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  • Correct DB details produce “Database server was not found” (Prestashop Installation)

    - by Steve
    At stage 3 of the Prestashop Installation, I enter the DB details which I know to be correct, and I receive the error: Database server was not found. Please verify the login, password, and database server name fields. The server is localhost, and I have verified the database name and username. Why can Prestashop not find the server? This occurs when choosing InnoDB and MyIsam. If I change the server from localhost to the public hostname I receive the same error.

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  • How to do reflective collisions with particles hitting background tiles?

    - by Shawn LeBlanc
    In my 2d pixel old-school platformer, I'm looking for methods for bouncing particles off of background tiles. Particles aren't affected by gravity and collisions are "reflective". By that I mean a particle hitting the side of a square tile at 45 degrees should bounce off at 45 degrees as well. We can assume that tiles will always be perfectly square. No slopes or anything. What are efficient methods and algorithms to do this? I'd be implementing this on a Sega Genesis.

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  • Where to find clients?

    - by Zenph
    My main area: web development. Of course, I don't expect anybody give away their 'gold mine' or whatever but I am struggling to see where I should be advertising my services. I have one other developer I work with and we have a lot of happy clients - on freelance websites. Thing is, freelance websites just seem to suck the life out of you when you're being out-bidded by ridiculous rates. I want to attract customers who are more concerned about quality and accountability than price. Any suggestions at all? I'm so lost with this. EDIT: Added bounty of 200 - all of my 'reputation'. EDIT: Added second bounty of 50 I did hear of a novel idea. Do work for an opensource project and get featured in their 'trusted developers' section, if they have one. Input?

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  • Can Flash games packed for iOS and other mobile devices achieve reasonable performance?

    - by puppybeard
    I was thinking of developing a game in Flash, as a hobby/educational project. However, I was hoping I could make it run on a smartphone, but a friend who develops in Flash says that in their experience things will move really slow on the likes of an iPad when the Flash packager is used. So slowly that you can't use it commercially for fast-moving games. Has anyone else experienced this slowness? Is there a way around it or is the technology just not there yet?

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  • Two BULK INSERT issues I worked around recently

    - by AaronBertrand
    Since I am still afraid of SSIS, and because I am dealing mostly with CSV files and table structures that are relatively simple and require only one of the three letters in the acronym "ETL," I find myself using BULK INSERT a lot. I have been meaning to switch to using CLR, since I am doing a lot of file system querying using xp_cmdshell, but I haven't had the chance to really explore it yet. I know, a lot of you are probably thinking, wow, look at all those bad habits. But for every person thinking...(read more)

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  • Two BULK INSERT issues I worked around recently

    - by AaronBertrand
    Since I am still afraid of SSIS, and because I am dealing mostly with CSV files and table structures that are relatively simple and require only one of the three letters in the acronym "ETL," I find myself using BULK INSERT a lot. I have been meaning to switch to using CLR, since I am doing a lot of file system querying using xp_cmdshell, but I haven't had the chance to really explore it yet. I know, a lot of you are probably thinking, wow, look at all those bad habits. But for every person thinking...(read more)

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  • In a Tower defense game, how to do buffs/debuffs

    - by Gabe
    The question is at the very bottom. If you understand Buffs/Debuffs in tower defense games then you should skip the bulk of this question and go to the bottom (seperated with the long line) I plan on making an IPhone TD game. The fact that its an iPhone game isn't relevant but I am coding in Objective-c with Cocos2D. I am relatively inexperienced in the field of game design so I'm looking for some advice from someone experienced in this field. In tower defense, there are two things that are relevant to my question: towers/enemies (both have their own classes/children). They each have stats like hp, damage, speed, etc. I want to add buffs/defuffs, for instance: Towers A,B and C each have 15 base damage. Tower D would be a buff tower with no damage, a tower with an AOE(area of effect) aura that gives 10% damage to all towers in range. Tower E might slow enemies in its AOE, a debuff. Stuff like that. The same could go for enemies. Enemy A is a boss that has a slow aura that affects towers and slows their base attack speed or something along those lines. So the question is, what would be the most effective way to implement this? If it was just towers then I would just mess around with the tower classes, but since tower classes and enemy classes are both affected, should I make a buff class? TD games can consume quite a bit of memory with large amounts of creeps and towers, and buffs I feel like would also consume quit a bit... So I'm trying to be as effective as possible.

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Where to find clients who are willing to pay top dollar for highly reliable code?

    - by Robin Green
    I'm looking to find clients who are willing to pay a premium above usual contractor rates, for software that is developed with advanced tools and techniques to eliminate certain classes of bugs. However, I have little experience of contracting, and relatively few contacts. It's important to state that the kind of tools and techniques I'm thinking of (e.g. formal verification) are used commercially extremely rarely, as far as I'm aware. There is kind of a continuum of approaches to higher reliability, with basic testing and basic static typing at one end and full-blown formal verification at the other, but the methods I'm thinking of are towards the latter end of the spectrum.

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  • problem in exporting a partition on a usb stick as nfs volume

    - by Bond
    I have a USB disk which has 2 partitions.I exported one of them (on NFS) and now I am trying to mount it at client machine. Each time it gets error mount -t nfs 192.168.1.19:/media/vol2 /mnt/nfs/ mount.nfs: access denied by server while mounting 192.168.1.19:/media/vol2 Here is the /etc/exports file entry showmount -e on nfs server gives Export list for bond: /media/vol2 */24 On the client machine nfs-client package is installed. What more I need to check? Is it logged some where?

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  • Where do I start in regards to making a Gnome/Unity Form Application

    - by JMK
    Ok so I am familiar with developing Form and Console applications on Windows using Visual Studio .Net with C#, but where do I start when it comes to Linux distro's like Ubuntu, is there an equivalent? How would one go about matching what they can do in a Windows environment with .Net and C# in a Linux environment without .Net coding in something like Java or C/C++? I am aware of Eclipse, does eclipse have a form designer or do you have to code the design of any Gnome/Unity forms manually? Can I use eclipse to write the Linux equivalent of a console application, that you just double click on to run? I also know about Mono, but the idea is that I want to learn how to develop software without using anything in the Microsoft stack and am not sure where to start. What is the standard language/framework used to develop these types of applications on Linux? As I become more proficient with Visual Studio, C# and .Net, it has struck me that without these Microsoft tools, I am nothing. I am only capable of developing for the Microsoft OS and this scares me. This isn't some anti Microsoft thing, Microsoft makes some incredible Software/Hardware/Operating Systems/IDE's, but it is generally a bad idea to put all of your eggs in one basket so if I want to learn how to develop Terminal and Gnome/Unity form applications where in the world do I start? I have used Linux on and off for years, but Windows has been my primary OS. However I have watched Linux get better and better and as much as I love Windows 7, I am dubious about Windows 8 (I for one will sorely miss my start menu)! Obviously MS aren't going anywhere anytime soon and I could spend the the next couple of decades developing for .Net without any issues but just because you can get away with something doesn't always mean it's a good idea. Thanks

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • How to publicize new Android's HTTP requests library

    - by Yaniv
    I don't know if this really belongs here, but I developed an open-source HTTP requests library for Android called Unite. This library was built mainly to significantly facilitate the work and coding time, and makes it easy to create and work with HTTP requests. I think a big advantage of this library is that it is open-source, so everyone can contribute to make it even better. I started this project for personal use, and I really like the result. What is the right and proper way to publicize the project, I do think it will be handy to Android developers. So how can I make developers know this library exist?

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  • How do I generate a level randomly?

    - by Charlton Santana
    I am currently hard coding 10 different instances like the code below, but but I'd like to create many more. Instead of having the same layout for the new level, I was wondering if there is anyway to generate a random X value for each block (this will be how far into the level it is). A level 100,000 pixels wide would be good enough but if anyone knows a system to make the level go on and on, I'd like to know that too. This is basically how I define a block now (with irrelevant code removed): block = new Block(R.drawable.block, 400, platformheight); block2 = new Block(R.drawable.block, 600, platformheight); block3 = new Block(R.drawable.block, 750, platformheight); The 400 is the X position, which I'd like to place randomly through the level, the platformheight variable defines the Y position which I don't want to change.

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  • Issues with shooting in a HTML5 platformer game

    - by fnx
    I'm coding a 2D sidescroller using only JavaScript and HTML5 canvas, and in my game I have two problems with shooting: 1) Player shoots continous stream of bullets. I want that player can shoot only a single bullet even though the shoot-button is being held down. 2) Also, I get an error "Uncaught TypeError: Cannot call method 'draw' of undefined" when all the bullets are removed. My shooting code goes like this: When player shoots, I do game.bullets.push(new Bullet(this, this.scale)); and after that: function Bullet(source, dir) { this.id = "bullet"; this.width = 10; this.height = 3; this.dir = dir; if (this.dir == 1) { this.x = source.x + source.width - 5; this.y = source.y + 16; } if (this.dir == -1) { this.x = source.x; this.y = source.y + 16; } } Bullet.prototype.update = function() { if (this.dir == 1) this.x += 8; if (this.dir == -1) this.x -= 8; for (var i in game.enemies) { checkCollisions(this, game.enemies[i]); } // Check if bullet leaves the viewport if (this.x < game.viewX * 32 || this.x > (game.viewX + game.tilesX) * 32) { removeFromList(game.bullets, this); } } Bullet.prototype.draw = function() { // bullet flipping uses orientation of the player var posX = game.player.scale == 1 ? this.x : (this.x + this.width) * -1; game.ctx.scale(game.player.scale, 1); game.ctx.drawImage(gameData.getGfx("bullet"), posX, this.y); } I handle removing with this function: function removeFromList(list, object) { for (i in list) { if (object == list[i]) { list.splice(i, 1); break; } } } And finally, in the main game loop I have this: for (var i in game.bullets) { game.bullets[i].update(); game.bullets[i].draw(); } I have tried adding if (game.bullets.length > 0) to the main game loop before the above draw&update calls, but I still get the same error.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Découvrir la nouvelle génération CRM ? Connectez-vous au Customer Concepts TV le 24 april 2012

    - by Kinoa
    Accélérer votre stratégie commerciale  Les entreprises doivent repenser leurs processus de vente, optimiser leur performance, augmenter la productivité des équipes et se concentrer sur les opportunités à plus fort potentiel. Danny Rippon, Oracle CRM Solutions Sales Development Director, souhaite partager avec vous la stratégie gagnante dans cette video : la nouvelle génération de CRM. Vous y trouverez des conseils avisés pour tirer au maximum profit de votre CRM. Rejoignez-nous sur Customer Concepts TV ! Pour en savoir plus, visionnez cette video :

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  • Tips for communication between JS browser game and node.js server?

    - by Petteri Hietavirta
    I am tinkering around with some simple Canvas based cave flyer game and I would like to make it multiplayer eventually. The plan is to use Node.js on the server side. The data sent over would consists of position of each player, direction, velocity and such. The player movements are simple force physics, so I should be able to extrapolate movements before next update from server. Any tips or best practices on the communications side? I guess web sockets are the way to go. Should I send information in every pass of the game loop or with specified intervals? Also, I don't mind if it doesn't work with older browsers.

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  • Worker roles in Windows Azure to host a multiplayer server

    - by MrWiggels
    I've been doing research on where to host a simple multi-player backend for a simple game I'm developing. So as a first choice I downloaded the Windows Azure SDK, which provides a nice and simple emulator environment where you can test out your application before uploading. I also download the Azure Social Game Toolkit (Visit), and followed as far as my understanding can take me. So, down to the main question. Is there anybody with experience developing Azure applications. I'm developing a Action RPG game, in a similar vein to Diablo III. I was thinking of putting up Matchmaking, Friends Lists, etc. Is there another way to connect to Azure services via something like UDP or TCP for sending packets or does everything have to go through HTTP requests? Is it even possible to use HTTP request/response for something like this? All game commands will be simple. Because the game server and the clients will be kept in-sync and will have deterministic actions, I'm just going to send actions like "Use Primary Skill" and "Use Secondary Skill". Any hints, ideas, light bulbs or a smack-in-the-face presentation will be much appreciated.

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  • Need material for character anatomy in a 2D game. Spartan Like, See Picture

    - by Edwin Soho
    I'm creating my art for an 2d based IOS game. I know some basic anatomy as you can see by the picture but I have no idea how I will make draw the pics for animation of the character walking, attacking with his sword and protecting himself with shield. Is there any anatomy reference for 2d game out there, book or anything else? for your information, I did try to find but all of stuff I found are very amateur and incomplete The picture was my attempt of creating a example of the character walking, which I'm not happy with please help, thanks Update: Since I am in a hurry I decided I would copy the anatomy from other 2d games, it is not that clean but at least I wanna be able to start it. The question is still open.

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  • How do I go from a simple html5 tic tac toe game to an online 2 player game?

    - by phi1o
    I've been working on an online 2 player Tic Tac Toe solution for blackberries. both old and new. And so far I have html5 code that has a 3 x 3 layout that switches between x and o for the game mechanics. I believe I'm still missing a check for win function but my question is about the server side of this game. I'm not sure how to go about learning what exactly I want. how do you take what I have now, and make this into a functioning online game? I've been told WAMP is a good solution, as well as IIS. and its all really over my head, so i'm hoping to get a little more clarity as far as what I should focus on to bring this game to life.

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  • FREE goodies if you are a UK based software house already live on the Windows Azure Platform

    - by Eric Nelson
    In the UK we have seen some fantastic take up around the Windows Azure Platform and we have lined up some great stuff in 2011 to help companies fully exploit the Cloud – but we need you to tell us what you are up to! Once you tell us about your plans around Windows Azure, you will get access to FREE benefits including email based developer support and free monthly allowance of Windows Azure, SQL Azure and AppFabric from Jan 2011 – and more! (This offer is referred to as Cloud Essentials and is explained here) And… we will be able to plan the right amount of activity to continue to help early adopters through 2011. Step 1: Sign up your company to Microsoft Platform Ready (you will need a windows live id to do this) Step 2: Add your applications For each application, state your intention around Windows Azure (and SQL etc if you so wish) Step 3: Verify your application works on the Windows Azure Platform Step 4 (Optional): Test your application works on the Windows Azure Platform Download the FREE test tool. Test your application with it and upload the successful results. Step 5: Revisit the MPR site in early January to get details of Cloud Essentials and other benefits P.S. You might want some background on the “fantastic take up” bit: We helped over 3000 UK companies deploy test applications during the beta phase of Windows Azure We directly trained over 1000 UK developers during 2010 We already have over 100 UK applications profiled on the Microsoft Platform Ready site And in a recent survey of UK ISVs you all look pretty excited around Cloud – 42% already offer their solution on the Cloud or plan to.

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  • Can/should one record unstructured suggestions and feedback in an issue tracker?

    - by Ian Mackinnon
    I'd like to advocate the use of issue-tracking software within an organisation that currently does not use it. But there's one aspect of their situation for which I'm unsure of what to suggest: their projects frequently receive informal verbal feedback or casual comments in meetings or in passing from a wide group of interested parties, and all this information needs to be recorded. Most of these messages are noise, but they're vital to record and share with developers for two reasons: Good suggestions often come out of this process. It can be necessary to have evidence of clients' comments when they forget previous instructions or change their mind. Is this the sort of information that should be stored in an issue-tracking system, or kept apart in a separate solution? Are there issue-tracking systems that have particularly good support for this sort of unstructured information?

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  • How would you design an application with many target platforms and devices?

    - by Pierre 303
    I'm in a very beginning of the design phase of an application that will have to run in the following platforms/devices: Desktop: Windows, Linux & Mac Mobile: Android, iPhone/iPad & Windows Phone 7 Web: Silverlight I will use C# on Mono and I want to maximize code re-usability. Except for the desktop (I'll use WinForms/GTK#), my concern is related to many different GUI that I will face. What would be your approach? Obviously, the views will be different, but what about the controllers, data access, utility classes, etc. Is it really acceptable to share everything but the views?

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  • The remote server returned an error: 227 Entering Passive Mode

    - by hmloo
    Today while uploading file to FTP sever, the codes throw an error - "The remote server returned an error: 227 Entering Passive Mode", after research, I got some knowledge in FTP working principle. FTP may run in active or passive mode, which determines how the data connection is established. Active mode: command connection: client >1024  -> server 21 data connection:    client >1024  <-  server 20 passive mode: command connection: client > 1024 -> server 21 data connection:    client > 1024 <- server > 1024 In active mode, the client connects from a random unprivileged port (N > 1023) to the FTP server's command port(default port 21). If the client needs to transfer data, the client will use PORT command to tell the server:"hi, I opened port XXXX, please connect to me." and then server will use port 20 to initiate the data connection to that client port number. In passive mode, the client connects from a random unprivileged port (N > 1023) to the FTP server's command port(default port 21). If the client needs to transfer data, the sever will tell the client:"hi, I opened port XXXX , please connect to me." and then client will initiate the data connection to that sever port number. In a nutshell, active mode is used to have the server connect to the client, and passive mode is used to have the client connect to the server. So if your FTP server is configured to work in active mode only or the firewalls between your client and the server are blocking the data port range, then you will get error message, to fix this issue, just set System.Net.FtpWebRequest property UsePassive = false. Hope this helps! Thanks for reading!

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