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  • Java: How to Make a Player Class in a Tile-Based RPG

    - by A.K.
    So I've been following a JavaHub tutorial that basically uses a pixel engine similar to MiniCraft. I've attempted to make a Player Class as such, and I'm basically making a mock Pokemon game for learning's sake: package pokemon.entity; import java.awt.Rectangle; import pokemon.gfx.Screen; import pokemon.levelgen.Tile; import pokemon.entity.SpritesManage;; public class Player { int x, y; int vx, vy; public Rectangle AshRec; public Sprite AshSprite; Screen screen; Sprite[][] AshSheet; public Player() { AshSprite = SpritesManage.AshSheet[1][0]; AshRec = new Rectangle(0, 0, 16, 16); x = 0; y = 0; vx = 1; vy = 1; screen.renderSprite(0, 0, AshSprite); } public void update() { move(); checkCollision(); } private void checkCollision() { } private void move() { AshRec.x += vx; AshRec.y += vy; } public void render(Screen screen, int x, int y) { screen.renderSprite(x, y, AshSprite); } } I guess what I really want to do is have the Player centered in the screen and have the sprite drawn based on an Input Handler. I'm just stumped as to how to sync these together.

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  • No space left on disk

    - by Ned
    folks. I'm trying to copy/move files to an external 1 TB hard drive with about 50 GB remaining space. I receive a "no space left on disk" when I try. I've moved files off and retried, but still get the same message. Disk Usage Analyzer, Properties, and freeware Treesize all report available hard drive space of about 50 GB. I've tried df -i (50 GB available) and df -k, with the latter reporting only 1% of inode usage. I've been able to save files from Firefox to the drive also. I can't even rename files without getting the message. Yesterday in the midst of trying to figure this out I tried to move 4 files to the drive and got the message. Today, I found them on the drive. What's up with that? (That's the only time that has happened to my knowledge.) Is this an ubuntu problem? or is my hard drive just about to fail because of something like a controller problem? Any thoughts would be appreciated.

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  • How to properly multi thread an RPG

    - by Nagrom_17
    I am working on an RPG type game in Java and I would like to know a few things relating to threading, What is the best way to implement a "wait for this then do this" without hanging the whole thread? Like waiting for a player to move to a location then pick up an item? or to wait one second then attack? Currently I am spawning new threads every time I need to wait for something, but that doesn't feel like the best solution. Any help is appreciated. EDIT: Clarification and an example of how I currently do things. User clicks on an item The function walkToAndPickUp(item) is called which is basically this: Make a new thread so we don't freeze the thread handling input while the player moves. Tell player to move to the item While the player is not at the item(The player moves through an update() function called in a different thread, I don't know how else to do it without freezing threads) Repeat until the player is at the item If the player is at the item then call delete item from map and add to inventory.

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  • How to change partitioning - may involve conversion of a partition from primary to extended

    - by george_k
    I am having trouble thinking through how I can achieve my partitioning goals. Now my partitions are: sda1 (winA) (primary) sda2 (winB) (primary) sda3 (/ for ubuntu) (primary) What I want to migrate into is (obviously partition numbers need not be exactly like that) sda1 (winA) (primary) sda2 (winB) (primary) sda3 (/boot) (primary) sda4 - extended which will contain sda5 (/home) sda6 (/ for ubuntu) sda7 (swap) I know I may be asking too much, but what would a way to do it? One way I have thought is Create a new primary partition for /boot and split it from the root partition into the new one. It shouldn't be too hard. Then the disk will have 4 primary partitions. Somehow convert the root ubuntu partition from primary to extended. Split that last partition in 3 extended partitions (root, /home, swap) and split the contents there. I am obviously stuck on the 2nd part. Another way could be (maybe easier): Create an extended partition (or two) Split /home there Somehow move everything except /boot to the extended partition. This way /boot will stay on the primary partition that exists now, and will be shrunk as needed, and everything else will end up to the extended partitions. This may sound better, but I'm not too sure how to do the 3rd part. Some details: The disk is almost empty, so I have space to move things around in it, shrink the ubuntu partition etc. I don't want to touch the windows partitions in any way. Reinstallation is not an option. Also using a different partitioning scheme with fewer partitions is not an option (for example not having a separate /boot) Any ideas?

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  • Collision with half of a semi-circle

    - by heitortsergent
    I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE In the flash version I used a pixel-perfect collision between meteors (it's a rectangle, and usually rotated) that spawn outside the screen, and move towards the center, and a shield in the center of the screen(which is half of a semi-circle, also rotated by the player), which made the meteor bounce back in the opposite direction it came from, when they collided. My goal now is to make the meteors bounce in different angles, depending on the position it collides with the shield (much like Pong, hitting the borders causes a change in the ball's angle). So, these are the 3 options I thought of: Pixel-perfect collision (Microsoft has a sample) , but then I wouldn't know how to change the meteor angle after the collision 3 BoundingCircle's to represent the half semi-circle shield, but then I would have to somehow move them as I rotate the shield. Farseer Physics. I could make a shape composed of 3 lines, and use that as the collision object for the shield. Is there any other way besides those? Which would be the best way to do it(it's aimed towards mobile devices, so pixel-perfect is probably not a good choice)? Most of the time there's always a easier/better way than what we think of...

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Dropping the full-time high-pay gig - I need help choosing a smart path that I can rely on to produce enough to survive comfortably ($2,500 per month)

    - by Jeff V
    I have about 6 years of full time experience developing web applications and tools. I know perl, python, PHP, ruby, and a good deal of SQL and relational theory. I have never had to choose a self-employed path as I have always had full time work or a bank account (credit cards) to support a big project. I'm planning to move out of the country to an area that will not offer local employment, and need some advice on what to focus on. I want to move in no more than six months, I have enough savings to live for an additional six months, but I would like to conserve it as much as possible. I enjoy taking risks, so I'm not looking for discussion of whether this is a good idea or not. I want advice on the most reliable solution given my skill set. Some paths I'm considering: Learn objective-c and build quality Apple software. Develop subscription based web tools for SEO, or other Marketing applications Attempt to acquire freelance projects by developing a reputation within open source projects, freelancer.com, and other online communities The last time I left my job, I was building a startup (that went under), and missed out living in a beautiful place due to the amount of time I worked. I would like to work 30-40 hours per week max. I can dedicate 10-15 hours per week while at my current job to prepare and learn. A preemptive thanks for the advice...

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  • Estimate of Hits / Visits / Uniques in order to fall within a given Alexa Tier?

    - by Alex C
    Hi there! I was wondering if anyone could offer up rough estimates that could tell me how many hits a day move you into a given Alexa rank ? Top 5,000 Top 10,000 Top 50,000 Top 100,000 Top 500,000 Top 1,000,000 I know this is incredibly subjective and thus the broad brush strokes with the number ranges... BUT I've got a site currently ranked just over 1.2M worldwide and over 500k in the USA (http://www.alexa.com/siteinfo/fstr.net) Pretty cool for something hand-built on weekends (pat self on back) I was applying to an ad-platform and was told that their program doesn't accept webmasters who have an Alexa rank of greater than 100,000. (Time to take back that pat on the back I guess). I know that my hits in the last 30 days are somewhere on the order of 15,000 uniques and 20,000 pageviews. So I'm wondering how much harder do I have to work to achieve my next "goals"? I'd like to break into the top million, then re-evaluate from there. It'd be nice to know what those targets translate into (very roughly of course). I imagine that alexa ranks and tiers become very much exponential as you move up the ranks, but even hearing annecdotal evidence from other webmasters would be really useful to me. (ie: I have a site that is ranked X and it got Y hits in the last 30 days) Thanks :) - Alex

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  • How much effort is involved in moving a WordPress site to a private server? [on hold]

    - by Alan
    I work in tech, but am on the business side. I have a WordPress site that I would like to move to a personal server and associate with a new domain name. I already have a server (actually, a friend is letting me use his) and the domain name. A friend-of-a-friend, who claims to be an IT pro, has agreed to help, but now is asking for what feels like a lot of money for what he says is a pretty time-intensive job. This doesn't sound right to me, so I thought I would ask here: Would it take months or even days to move the content, and why would it have to be moved in stages? The blog currently uses a basic template and has about 1000 posts. How much effort is really involved in moving a WordPress site from one server to another? Can anyone explain the process? Would it just make more sense to point the domain name at the existing WordPress blog, and pay the nominal yearly fee? I appreciate any answers you can provide.

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  • Offset Forward vector of object based on Rotation

    - by Taylor
    I'm using the Bullet 3D physics engine in a iOS application running openGL ES 1.1 Currently I'm accepting info from the gyroscope to allow the user to "look around" a 3d world that follows a bouncing ball (note: it only takes in the yaw to look around 360 degrees). Im also accepting information from the accelerometer based on the tilt to push the ball. As of right now, to move forward, the user tilts the devise forward (using the accelerometer); to move to the right, the user tilts the devise to the right and so on. The forward vector is currently along it's local Z-axis. The problem is that I want to change the ball bounce based on where the user has changed the view. If I change the view, the ball bounces in the fixed direction. I want to change the forward facing direction so that when a user changes the view (say to the look at the right of the world, the user rotates the device), tilting the devise forward will result in a forward force in that direction. Basically, I want the forward vector to take the rotation into consideration. Sorry if I didn't explain the issue well enough, its kind of confusing to write down.

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  • Display Problems running Ubuntu 12.04 in Windows VMware Player

    - by Alex Reynolds
    I am posting this again because I have changed to VMWare Player and I discovered something new. I am running Ubuntu 12.04 LTS (Guest) in VMWare Player 6.0.2 on Windows 7 64-bit Host. I have VMWare Tools installed properly. I am running MATE but the problem persists when I change (to and from) xfce, gnome, mate a-- and back again I had been using this for a couple of years without any graphics issues. After an Ubuntu update (typical) -- my video is corrupt and will not refresh correctly. My desktop icons are "mirrored" and when I open a terminal window (for instance) -- sometimes -- the window appears multiple times. Of course, only one is the real image. It seems to be a refresh problem. When I move an active window around the screen the "older" images "erase" and my icons (for instance) are in the correct location. For instance, I can move the terminal around a pretty corrupted window and the screen behind it is repainted correctly. NEW: Next, I got the idea to try and Remote Desktop in to the Ubuntu 12.04 LTS Guest OS from my Windows 7 64-bit Host. Once working, and connected via Win RDC -- using MATE as default in my /etc/xrdp/startws.sh -- my video is not corrupted and works fine (as in the past). Any ideas about what is going on ? or how to fix this ?

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  • emacs keybindings

    - by Max
    I read a lot about vim and emacs and how they make you much more productive, but I didn't know which one to pick. Finally when I decided to teach myself common lisp, the decision was straight forward: everybody says that there's no better editor for common lisp, than emacs + slime. So I started with emacs tutorial and immediately I ran into something that seems very unproductive to me. I'm talking about key bindings for cursor keys: forward/backward: Ctrl+f, Ctrl+b up/down: Ctrl+p, Ctrl+n I find these bindings very strange. I assume that fingers should be on their home rows (am I wrong here?), so to move cursor forward or backward I should use my left index finger and for up and down right pinky and right index fingers. When working with any of Windows IDEs and text editors to navigate text I usually place my right hand in a position so that my thumb is on the right ctrl and my index, ring and middle fingers are on the cursor keys. From this position it is very easy and comfortable to move cursor: I can do one-character moves with my 3 right fingers, or I can press ctrl with my right thumb and do word-moves instead. Also I can press shift with my left pinky and do single-character or word selections. Also it is a very comfortable position to reach PgUp, PgDn, Home, End, Delete and Backspace keys with my right hand. So I have even more navigation and selection possibilities. I understand that the decision not to use cursor keys is to allow one to use emacs to connect to remote terminal sessions, where these keys are not supported, but I still find the choice of cursor keys very unfortunate. Why not to use j, k, i, l instead? This way I could use my right hand without much finger stretching. So how is emacs more productive? What am I doing wrong?

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  • Collision detection between a sprite and rectangle in canvas

    - by Andy
    I'm building a Javascript + canvas game which is essentially a platformer. I have the player all set up and he's running, jumping and falling, but I'm having trouble with the collision detection between the player and blocks (the blocks will essentially be the platforms that the player moves on). The blocks are stored in an array like this: var blockList = [[50, 400, 100, 100]]; And drawn to the canvas using this: this.draw = function() { c.fillRect(blockList[0][0], blockList[0][1], 100, 100); } I'm checking for collisions using something along these lines in the player object: this.update = function() { // Check for collitions with blocks for(var i = 0; i < blockList.length; i++) { if((player.xpos + 34) > blockList[i][0] && player.ypos > blockList[i][1]) { player.xpos = blockList[i][0] - 28; return false; } } // Other code to move the player based on keyboard input etc } The idea is if the player will collide with a block in the next game update (the game uses a main loop running at 60Htz), the function will return false and exit, thus meaning the player won't move. Unfortunately, that only works when the player hits the left side of the block, and I can't work out how to make it so the player stops if it hits any side of the block. I have the properties player.xpos and player.ypos to help here.

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  • At the end of my rope

    - by hvgotcodes
    I am a contractor to a big company. Currently, there are three developers on the project, myself included. The problem is the other 2 developers don't really get it. By "it" i mean the following: They don't understand the best practices for the technology we are using. After 6 months of me and others giving them examples there are terrible anti-patterns being used. They are "copy and paste" programmers that produce primarily spaghetti code. They constantly break things, implementing changes but not doing a basic smoke test to see if all is good They refuse/rarely to ask for code-reviews. They refuse/rarely even do basic things like formatting code. No documentation on any classes (jsdocs) Afraid to delete code that doesn't do anything Leave commented code blocks everywhere even though we have version control. I find myself getting more and more frustrated as I format others code, fix bugs, discover functionality that is broken, and create abstractions to remove the spaghetti. I really don't know what to do. I try not to get to frustrated, but it's just a mess. I like these people as people, but I feel like the coding situation is so bad that I could move faster if they simply browsed the web all day. Would it be out of line to ask our manager to review the others svn commit access; commits can only be done after a review by someone who is knowledgeable in what we are doing? As a contractor, I'm not sure if that's the best move. Is there a subtle/not so subtle way of making it clear how many things I am fixing?

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  • Mesh with Alpha Texture doesn't blend properly

    - by faulty
    I've followed example from various place regarding setting OutputMerger's BlendState to enable alpha/transparent texture on mesh. The setup is as follows: var transParentOp = new BlendStateDescription { SourceBlend = BlendOption.SourceAlpha, DestinationBlend = BlendOption.InverseDestinationAlpha, BlendOperation = BlendOperation.Add, SourceAlphaBlend = BlendOption.Zero, DestinationAlphaBlend = BlendOption.Zero, AlphaBlendOperation = BlendOperation.Add, }; I've made up a sample that display 3 mesh A, B and C, where each overlaps one another. They are drawn sequentially, A to C. Distance from camera where A is nearest and C is furthest. So, the expected output is that A see through and saw part of B and C. B will see through and saw part of C. But what I get was none of them see through in that order, but if I move C closer to the camera, then it will be semi transparent and see through A and B. B if move closer to camera will see A but not C. Sort of reverse. So it seems that I need to draw them in reverse order where furthest from camera is drawn first then nearest to camera is drawn last. Is it suppose to be done this way, or I can actually configure the blendstate so it works no matter in which order i draw them? Thanks

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  • Install Ubuntu on Asus Eee-PC 1005PE - Dealing with special partitions

    - by MestreLion
    I have an Asus EeePC 1005PE netbook and im planning on doing a massive re-partitioning (going to install Ubuntu, Mint, XP, etc) Ive noticed it has 2 "special" partitions: a 10Gb Fat32 RESTORE hidden partition (used by BIOS "F9 recovery" feature) and a 16Mb "unknown" partition at the end of the drive (used by BIOS "Boot Booster" feature). So, for both partitions, my question is: Can I move/resize the recovery partition freely? What are the requirements for it? (i mean, for it still be found by BIOS when i press F9/Activate BootBooster?). Partition table order? Partition type? Flags? Label? UUID? Can i make it a Logical (instead of primary) partition? Does it must be the flagged as boot? And, more importantly: where can i find any official documentation about it? Ive ready many (mis)information about it... some say Boot Booster partition must be last (in partition table), some say Recovery must be 2nd, that it must be bootable, etc. How can I know what is really needed for the BIOS to use both F9 and Boot Booster? Note: Im using gParted from a Live USB Stick (Mint 10 / Ubuntu 10.10), and ive noticed that, since the filesystem type of the Boot Booster is not recongnized, it cant move or resize it. Can I delete it and re-create it somewhere else? Whenever i create a 0xEF partition gParted crashes and quits and i cannot open it again (must delete the partition using fdisk / cfdisk)

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  • How to Create a Grid for a 2D Game?

    - by SoulBeaver
    So I'm currently writing the engine for my videogame. I've almost integrated Tiled (I think) so I should have a map-creator here soon. My question is, how do I actually make the grid? I'm really confused here. If I create a large map with, say, 20x20 grids the size of 32x32 (screen size 640x640), then what do I do with it? Let's say I have the code for creating a window, and then place a player sprite that I can move with input, that's fine. If I use one map that's as big as the screen, then every pixel on the map is also a pixel on the game screen. The mapping is exact. Now what happens if I have a 2000x2000 map, for example? My character would have to keep moving and move the map around (or rather the camera focused on the player moves). Then I can no longer say that the screen maps exactly to the pixel position of the map. I tried making a Grid class that maps out the screen area to 32x32 tiles, but I'm not sure if that makes any sense. Once the map moves each tile would have to update its information, or something. I'm just really confused here. How do I actually make the tiles and a grid and map them to the data I get from tiled, or that I make myself? Are there any good examples of source code that I could look at?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Web application interacts bi-directional with server program?

    - by Roelof Berkepeis
    I want to write a web application to play chess against the engine Crafty. I'm not new to PHP and javascript, but must learn how to interact with a server process : how can a web application and/or (jQuery) ajax interact bi-directionally with a (linux) program running on the server? At this moment i am developing on (Apache) local host. Crafty is installed on my Ubuntu PC. This well-known chess engine has no GUI, it runs in terminal by the command $ /usr/games/crafty and so you can play chess against it and even see it's calculations. I can make Crafty run by PHP, using the functions proc_open() or exec(), and most documentation i found states that the output stream should be a file .. But i think i don't want such setup, because then the webpage should be constanty polling that file (eg. by ajax) to see if some new data was appended, right? How can Crafty talk to the web page directly, saying "i have calculated another variation" or "i have decided a move" etc, then display this info on the web page and let the user give some counter move, just like in terminal. Isn't it possible to use some session / stream / listener? I have no clue at all, can anybody point me in a right direction?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • Moving domain currently on Google Apps to my own machines

    - by mag
    I own a domain which currently uses Google Apps (it was free back then). Due to recent events I have decided I want to move everything right where I can control the data, which basically means I have the idea of either using a dyndns solution and have at home my own mail server or, better, use an hosted machine to retrieve the mail and the move it via mua to a local machine. My problem is that I know basically next to nothing about DNS and stuff, while I have installed mail servers before. :) [I simply never had the need to work with DNS...] I'd really appreciate if someone could point me in the right direction: what do I need to do to: terminate the Google Apps management of the domain setup dns entries to that mail goes to the new server instead of Google Apps Additionally: if I decide to go the "hosted route" and I put up a machine via a supercheap hosting seller (say, the cheapest OVH one is a few euros a month), how can I tell the world that that machine is the mail server? Of course I would be wise to do a full backup of the mail on Google Apps, and that's easy enough to do by imap (right?).

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  • Binding BoundingSpheres to a world matrix in XNA

    - by NDraskovic
    I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { String line; while ((line = sr.ReadLine()) != null) { red = line.Split(','); model = row[0]; x = row[1]; y = row[2]; z = row[3]; elements.Add(Convert.ToInt32(model)); data.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfepheres.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } I also have a list of BoundingSpheres (called spheres) that adds a new bounding sphere for each line from the file. In this program I have one item (a simple box) that moves (it has its world matrix called matrixBox), and other items are static entire time (there is a world matrix that holds those elements called simply world). The problem i that when I move the box, bounding spheres move with it. So how can I bind all BoundingSpheres (except the one corresponding to the box) to the static world matrix so that they stay in their place when the box moves?

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  • Ubuntu 12.04 Very slow especially with Android Studio

    - by Dew
    I have an old laptop with the following specification: Memory: 485 MiB, Processor: Genuine intel CPU T2300 @ 1.66 GHz ×2, OS Type: 32 bit, Disk: 78.1 GB, I installed on it Ubuntu 12.04 LTS and I noticed that the overall system is very slow in responding. I tried to search about that in the internet and I found some articles talking about how to make Ubuntu 12.04 LTS run fast I applied all what they said including download LXDE desktop environment and then nothing different in the system response time. Then I need to develop some android applications so, I download Android Studio (Beta) 0.8.6. The problem became worse than before whenever I tried to open the Android Studio the screen is frozen for some minutes then it took time to download the projects and initialize the work space also, when I tried to move the cursor he is move very slowly. When I tried to run my first application on the AVD it took three hours and still not run yet. I delete the Android Studio and install it again several times, I was trying to solve the problem but still nothing change. Please if you have any suggestions that may help me make my laptop and Android Studio work faster I will appreciate it for you. Thank you in advance.

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  • Seperation of drawing and logic in games

    - by BFree
    I'm a developer that's just now starting to mess around with game development. I'm a .Net guy, so I've messed with XNA and am now playing around with Cocos2d for the iPhone. My question really is more general though. Let's say I'm building a simple Pong game. I'd have a Ball class and a Paddle class. Coming from the business world development, my first instinct is to not have any drawing or input handling code in either of these classes. //pseudo code class Ball { Vector2D position; Vector2D velocity; Color color; void Move(){} } Nothing in the ball class handles input, or deals with drawing. I'd then have another class, my Game class, or my Scene.m (in Cocos2D) which would new up the Ball, and during the game loop, it would manipulate the ball as needed. The thing is though, in many tutorials for both XNA and Cocos2D, I see a pattern like this: //pseudo code class Ball : SomeUpdatableComponent { Vector2D position; Vector2D velocity; Color color; void Update(){} void Draw(){} void HandleInput(){} } My question is, is this right? Is this the pattern that people use in game development? It somehow goes against everything I'm used to, to have my Ball class do everything. Furthermore, in this second example, where my Ball knows how to move around, how would I handle collision detection with the Paddle? Would the Ball need to have knowledge of the Paddle? In my first example, the Game class would have references to both the Ball and the Paddle, and then ship both of those off to some CollisionDetection manager or something, but how do I deal with the complexity of various components, if each individual component does everything themselves? (I hope I'm making sense.....)

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  • Is there a product planning tool that has these specific features? [closed]

    - by acjohnson55
    I am working on a web startup in the early stages, and we are struggling a bit to manage the scope and scheduling of our product. We have loads of high-level features in the pipeline, but we need a good way of scheduling them for release iterations and breaking them into actual tasks that can be scheduled (that could be a separate tool, but integration would be preferred). I would say that our product can be pretty cleanly divided into "aspects", and we want to be able to separate features by the aspect to which they apply. Perhaps most importantly, it should be really simple to create and move features between target release points. We don't have physical space for a war room type setup, so whatever we settle upon should ideally have a cloud-type web interface. Right now, we're using Excel to make a grid of product aspects vs. target releases, and we store features at the intersections. But this is not providing a good way of indexing tasks to those features or being able to move them around. I would much rather have something that automates the grid overview. I'm less interested in something that helps with low-level scheduling than I am in something that is good at organizing the product plan at the long-term, high-level view. Is there a product planning tool out there that matches these specifications?

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