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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Feedback from SQLBits 8

    - by Peter Larsson
    This years SQLBits occurred in Brighton. Although I didn’t have the opportunity to attend the full conference, I did a presentation at Saturday. Getting to Brighton was easy. Drove to Copenhagen airport at 0415, flew 0605 and arrived at Gatwick 0735. Then I took the direct train to Brighton and showed up at 0830, just one hour before presenting. This was the easy part. Getting home was much worse. Presentation ended at 1030 and I had to rush to the train station to get back to London, change to tube for Heathrow. Made it at the gate just 15 seconds before closing. That included a half mile run in the airport… Anyway, yesterday I got the feedback for my presentation. It does look good, especially since English is not my first language. This is the first graph Seems to be just halfway between conference average and best session. I can live with that. Second graph shows more detail about attendees voting. It also look acceptable. A wider spread for the 9’s, but it is an inevitable effect from how attendees percept the session. I did get a lot of 8’s and the lower grades in an descending order. The two people voting 4 and 5 didn’t say why they voted this so I don’t know how to remedy this. Third graph is about each category of votes.   Again, I find this acceptable. The Session abstract and Speaker’s knowledge seems to follow attendees expectations compared to conference average. I seem to have met the attendees expectations (and some more) for the other four categories, also compared to conference average. Since this did encourage me, I believe I will present some more at future meetings. I do have a new presentation about something all developers are doing every day but they may not know it. I will also cover this new topic in the next Deep Dives II book. Stay tuned! //Peter

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  • Independent Research on 1500 Companies Reveals Challenges in Performance Visibility – Part 1

    - by ndwyouell
    At the end of May I was joined by Professor Andy Neely of Cambridge University on a webinar, with an audience of over 700, to discuss the results of this extensive study which covered 13 countries and nearly every commercial and industrial sector.  What stunned both of us was not so much the number listening but the 100 questions they asked in just 1 hour.  This certainly represents a record in my experience and for those that organized the webinar. So what was all the fuss about?  Well, to begin with this was a pretty big sample and it represented organizations with over $100m sales across the USA, Europe, Africa and the Middle East. It also delivered some pretty interesting results across a wide range of EPM subjects such as profitability, planning and reporting.  Let’s look at some of those findings. We kicked off with profitability, one of the key factors in driving performance, or that is what you would think, but in fact 82% of our respondents said they did not have complete visibility into the profitability of their organization. 91% of these went further to say that, not surprisingly, this lack of knowledge into the profitability has implications with over half citing 3 or more implications.  Implications cited included misallocated resources, revenue opportunities not maximized, erroneous decisions made and impaired financial performance.  Quite a list of implications, especially given the difficult economic circumstances many organizations are operating in at this time. So why is this?  Well other results in the study point to some of the potential reasons.  Firstly 59% of respondents that use spreadsheets use them for monitoring profitability and 93% of all managers responding to the study use spreadsheets to gather and analyze information.  This is an enormous proportion given the problems with using spreadsheets based performance management systems that have been widely talked about for many years.  For profitability analysis this is particularly important when you consider the typical requirement will be to allocate cost and revenue across 6+ dimensions based on many different allocation methods.  Not something that can be done easily in spreadsheets plus it gets to be a nightmare once you want to change allocations, run different scenarios and then change the basis of your planning and budgeting! It is no wonder so many organizations have challenges in performance visibility. My next blog will look at the fragmented nature of many organizations’ planning.  In the meantime if you want to read the complete report on the research go to: http://www.oracle.com/webapps/dialogue/ns/dlgwelcome.jsp?p_ext=Y&p_dlg_id=10077790&src=7038701&Act=29

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  • Collision in PyGame for spinning rectangular object.touching circles

    - by OverAchiever
    I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision handling I've worked with was using simple math (I wasn't using the collision "feature" in PyGame). The game is contained within a 2-dimensional continuous space. The idea is that the rectangular structure will spin at different speed depending on how far from the center you touch it with the circle. Also, any extremity of the rectangular structure should be able to touch any extremity of the circle. So I need to keep track of where it has been touched on both the circle and the rectangle to figure out the direction it will be bounced to. I intend to have basically 8 possible directions (Up, down, left, right and the half points between each one of those). I can work out the calculation of how the objected will be dislocated once I get the direction it will be dislocated to based on where it has been touch. I also need to keep track of where it has been touched to decide if the rectangular structure will spin clockwise or counter-clockwise after it collided. Before I started coding, I read the resources available at the PyGame website on the collision class they have (And its respective functions). I tried to work out the logic of what I was trying to achieve based on those resources and how the game will function. The only thing I could figure out that I could do was to make each one of these objects as a group of rectangular objects, and depending on which rectangle was touched the other would behave accordingly and give the illusion it is a single object. However, not only I don't know if this will work, but I also don't know if it is gonna look convincing based on how PyGame redraws the objects. Is there a way I can use PyGame to handle these collision detections by still having a single object? Can I figure out the point of collision on both objects using functions within PyGame precisely enough to achieve what I'm looking for? P.s: I hope the question was specific and clear enough. I apologize if there were any grammar mistakes, English is not my native language.

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  • Why wifi doesn't work in this case?

    - by xRobot
    I have a brand new notebook where I have installed Windows 7 and Ubuntu 12.04 LTS 64bit in dual boot. In windows 7 wifi works but in Ubuntu not. Could you help me please ? iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off eth0 no wireless extensions. lshw -C network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 07 serial: b4:b5:1f:1b:9a:56 size: 10Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=rtl8168e-3_0.0.4 03/27/12 latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:41 ioport:3000(size=256) memory:c2404000-c2404fff memory:c2400000-c2403fff *-network description: Wireless interface product: Ralink corp. vendor: Ralink corp. physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 00 serial: 84:4b:f4:0a:3a:22 width: 32 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=rt2800pci driverversion=3.2.0-31-generic firmware=0.34 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:18 memory:c2500000-c250ffff lspci | grep -i net 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07) 02:00.0 Network controller: Ralink corp. Device 539a iwlist scan lo Interface doesn't support scanning. wlan0 Interface doesn't support scanning : Device or resource busy eth0 Interface doesn't support scanning. lsmod Module Size Used by rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep parport_pc 32866 0 ppdev 17113 0 snd_hda_codec_hdmi 32474 1 snd_hda_codec_realtek 224173 1 joydev 17693 0 hp_wmi 18092 0 sparse_keymap 13890 1 hp_wmi snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq psmouse 97362 0 snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device arc4 12529 2 rt2800pci 18715 0 rt2800lib 58925 1 rt2800pci crc_ccitt 12667 1 rt2800lib rt2x00pci 14577 1 rt2800pci rt2x00lib 51144 3 rt2800pci,rt2800lib,rt2x00pci mac80211 506816 3 rt2800lib,rt2x00pci,rt2x00lib soundcore 15091 1 snd mac_hid 13253 0 uvcvideo 72627 0 videodev 98259 1 uvcvideo v4l2_compat_ioctl32 17128 1 videodev wmi 19256 1 hp_wmi i915 473240 3 cfg80211 205544 2 rt2x00lib,mac80211 eeprom_93cx6 12725 1 rt2800pci drm_kms_helper 46978 1 i915 drm 242038 4 i915,drm_kms_helper i2c_algo_bit 13423 1 i915 snd_page_alloc 18529 2 snd_hda_intel,snd_pcm mei 41616 0 serio_raw 13211 0 video 19596 1 i915 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp usbhid 47199 0 hid 99559 1 usbhid r8169 62099 0 rfkill list: # rfkill list 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no 1: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no

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  • Your Cinnamon Roll & Morning Coffee: Powered by Oracle Enterprise Manager

    - by Ruma Sanyal
    1024x768 Truth be told, as I was getting my morning coffee today, I was pondering the recent election results more than Oracle [there, I said it]. But then an email from Glen Hawkins from the Enterprise Management team hit my Inbox and I started viewing this video. It was about the world’s largest convenience store chain, 7-Eleven, focusing on creating the best Digital Guest Experience (DGE) for their customers. Turns out that Oracle Enterprise Manager (OEM) powers 7-Eleven’s DGE Middleware Platform as a Service solution that consists of Oracle SOA Suite, Exalogic, and Exadata. “We need to present a consistent view of 7-Eleven across all our endpoints: 10,000 stores & various digital entities like our websites and apps”, said Ronald Clanton, the DGE Program Director for 7-Eleven. As 7-Eleven was rolling out a loyalty program with mobile support across multiple geos, it had many complex business & technical requirements, including supporting a wide variety of different apps, 10M guests in NA alone, ability to support high speed transactions, and very aggressive timelines. A key requirement was shortening the cycle for provisioning new environments. Whereas with other vendors this would take a few weeks, Oracle consulting showed them how with OEM provisioning new environments would take half a day, which was quite impressive. 7-Eleven has started to roll out this new program and are delighted to report that some provisioning cycles are as low as 10 minutes which includes provisioning the full Oracle SOA suite, Exalogic and more. They are delighted with OEM’s reporting capabilities and customization thereof. Watch the video to see for yourself. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman","serif";}

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  • Learning by doing (and programming by trial and error)

    - by AlexBottoni
    How do you learn a new platform/toolkit while producing working code and keeping your codebase clean? When I know what I can do with the underlying platform and toolkit, I usually do this: I create a new branch (with GIT, in my case) I write a few unit tests (with JUnit, for example) I write my code until it passes my tests So far, so good. The problem is that very often I do not know what I can do with the toolkit because it is brand new to me. I work as a consulant so I cannot have my preferred language/platform/toolkit. I have to cope with whatever the customer uses for the task at hand. Most often, I have to deal (often in a hurry) with a large toolkit that I know very little so I'm forced to "learn by doing" (actually, programming by "trial and error") and this makes me anxious. Please note that, at some point in the learning process, usually I already have: read one or more five-stars books followed one or more web tutorials (writing working code a line at a time) created a couple of small experimental projects with my IDE (IntelliJ IDEA, at the moment. I use Eclipse, Netbeans and others, as well.) Despite all my efforts, at this point usually I can just have a coarse understanding of the platform/toolkit I have to use. I cannot yet grasp each and every detail. This means that each and every new feature that involves some data preparation and some non-trivial algorithm is a pain to implement and requires a lot of trial-and-error. Unfortunately, working by trial-and-error is neither safe nor easy. Actually, this is the phase that makes me most anxious: experimenting with a new toolkit while producing working code and keeping my codebase clean. Usually, at this stage I cannot use the Eclipse Scrapbook because the code I have to write is already too large and complex for this small tool. In the same way, I cannot use any more an indipendent small project for my experiments because I need to try the new code in place. I can just write my code in place and rely on GIT for a safe bail-out. This makes me anxious because this kind of intertwined, half-ripe code can rapidly become incredibly hard to manage. How do you face this phase of the development process? How do you learn-by-doing without making a mess of your codebase? Any tips&tricks, best practice or something like that?

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  • Enterprise with eyes on NoSQL

    - by thegreeneman
    Since joining Oracle a few months back, I have had the fortune of being able to interact with a number of large enterprise organizations and discuss their current state of adoption for NoSQL database technology.   It is worth noting that a large percentage of these organizations do have some NoSQL use and have been steadily increasing their understanding of its applicability for certain data management workloads.   Thru those discussions I’ve learned that it seems one of the biggest issues confronting enterprise adoption of NoSQL databases is the lack of standards for access, administration and monitoring.    This was not so much of an issue with the early adopters of NoSQL technology because they employed a highly DevOps centric approach to application deployment leaving a select few highly qualified developers with the task of managing the production of the system that they designed and implemented. However, as NoSQL technology moves out of the startup and into the hands of larger corporate entities, developers with a broad skill set that are capable of both development and I.T. type production management are in short supply and quickly get moved on to do new projects, often moving to different roles within the company.  This difference in the way smaller more agile startups operate as compared to more established companies is revealing a gap in the NoSQL technology segment that needs to get addressed.    This is one of places that a company such as Oracle has a leg up in the NoSQL Database front.  A combination of having gone thru a past database maturization process,  combined with a vast set of corporate relationships that have grown hand in hand to solve these types of issues, Oracle is in a great place to lead the way in closing the requirements gap for NoSQL technology.  Oracle's understanding of the needs specific to mature organizations have already made their way into the Oracle’s NoSQL Database offering with features such as:  One click cluster deployment with visual topology planning,  standards based monitoring protocols such as SNMP, support for data access for reporting via standard SQL  and integration with emerging standards for data access such as MapReduce.  Given the exciting developments we’re driving in the Oracle NoSQL Database group, I will have a lot more to say about this topic as we move into the second half of the year.

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  • Moms on Mobile: Are They Way Ahead of You?

    - by Mike Stiles
    You may have no idea how much and how fast moms are embracing mobile. Of all the demographics that can be targeted by marketers, moms have always been at or near the top of the list. And why not? They’re running households, they’re all over town, they’re making buying decisions, and they’re influencing family and friends. They, out of necessity, become masters of efficiency and time management. So when a technology tool, like mobile, comes along that assists with that efficiency and time management, we would obviously expect them to take advantage of it. So if it’s obvious, why are so many big, sophisticated brands left choking on the dust of moms who have zoomed past them in the adoption of mobile, and social on mobile? Let’s break down some hard truths as presented by a Mojiava report: -Moms spend 6.1 hours per day on average on their smartphones – more than magazines, TV or radio. -46% took action after seeing a mobile ad. -51% self-identify as “addicted” to their smartphone. -Households with an income of $25K-$50K have about the same mobile penetration among moms as those with incomes of $50K-$75K. So mobile is regarded as a necessity for middle-class moms. -Even moms without smartphones spend 2.5 hours on average per day on some connected mobile device. -Of moms with such devices, 9.8% have an iPad, 9.5% a Kindle and 5.7% an iPod Touch. -Of tablet-owning moms, 97% bought something using their tablet in the last month. -31% spend over 10 hours per week on their tablet, but less than 2 hours per week on their PCs. -62% of connected moms use shopping apps. -46% want to get info on their mobile while in a store. -Half of connected moms use social on their mobile. And they’re engaged. 81% are brand fans, 86% post updates, and 84% comment. If women and moms are one of your primary targets and you find yourself with no strong social channels where content is driving engagement and relationship-building, with sites not optimized for mobile, or with no tablet or smartphone apps, you have been solidly left behind by your customers and prospects. And their adoption of mobile and social on mobile is only exponentially speeding up, not slowing down. How much sense does it make when your customer is ready to act on your mobile ad, wants to user your iPad app to buy something from you, wants to be your fan on Facebook, wants to get messages and deals from you while they’re in your store…but you’re completely absent? I’ll help you cheat on the test by giving you the answer…no sense at all. Catch up to momma.

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  • Rending 2D Tile World (With Player In The Middle)

    - by Mick
    What I have at the moment is a series of data structures I'm using, and I would like to render the world onto the screen (just the visible parts). I've actually already done this several times (lots of rewrites), but it's a bit buggy (rounding seems to make the screen jump ever so slightly every x tiles the player walks past). Basically I've been confusing myself heavily on what I feel should be a pretty simple problem... so here I am asking for some help! OK! So I have a 50x50 array holding the tiles of the world. I have the player position as 2 floats, x ([0, 49]) and y ([0, 49]) in that array. I have the application size exactly in pixels (x and y). I have an arbitrary TILE_SIZE static int (based on screen pixels). What I think is heavily confusing me is using a 2d orthogonal projection in opengl which maps (0,0) to the top left of the screen and (SCREEN_SIZE_X, SCREEN_SIZE_Y) to the bottom right of the screen. gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluOrtho2D(0, getActualWidth(), getActualHeight(), 0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); The map tiles are set so that the (0,0) in the array is the bottom left. And the player has to be in the middle on the screen (SCREEN_SIZE_X/2, SCREEN_SIZE_Y/2). What I've been doing so far is trying to render 1-2 tiles more all around what would be displayed on the screen so that I don't have to worry about figuring out rendering half a tile from the top left, depending where the player is. It seems like such an easy problem but after spending about 40+hours on it rewriting it many times I think I'm at a point where I just can't think clearly anymore... Any help would be appreciated. It would be great if someone can provide some very basic pseudo code on keeping the player in the middle when your projection is mapped to screen coordinates and only rendering basically the tiles that you would be any be see. Thanks!

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • Merging the Executive Committees

    - by Patrick Curran
    As I explained in this blog last year, we use the Process to change the Process. The first of three planned JSRs to modify the way the JCP operates (JSR 348: Towards a new version of the Java Community Process) completed in October 2011. That JSR focused on changes to make our process more transparent and to enable broader participation. The second JSR was inspired by our conviction that Java is One Platform and by our expectation that Java ME and Java SE will become more aligned over time. In anticipation of this change JSR 355: JCP Executive Committee Merge will merge the two Executive Committees into one. The JSR is going very well. We have reached consensus within the Executive Committees, which serve as the Expert Group for process-change JSRs. How we intend to make the transition to a single EC is explained in the revised versions of the Process and EC Standing Rules documents that are currently posted for Early Draft Review. Our intention is to reduce the total number of EC seats but to keep the same ratio (2:1) of ratified and elected seats. Briefly, the plan will be implemented in two stages. The October 2012 elections will be held as usual, but candidates will be informed that they will serve only a one-year term if elected. The two ECs will be merged immediately after this election; at the same time, Oracle's second permanent seat and one of IBM's two ratified seats will be eliminated. The initial merged EC will therefore have 30 members. In the October 2013 elections we will eliminate three more ratified seats and two elected seats, thereby reducing the size of the combined EC to 25 members (16 ratified seats, 8 elected seats, plus Oracle's permanent seat.) All remaining seats, including those of members who were elected in 2012, will be up for re-election in 2013; that election should be particularly interesting. Starting in 2013 we will change from a three-year to a two-year election cycle (half of all EC members will be up for re-election each year.) We believe that these changes will streamline our operations, and position us for a future in which the distinctions between desktop and mobile devices become increasingly blurred. Please take this opportunity to review and comment on our proposed changes - we appreciate your input. Thank you, and onward to JCP.next.3!

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  • Why is everything crashing?

    - by Kopkins
    I've been using Ubuntu for a while now and I love it, I wouldn't think of using another OS unless I can't fix this issue. The install I'm on is only around a month and a half old. I'm running 12.04 64bit on a 8,1 MBP. Up until around 2 weeks ago everything was running smoothly. Around then applications started crashing and weird things started happening. At first I thought it was just certain applications. The first thing to start giving me trouble was compiz. Occasionally compiz will stop decorating windows and lost many other functionalities. running compiz --replace fixes this, but I don't feel like doing it usually once a day. The other thing with this is that after running compiz --replace, my conky window gets lost somewhere and so I run killall conky && conky -c .conkyrc. But this isn't with just a couple applications, it seems like it is proliferating through my system. Last week fontforge started crashing while doing whatever task. So I ended up unable to finish what I was working on to completeness. Didn't find a fix. Today rhythmbox started crashing. Whenever I try to play anything, Rhythmbox becomes unresponsive and needs to be forced to close. When I try to do certain things with the disk utility, it crashes. I get the Ubuntu has experienced an internal error message much more often than I would like. Frequently applications stop appearing in the launcher. Wine almost never does anymore. After not being active for a little while, thunderbird can only fetch my mail after restarting wireless, sudo rmmod b43 && sudo modprobe b43 Occasionally some of my startup apps don't start. What is my best option here? Could they be bugs? I don't want to submit a ton of vague bug reports. Reinstall? switch OS? Thank you to anyone who responds. Kopkins

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  • Accounting for waves when doing planar reflections

    - by CloseReflector
    I've been studying Nvidia's examples from the SDK, in particular the Island11 project and I've found something curious about a piece of HLSL code which corrects the reflections up and down depending on the state of the wave's height. Naturally, after examining the brief paragraph of code: // calculating correction that shifts reflection up/down according to water wave Y position float4 projected_waveheight = mul(float4(input.positionWS.x,input.positionWS.y,input.positionWS.z,1),g_ModelViewProjectionMatrix); float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; projected_waveheight = mul(float4(input.positionWS.x,-0.8,input.positionWS.z,1),g_ModelViewProjectionMatrix); waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; reflection_disturbance.y=max(-0.15,waveheight_correction+reflection_disturbance.y); My first guess was that it compensates for the planar reflection when it is subjected to vertical perturbation (the waves), shifting the reflected geometry to a point where is nothing and the water is just rendered as if there is nothing there or just the sky: Now, that's the sky reflecting where we should see the terrain's green/grey/yellowish reflection lerped with the water's baseline. My problem is now that I cannot really pinpoint what is the logic behind it. Projecting the actual world space position of a point of the wave/water geometry and then multiplying by -.5f, only to take another projection of the same point, this time with its y coordinate changed to -0.8 (why -0.8?). Clues in the code seem to indicate it was derived with trial and error because there is redundancy. For example, the author takes the negative half of the projected y coordinate (after the w divide): float waveheight_correction=-0.5*projected_waveheight.y/projected_waveheight.w; And then does the same for the second point (only positive, to get a difference of some sort, I presume) and combines them: waveheight_correction+=0.5*projected_waveheight.y/projected_waveheight.w; By removing the divide by 2, I see no difference in quality improvement (if someone cares to correct me, please do). The crux of it seems to be the difference in the projected y, why is that? This redundancy and the seemingly arbitrary selection of -.8f and -0.15f lead me to conclude that this might be a combination of heuristics/guess work. Is there a logical underpinning to this or is it just a desperate hack? Here is an exaggeration of the initial problem which the code fragment fixes, observe on the lowest tessellation level. Hopefully, it might spark an idea I'm missing. The -.8f might be a reference height from which to deduce how much to disturb the texture coordinate sampling the planarly reflected geometry render and -.15f might be the lower bound, a security measure.

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  • Forced to be trained [closed]

    - by steeb
    is it OK to force employees to take a training in order to make them sign a contract to stay in the job for X years? Here I'm the only developer in the company and before this job I've developed in VB6, VB.Net and others. There are others technicians here but they query the database server to make reports and make little programs but do not spend all day in programming. I was hired here to manage some legacy data to be migrated to a new system and I used my experience to accomplish the task. I also have made some utilities and other developments. Since we went live with the new system I've been developing a lot of side programs, add-ons and changed the source code of it and basically I've been learning from it since then and became some sort of jack of all trades when some feature needs to be changed or corrected. I have one and a half year in this company but during the last 8 months I've been entirely programming in the system. There have been times when even the implementers ask me how I accomplish certain things. The issue here is that the company has come and told me and other co-workers (which do not program in the system but know basic programming and databases) to have a basic training to program for the new system's platform and when we finish it we will sign a contract to stay in the company for an unspecified time. They have offered also an unspecified better salary. I'm feeling very suspicious cause I know the basics of system and I don't understand why I have to take it, being known by everybody all developments I've made. I gathered with my boss and told him that I should not take that course because I feel that I can learn more with all the daily requirements I've been asked and they should save that money. But he responded me that I have to take it and sign after that. I think they want me to be with them for a long time, and I'd like to, but my opinion is that I would like to stay in the company because I feel comfortable in all laboral aspects (including salary) but not because I signed a contract forced to do more tasks and forced to say no if I have others and better job offers. What advice can you give me in this kind of situation?

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  • Calculating a circle or sphere along a vector

    - by Sparky
    Updated this post and the one at Math SE (http://math.stackexchange.com/questions/127866/calculating-a-circle-or-sphere-along-a-vector), hope this makes more sense. I previously posted a question (about half an hour ago) involving computations along line segments, but the question and discussion were really off track and not what I was trying to get at. I am trying to work with an FPS engine I am attempting to build in Java. The problem I am encountering is with hitboxing. I am trying to calculate whether or not a "shot" is valid. I am working with several approaches and any insight would be helpful. I am not a native speaker of English nor skilled in Math so please bear with me. Player position is at P0 = (x0,y0,z0), Enemy is at P1 = (x1,y1,z1). I can of course compute the distance between them easily. The target needs a "hitbox" object, which is basically a square/rectangle/mesh either in front of, in, or behind them. Here are the solutions I am considering: I have ruled this out...doesn't seem practical. [Place a "hitbox" a small distance in front of the target. Then I would be able to find the distance between the player and the hitbox, and the hitbox and the target. It is my understanding that you can compute a circle with this information, and I could simply consider any shot within that circle a "hit". However this seems not to be an optimal solution, because it requires you to perform a lot of calculations and is not fully accurate.] Input, please! Place the hitbox "in" the player. This seems like the better solution. In this case what I need is a way to calculate a circle along the vector, at whatever position I wish (in this case, the distance between the two objects). Then I can pick some radius that encompasses the whole player, and count anything within this area a "hit". I am open to your suggestions. I'm trying to do this on paper and have no familiarity with game engines. If any software folk out there think I'm doing this the hard way, I'm open to help! Also - Anyone with JOGL/LWJGL experience, please chime in. Is this making sense?

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  • What OpenGL version(s) to learn and/or use?

    - by zuko
    So, I'm new to OpenGL... I have general knowledge of game programming but little practical experience. I've been looking into various articles and books and trying to dive into OpenGL, but I've found the various versions and old vs new way of doing things confusing. I guess my first questions is does anyone know some figures about percentages of gamers that can run each version of OpenGL. What's the market share like? 2.x, 3.x, 4.x... I looked into the requirements for Half Life 2 since I know Valve updated it with OpenGL to run on Mac and I know they usually try to hit a very wide user-base, and they say a minimum of GeForce 8 Series. I looked at the 8800 GT on Nvidia's website and it listed support for OpenGL 2.1. Which, maybe I'm wrong, sounds ancient to me since there's already 4.x. I looked up a driver for 8800GT and it says it supports 4.2! A bit of a discrepancy there, lol. I've also read things like XP only supports up to a certain version, or OS X only supports 3.2, or all kinds of other things. Overall, I'm just confused as to how much support there is for various versions and what version to learn/use. I'm also looking for learning resources. My search results thus far have pointed me to the OpenGL SuperBible. The 4th edition has great reviews on Amazon, but it teaches 2.1. The 5th edition teaches 3.3 and there are a couple things in the reviews that mention the 4th edition is better and that the 5th edition doesn't properly teach the new features or something? Basically, even within learning material I'm seeing discrepancies and I just don't even know where to start. From what I understand, 3.x started a whole new way of doing things and I've read from various articles and reviews that you want to "stay away from deprecated features like glBegin(), glEnd()" yet a lot of books and tutorials I've seen use that method. I've seen people saying that, basically, the new way of doing stuff is more complicated yet the old way is bad . Just a side note, personally, I know I still have a lot to learn beforehand, but I'm interested in tessellation; so I guess that factors into it as well, because, as far as I understand that's only in 4.x? [just btw, my desktop supports 4.2]

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  • password incorrect 3 times + suspected failed update

    - by Cheese
    I have been lurking your site for the past few hours, and have found myself in a bit of a pickle. Visiting my parents, I discover that neither computer, nor laptop work. Long story short, I've got the laptop working, but have completely fudged up the computer. I am a n00b, but I was at least willing to give it a go. The comp originally had ubuntu 11.10 installed, later updated to 12.04. We have cds for both. I do not understand what the initial problem was for my parents, but somehow when I turned on the computer, it worked for me. Soon after, I was nagged to install the latest updates. So, I spent the next half an hour wondering why the updates kept on asking for 11.04 cdroms, until I realised that you could turn off the cdrom necessity. After doing this via console, I installed some of the smaller updates, before being told to do a partial update. This failed a few times, and ended up freezing whilst reinstalling drivers. After a hard restart I continued to type whatever I could find on the forum into the console. At some point, the console started saying that I had 3 incorrect password inputs, and sudo commands stopped altogether. I found another thread discussing this; but people kept on suggesting changing passwords (which I did to no avail) or other things that made use of sudo (which I am locked out of, although I am technically the admin) I found myself somehow on the Ctrl+Alt+F1 console, and after being utterly confused (and Ctrl+AltF5 failing for me), another hard reset occurred. Somewhere along the way I created a USB start up for 14.04, (but this does not seem to work) Now I am left with an admin (and guest) account that log in but have blank screens (with only the desktop background showing) and I can't do anything in the console because I'm locked out. Interestingly, the console now says that I am running 14.04 although all updates said they had failed. Aside from the obvious lessons I have learnt (don't fiddle about in the console when you have no idea what you're doing "Dog wearing safety glasses "I have no idea what I am doing" GIF would be inserted here ) Is there any way I can redeem this almighty muck up? A million thanks for any help!

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  • Rolling With the Punches

    - by D'Arcy Lussier
    So I’ve been tweeting the last little while “Rolling with the punches” and I’ve had some people ask me what that meant. Whether you’re running a conference (like I am this week), or a project, or a birthday party for a 2 year old, you need to be ready to handle those things that are unexpected. Risk mitigation can only go so far and its at those times that you need to become resourceful. So let me tell you what the last few days have been like. Today is the first day of Prairie Dev Con Winnipeg, a conference that I run. On Friday I was informed that my keynote speaker had lost his voice, one of my speakers had a family emergency and had to back out, and I got a warning from another that he was travelling over the weekend and if there was a storm or something he may not be able to get back by Monday for his talk. A storm didn’t happen, but their car did break down and he was delayed. Finally, Saturday night I took my printing order to Staples. It was at 5 and they closed at 6, and I had a bunch of surveys to be printed and cut. The girl working said that she’d have it ready by the next day (Sunday). Her intent was to come in the next morning and finish the job. Unfortunately, she had to be hospitalized that night and never made it into work…and never informed anyone of the remaining work. They found out at 3pm when I came to pick it up and there was no way they’d be able to cut everything in time. So how did we roll with these punches? - Miguel, my keynote speaker, was a trooper and was able to do the keynote but asked that his session get moved from Monday to Tuesday. This is why I wait until the last day before printing out schedules, they can change up to the event and even later. - I was able to move some sessions around to accommodate my stranded speaker and fill the empty slot from the speaker that couldn’t make it. - Staples was able to get me half the cut surveys so I took those and my wife will pick up the rest today. I altered how we’d collect session surveys, and actually I think it’ll work better. So all of this is to say, plan but also plan for what you can’t plan for – there will be things that happen that blindside you, that you’re not sure how to handle or solve. Stop, take a deep breath, and don’t feel that you need to limit yourself to the boundaries that you initially set for yourself. Roll with the punch and learn from it so that you can avoid the blow next time. Now, back to the conference! D

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  • How bad does it look to have left a job soon after starting? [closed]

    - by unitedgremlin
    I have a job I would like to leave. On advice from friends and parents I have stayed. Their primary concern is that it would look bad on my resume if I left only after a few months of joining. My concerns with the job are as follows: When I started it was preferred I provide and use my own equipment. Could be out of business in a few months from lack of cash flow Poor code quality: memory leaks and lack of error handling. The same mistakes continue to be made even though I have raised the issue. It has become evident that co-workers do not understand memory management rules of the platform and are not interested in learning them. Yet, there is still surprise from them when strange bugs continue to crop up. As a result don't feel I will learn from co-workers. Plus, fixing the the lingering bugs and trying to keep up on new feature development is like a game of whack-o-mole that never ends. I don't believe in the companies vision or its ability to execute on the ideas anymore. My ideas and suggestions for very small tweaks are quickly dismissed. And so more than half or so have come back as bugs that we end up needing to address. I have been told to wait on fixing bugs in codes until we can talk to the original author. I don't feel I am allowed to take initiative to just fix/change things and do what I think is best. Everything needs consensus even for a bug fix before any work is done. I am adopting a shut-up and just do what I am told approach to save myself from ulcers. Lots of meetings (I am personally not involved in all of them which is good) but the sheer amount reminds me of days at a big corporation. Why is everyone around me always meeting? It's a small company. I can count everyone on my toes and fingers. I can say with certainty I have no interest in working with any of them again. This is the first time I have truly worked with a group of so called "B and C players". Ultimately, I think it is my fault for not doing a better job evaluating the team and company before joining. But I have generated a better set of questions when probing companies in the future. My questions are: How bad does it look to have left a job soon (few months) after starting? What would be the best way to explain my concerns and reasons for leaving without badmouthing the company? Should I stick it out to what I believe will be the soon end of the company?

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  • ADF Real World Developers Guide Book Review

    - by Grant Ronald
    I'm half way through my review of "Oracle ADF Real World Developer's Guide" by Jobinesh Purushothaman - unfortunately some work deadlines de-railed me from having completed my review by now but here goes.  First thing, Jobinesh works in the Oracle Product Management team with me, so is a colleague. That declaration aside, its clear that this is someone who has done the "real world" side of ADF development and that comes out in the book. In this book he addresses both the newbies and the experience developers alike.  He introduces the ADF building blocks like entity objects and view obejcts, but also goes into some of the nitty gritty details as well.  There is a pro and con to this approach; having only just learned about an entity or view object, you might then be blown away by some of the lower details of coding or lifecycle.  In that respect, you might consider this a book which you could read 3 or 4 times; maybe skipping some elements in the first read but on the next read you have a better grounding to learn the more advanced topics. One of the key issues he addresses is breaking down what happens behind the scenes.  At first, this may not seem important since you trust the framework to do everything for you - but having an understanding of what goes on is essential as you move through development.  For example, page 58 he explains the full lifecycle of what happens when you execute a query.  I think this is a great feature of his book. You see this elsewhere, for example he explains the full lifecycle of what goes on when a page is accessed : which files are involved,the JSF lifecycle etc. He also sprinkes the book with some best practices and advice which go beyond the standard features of ADF and really hits the mark in terms of "real world" advice. So in summary, this is a great ADF book, well written and covering a mass of information.  If you are brand new to ADF its still valid given it does start with the basics.  But you might want to read the book 2 or 3 times, skipping the advanced stuff on the first read.  For those who have some basics already then its going to be an awesome way to cement your knowledge and take it to the next levels.  And for the ADF experts, you are still going to pick up some great ADF nuggets.  Advice: every ADF developer should have one!

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  • Zelda-style top-down RPG. How to store tile and collision data?

    - by Delerat
    I'm looking to build a Zelda: LTTP style top-down RPG. I've read a lot on the subject and am currently going back and forth on a few solutions. I'm using C#, MonoGame, and Tiled. For my tile maps, these are the choices I can see in front of me: Store each tile as its own array. Each one having 3-4 layers, texture/animation, depth, flags, and maybe collision(depending on how I do it). I've read warning about memory issues going this route, and my biggest map will probably be 160x120 tiles. My average map however will be about 40x30. The number of tiles might cut in half if I decide to double my tile size, which is currently 16x16. This is the most appealing approach for me, as I feel like I would know how to save maps, make changes, and separate it into chunks for collision checks. Store the static parts of my tile map in multiple arrays acting as the different layers. Then I would just use entities for anything that wasn't static. All of the other tile data such as collisions, depth, etc., would be stored in their own layers as well I guess? This way just seems messy to me though. Regardless of which one I choose, I'm also unsure how to plan all of that other tile data. I could write a bunch of code that would know which integer represents what tile and it's data, but if I changed a tileset in Tiled and exported it again, all of those integers could potentially change and I'd have to adjust a whole bunch of code. My other issue is about how I could do collision. I want to at least support angled collision that slides you around the corners of objects like LTTP does, if not more oddball shapes as well. So do I: Store collision as a flag for binary collision. Could I get this to support angles? Would it be fine to store collision as an integer and have each number represent a certain angle of collision? Store a list of rectangles or other shapes and do collision that way? Sorry for the large two-part(three-part?) question. I felt like these needed to be asked together as I believe each choice influences the other.

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  • Collision detection problem in XNA

    - by Fantasy
    I'm having two problems with my collision detection in XNA. There are two boxes, the red box represents a player and the blue box represents a wall. The first problem is when the player moves to the upper side or bottom side of the wall and collides with it, and then try to go to the left or right, the player will just jump in the opposite direction as seen in the video. However if I go to the right side or the left side of the wall and try to go up or down the player will smoothly go up or down without jumping. The second problem is that when I collide with the box and my key is still pressed down the blue box goes half way through red box and and goes back out and it keeps doing that until I stop pressing the keyboard. its not very clear on the video but the keeps going in and out really fast until I stop pressing the key. Here is a video example:- http://www.youtube.com/watch?v=mKLJsrPviYo and Here is my code Vector2 Position; Rectangle PlayerRectangle, BoxRectangle; float Speed = 0.25f; enum Direction { Up, Right, Down, Left }; Direction direction; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); KeyboardState keyboardState = Keyboard.GetState(); if (keyboardState.IsKeyDown(Keys.Up)) { Position.Y -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Up; } if (keyboardState.IsKeyDown(Keys.Down)) { Position.Y += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Down; } if (keyboardState.IsKeyDown(Keys.Right)) { Position.X += (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Right; } if (keyboardState.IsKeyDown(Keys.Left)) { Position.X -= (float)(Speed * gameTime.ElapsedGameTime.TotalMilliseconds); direction = Direction.Left; } if (PlayerRectangle.Intersects(BoxRectangle)) { if (direction == Direction.Right) Position.X = BoxRectangle.Left - PlayerRectangle.Width; else if (direction == Direction.Left) Position.X = BoxRectangle.Right; if (direction == Direction.Down) Position.Y = BoxRectangle.Top - PlayerRectangle.Height; else if (direction == Direction.Up) Position.Y = BoxRectangle.Bottom; } PlayerRectangle = new Rectangle((int)Position.X, (int)Position.Y, (int)32, (int)32); base.Update(gameTime); }

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  • "shutting down hyper-v virtual machine management service"

    - by icelava
    I have a Windows 2008 R2 server that is a Hyper-V host (Dell PowerEdge T300). Today for the first time I encountered an odd situation; i lost connection with one of the guest machines but logging on physically it seems the guest OS is still running but no longer contactable via the network. I tried to shut down the guest machine (Windows XP) but it would not shut down, getting stuck in a "Not responding" dialog box that cannot be dismissed. I used the Hyper-V management console to reset the machine and it could not get out of resetting state. I tried to save another Windows 2003 guest machine, and it would be progress with its Saving state (0%). The other running Windows 2003 guest was stuck in the logon dialog. My first suspicion is perhaps one of the Windows update patches this week (10 Nov 2011) may something to do with it, which was still pending a system restart. Well, since I could not do anything with Hyper-V i proceeded with the Windows Update restart, and now it is stuck half an hour at "Shutting down hyper-v virtual machine management service" Prior to restarting I did not observe any hard disk errors reported in the system event log; doubt it is a disk-related condition. Shall I force a hard reboot? UPDATE As per answer report, it eventually restarted itself.

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  • How to shrink Windows 7 boot partition with unmovable files.

    - by Alex Che
    I have just bought HP laptop with Windows 7 (64 bit). It has 500 GB HDD with three partitions: small hidden system partition, 12 GiB HP recovery partition, and 450 GiB C: boot partition. I would like to split this large C: partition into two partitions, leaving only 100 GiB for system, and giving the rest to new data partition. Although Windows built-in Disk Management utility has an option to shrink the bootable partition, it only allows me to shrink it roughly by half, even though only 20 GiB on the partition is used. As far as I understand, system unmovable files lie in the middle of the partition, preventing Disk Management utility to do what I want. And since new HP laptops don't come with OS installation disks (they only allow you to create recovery disks youself), I can't just repartition HDD and then reinstall OS. So, is there any way to shrink C: bootable partition and preserve Windows 7 working? P.S.: I have tried to use 3rd party GParted utility, and after shrinking the partition Windows 7 stopped booting with BSOD. System recovery didn't work, and I had to do factory recover. Since this is a long process, I would like to avoid doing it again :) So, please, suggest only proven solutions.

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