, as opposed to going to a local state school for only $20,000. For my Bachelor's degree alone, this would be $120,000 more than the state school. I've also heard that where you get your Bachelor's doesn't matter much if you plan to get a Master's degree. Many people recommend going somewhere like a state school for your Bachelor's, and then try to get into a more major school for your Master's. Has anybody found any truth in this? Basically, is going to a big name computer science school for a Bachelor's degree really worth the added expense?

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • How do I separate codes with classes?

    - by Trycon
    I have this main class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class tests extends BasicGameState{ public boolean render=false; tests1 test = new tests1(); public tests(int test) { // TODO Auto-generated constructor stub } @Override public void init(GameContainer arg0, StateBasedGame arg1) throws SlickException { // TODO Auto-generated method stub } @Override public void render(GameContainer arg0, StateBasedGame arg1, Graphics g) throws SlickException { // TODO Auto-generated method stub if(render==true) { g.drawString("Hello",100,100); } } @Override public void update(GameContainer gc, StateBasedGame s, int delta) throws SlickException { // TODO Auto-generated method stub test.render=render; test.update(gc, s, delta); } @Override public int getID() { // TODO Auto-generated method stub return 1000; } } and its sub-class: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class tests1 { public boolean render; public void update(GameContainer gc, StateBasedGame s, int delta) { Input input = gc.getInput(); if(input.isKeyPressed(Input.KEY_X)) { render=true; } } } I was finding a way to prevent many codes in one class. I'm new to java. When I try running my game, then when I press X, it does not work. How am I suppose to fix that?

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  • With Slick, how to change the resolution during gameplay?

    - by TheLima
    I am developing a tile-based strategy game using Java and the Slick API. So far so good, but I've come to a standstill on my options menu. I have plans for the user to be able to change the resolution during gameplay (it is pretty common, after all). I can already change to fullscreen and back to windowed, this was pretty simple... //"fullScreenOption" is a checkbox-like button. if (fullScreenOption.isMouseOver(mouseX, mouseY)) { if (input.isMouseButtonDown(Input.MOUSE_LEFT_BUTTON)) { fullScreenOption.state = !fullScreenOption.state; container.setFullscreen(fullScreenOption.state); } } But the container class (Implemented by Slick, not me), contrary to my previous beliefs, does not seem to have any resolution-change functions! And that's pretty much the situation...I know it's possible, but i don't know how to do it, nor what is the class responsible! The AppGameContainer class, used on the very start of the game's initialization, is the only place with any functions for changing the display-mode that I've found so far, but it's only used at the very start, and i haven't found a way to travel back to it from my options menu. //This is my implementation of it... public static void main(String[] args) throws SlickException { AppGameContainer app = new AppGameContainer(new Main()); // app.setTargetFrameRate(60); app.setVSync(true); app.setDisplayMode(800, 600, false); app.start(); } I can define it as a static global on the Main, but it's probably a (very) bad way to do it...

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • Mixing JavaFX, HTML 5, and Bananas with the NetBeans Platform

    - by Geertjan
    The banana in the image below can be dragged. Whenever the banana is dropped, the current date is added to the viewer: What's interesting is that the banana, and the viewer that contains it, is defined in HTML 5, with the help of a JavaScript and CSS file. The HTML 5 file is embedded within the JavaFX browser, while the JavaFX browser is embedded within a NetBeans TopComponent class. The only really interesting thing is how drop events of the banana, which is defined within JavaScript, are communicated back into the Java class. Here's how, i.e., in the Java class, parse the HTML's DOM tree to locate the node of interest and then set a listener on it. (In this particular case, the event listener adds the current date to the InstanceContent which is in the Lookup.) Here's the crucial bit of code: WebView view = new WebView(); view.setMinSize(widthDouble, heightDouble); view.setPrefSize(widthDouble, heightDouble); final WebEngine webengine = view.getEngine(); URL url = getClass().getResource("home.html"); webengine.load(url.toExternalForm()); webengine.getLoadWorker().stateProperty().addListener( new ChangeListener() { @Override public void changed(ObservableValue ov, State oldState, State newState) { if (newState == State.SUCCEEDED) { Document document = (Document) webengine.executeScript("document"); EventTarget banana = (EventTarget) document.getElementById("banana"); banana.addEventListener("click", new MyEventListener(), true); } } }); It seems very weird to me that I need to specify "click" as a string. I actually wanted the drop event, but couldn't figure out what the arbitrary string was for that. Which is exactly why strings suck in this context. Many thanks to Martin Kavuma from the Technical University of Eindhoven, who I met today and who inspired me to go down this interesting trail.

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  • Installing latest version of R-base

    - by Student
    I have been unsuccessfully trying to install the latest version (2.15.2) of r-base. Apparently, R package "Rcpp" would not install for R version 2.14.1 - the version that installs for me. I am not sure what/how/where to change my installation attempts which appear below. Please note that I am using ubuntu-12.04.1-server-i386. (1) ------------ The current installed version is R version 2.14.1 (2011-12-22) sudo apt-get install r-base Reading package lists... Done Building dependency tree Reading state information... Done r-base is already the newest version. (2) ------------ Including version information doesn't help: sudo apt-get install r-base=2.15.1-5ubuntu1 Reading package lists... Done Building dependency tree Reading state information... Done E: Version '2.15.1-5ubuntu1' for 'r-base' was not found (3) ------------- Changes based on CRAN Ubuntu instructions http://cran.r-project.org/bin/linux/ubuntu/README 3.1: Added to /etc/apt/sources.list deb http://lib.stat.cmu.edu/R/CRAN/bin/linux/ubuntu quantal/ 3.2: sudo apt-get update 3.3: sudo apt-get install r-base Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: r-base : Depends: r-base-core (= 2.15.2-1quantal2) but it is not going to be installed Depends: r-recommended (= 2.15.2-1quantal2) but it is not going to be installed Recommends: r-base-html but it is not going to be installed E: Unable to correct problems, you have held broken packages.

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  • Traverse tree with results. Maybe type in Java?

    - by Angelo.Hannes
    I need to check a tree's node state. It can either be OK or NOT_OK. But that state is dependent on its children. So for a node to be OK, every of its children needs to be OK. If one or more of its children is NOT_OK the whole node is NOT_OK. To determine the state of a node I need to aggregate some properties of the node. So I thought of two possible implementations. And they are more or less covered in this question: Why is Option/Maybe considered a good idea and checked exceptions are not? Exception I could pass the properties up the recursion path, and throw an exception if something went wrong. Maybe I implement an Maybe type and let it either hold an error or the aggregated properties. Maybe it is more an Either. I tend towards the last option. And I'm thinking of an enum with two objects. Where I can additionally set those aggregated properties. Am I on the right track? I'm not familiar with the new JDK8 functional stuff. But I'm stuck on JDK7 anyway, so please focus on JDK7.

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  • Implementing AS 2.0 with FSM?

    - by Up2u
    i have seen many of references of AI and FSM like : http://www.richardlord.net/blog/fini...n-actionscript and sadly im still can't understand the point of the FSM on AS2.0 is it a must to create a class of each state ? i have a project of game and also it has an AI, the AI has 3 state n i said the state is distanceCheck, ChaseTarget, and Hit the target, the game that i create is FPS game and play via by mouse so what i mean is i have create an AI ( and is success ) but i want to convert it to FSM method ... i create : function of CheckDistanceState() and in that function i have to locked the target with an array, and sort it with the nearest distance and locked it and it trigger the function ChaseState(), and in the ChaseState() i insert the Hit() function to destroy the enemy, the 3 function that i created , i call it in the AI_cursor.onEnterframe, ( FPS game that only have a cursor in stage ) is there any chance to implement FSM to my code without to create a class ?? from what i read before , to create a class mean to create an external code outside of the frame ( i used to code in frame) and i stil dont understand about it. sorry if my explaination not clear ...

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  • Persisting high score table in flash game without a network. (Featuring: HttpListenerException)

    - by bearcdp
    Hi everyone, this question is very programming-centric, but it's for a game so I figured I might as well post it here. I'm doing polishing work on a GGJ '11 game because it will be shown at an indie arcade tomorrow afternoon, and they're expecting our final build in the morning. We'd like to have a high score table that displays during attract mode, but since it's Flash (Flixel) it would require some networking, Mochi, or something to keep a record of these scores. Only problem is the machine we'd be running on probably won't have network access. As a quick solution, I thought I'd just write up a dinky little high score server in C#/.NET that could take basic GET requests for submitting scores and getting the score list. We're talking REAL basic, like blocking while waiting for an incoming request, run & forget console app, etc. There's no guarantee that our .swf won't get reloaded, and we'd like the scores to persist, so this server would pretty much exists to keep a safe copy of the scores that the game can add to and request, and occasionally the server will write the scores to a flat text file. But, HttpListener is giving me Error Code 87 'The parameter is incorrect.' Have any idea what I'm doing wrong? Or better yet, am I barking up the wrong tree and missing an obviously simpler solution? This is all I've got so far in my Main(): HttpListener listener = new HttpListener(); listener.Prefixes.Add("http://localhost:66666/"); listener.Start(); The exception happens at listener.Start(); and the stack trace is: at System.Net.HttpListener.AddAllPrefixes() at System.Net.HttpListener.Start() at WOSEBCE_ScoreServer.Program.Main(String[] args) in C:\Users\Michael\Documents\Visual Studio 2010\VS2010 Projects\WOSEBCE_ScoreServer\WOSEBCE_ScoreServer\Program.cs:line 24 at System.AppDomain._nExecuteAssembly(RuntimeAssembly assembly, String[] args) at System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence assemblySecurity, String[] args) at Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart()

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  • What are some techniques I can use to refactor Object Oriented code into Functional code?

    - by tieTYT
    I've spent about 20-40 hours developing part of a game using JavaScript and HTML5 canvas. When I started I had no idea what I was doing. So it started as a proof of concept and is coming along nicely now, but it has no automated tests. The game is starting to become complex enough that it could benefit from some automated testing, but it seems tough to do because the code depends on mutating global state. I'd like to refactor the whole thing using Underscore.js, a functional programming library for JavaScript. Part of me thinks I should just start from scratch using a Functional Programming style and testing. But, I think refactoring the imperative code into declarative code might be a better learning experience and a safer way to get to my current state of functionality. Problem is, I know what I want my code to look like in the end, but I don't know how to turn my current code into it. I'm hoping some people here could give me some tips a la the Refactoring book and Working Effectively With Legacy Code. For example, as a first step I'm thinking about "banning" global state. Take every function that uses a global variable and pass it in as a parameter instead. Next step may be to "ban" mutation, and to always return a new object. Any advice would be appreciated. I've never taken OO code and refactored it into Functional code before.

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  • MVC pattern synchronisation

    - by Hariprasad
    I am facing a problem in synchronizing my model and view threads I have a view which is table. In it, user can select a few rows. I update the view as soon as the user clicks on any row since I don't want the UI to be slow. This updating is done by a logic which runs in the controller thread below. At the same time, the controller will update the model data too, which takes place in a different thread. i.e., controller puts the query in a queue, which is then executed by the model thread - which is a single-threaded interface. As soon as the query executes, controller will get a signal. Now, In order to keep the view and model synchronized, I will update the view again based on the return value of the query (the data returned by model) - even though I updated the view already for that user action. But, I am facing issues because, its taking a lot of time for the model to return the result, by that time user would have performed multiple clicks. So, as a result of updating the view again based on the information from model, the view sometimes goes back to the state in which the previous clicks were made (Suppose user clicks thrice on different rows. I update the view as soon as the click happens. Also, I update the view when I get data back from the model - which is supposed to be same as the already updated state of the view. Now, when the user clicks third time, I get data for the first click from model. As a result, view goes back to a state which is generated by the first click) Is there any way to handle such a synchronization issue?

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  • Storing editable site content?

    - by hmp
    We have a Django-based website for which we wanted to make some of the content (text, and business logic such as pricing plans) easily editable in-house, and so we decided to store it outside the codebase. Usually the reason is one of the following: It's something that non-technical people want to edit. One example is copywriting for a website - the programmers prepare a template with text that defaults to "Lorem ipsum...", and the real content is inserted later to the database. It's something that we want to be able to change quickly, without the need to deploy new code (which we currently do twice a week). An example would be features currently available to the customers at different tiers of pricing. Instead of hardcoding these, we read them from database. The described solution is flexible but there are some reasons why I don't like it. Because the content has to be read from the database, there is a performance overhead. We mitigate that by using a caching scheme, but this also adds some complexity to the system. Developers who run the code locally see the system in a significantly different state compared to how it runs on production. Automated tests also exercise the system in a different state. Situations like testing new features on a staging server also get trickier - if the staging server doesn't have a recent copy of the database, it can be unexpectedly different from production. We could mitigate that by committing the new state to the repository occasionally (e.g. by adding data migrations), but it seems like a wrong approach. Is it? Any ideas how best to solve these problems? Is there a better approach for handling the content that I'm overlooking?

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