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  • Announcing Monthly Silverlight Giveaways on MichaelCrump.Net

    - by mbcrump
    I've been working with different companies to give away a set of Silverlight controls to my blog readers for the past few months. I’ve decided to setup this page and a friendly URL for everyone to keep track of my monthly giveaway. The URL to bookmark is: http://giveaways.michaelcrump.net. My main goal for giving away the controls is: I love for the Silverlight Community and giving away nice controls always sparks interest in Silverlight. To spread the word about a company and let the user decide if it meet their particular situation. I am a “control” junkie, it helps me solve my own personal business problems since I know what is out there. Provide some additional hits for my blog. Below is a grid that I will update monthly with the current giveaway. Feel free to bookmark this post and visit it monthly. Month Name Giveaway Description Blog Post Detailing Controls October 2010 Telerik Silverlight Controls –RadControls http://michaelcrump.net/archive/2010/10/15/win-telerik-radcontrols-for-silverlight-799-value.aspx November 2010 Mindscape Mindscape Mega-Pack http://michaelcrump.net/archive/2010/11/11/mindscape-silverlight-controls--free-mega-pack-contest.aspx December 2010 Infragistics Silverlight Controls + Silverlight Data Visualization http://michaelcrump.net/mbcrump/archive/2010/12/15/win-a-set-of-infragistics-silverlight-controls-with-data-visualization.aspx January 2011 Cellbi Cellbi Silverlight Controls http://michaelcrump.net/mbcrump/archive/2011/01/05/cellbi-silverlight-controls-giveaway-5-license-to-give-away.aspx February 2011 *BOOKED*     To Third Party Silverlight Companies: If you create any type of Silverlight control/application and would like to feature it on my blog then you may contact me at michael[at]michaelcrump[dot]net. Giving away controls has proven to be beneficial for both parties as I have around 4k twitter followers and average around 1000 page views a day. Contact me today and give back to the Silverlight Community.  Subscribe to my feed

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  • Project Euler 14: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 14.  As always, any feedback is welcome. # Euler 14 # http://projecteuler.net/index.php?section=problems&id=14 # The following iterative sequence is defined for the set # of positive integers: # n -> n/2 (n is even) # n -> 3n + 1 (n is odd) # Using the rule above and starting with 13, we generate # the following sequence: # 13 40 20 10 5 16 8 4 2 1 # It can be seen that this sequence (starting at 13 and # finishing at 1) contains 10 terms. Although it has not # been proved yet (Collatz Problem), it is thought that all # starting numbers finish at 1. Which starting number, # under one million, produces the longest chain? # NOTE: Once the chain starts the terms are allowed to go # above one million. import time start = time.time() def collatz_length(n): # 0 and 1 return self as length if n <= 1: return n length = 1 while (n != 1): if (n % 2 == 0): n /= 2 else: n = 3*n + 1 length += 1 return length starting_number, longest_chain = 1, 0 for x in xrange(1, 1000001): l = collatz_length(x) if l > longest_chain: starting_number, longest_chain = x, l print starting_number print longest_chain # Slow 31 seconds print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • Java Spotlight Episode 110: Arun Gupta on the Java EE 6 Pocket Guide @arungupta

    - by Roger Brinkley
    Interview with Arun Gupta on his new Java EE 6 Pocket Guide. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News Getting Started with JavaFX2 and Scene Builder Using the New CSS Analyzer in JavaFX Scene Builder JavaOne Latin America Keynotes NetBeans Podcast #62 - NetBeans Community News with Geertjan and Tinu Request for Project Nashorn (Open Source) JEP 170: JDBC 4.2 Open Sourcing: decora-compiler JPA 2.1 Schema Generation WebSocket, Java EE 7, and GlassFish Events Dec 3-5, jDays, Göteborg, Sweden Dec 4-6, JavaOne Latin America, Sao Paolo, Brazil Dec 14-15, IndicThreads, Pune, India Feature InterviewArun Gupta is a Java EE & GlassFish Evangelist working at Oracle. Arun has over 14 years of experience in the software industry working in various technologies, Java(TM) platform, and several web-related technologies. In his current role, he works very closely to create and foster the community around Java EE & GlassFish. He has participated in several standard bodies and worked amicably with members from other companies. He has been with the Java EE team since it’s inception. And since then he has contibuted to all Java EE releases.He is a prolific blogger at http://blogs.sun.com/arungupta with over 1000 blog entries and frequent visitors from all over the world reaching up to 25,000 hits/day. His new Java EE 6 Pocket Guide is now available on O’Reily What’s Cool Videos: Getting Started with Java Embedded JavaFX: Leverageing Multicore Performance JavaFX on BeagleBoard State of the Lambda: Libraries Edition FOSDEM 2013 CFP now open! The return of the Shark

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  • Problem with WCF-SQL Adapter

    - by Paul Petrov
    When using WCF receive adapter with SQL binding in Polling mode please be aware of the following problem. Problem: At some regular but seemingly random intervals the application stops processing new requests, places a lock on the database and prevent other application from accessing it. Initially it looked like DTC issue, as it was distributed transaction that stalled most of the time. Symptoms: Orchestration instances in Dehydrated state, receive location not picking up new messages, exclusive locks on database tables, errors in DTC trace. Cause: Microsoft has confirmed that there is a bug in the WCF-SQL adapter. In the receive adapter binding configuration there's receiveTimeout property set to 10 minutes by default. If during this period data is not found in the table the adapter would start new thread and allocate more memory without releasing old resources. Thus if there's no new data in the table for a long time a new thread will be created in the host instance every 10 minutes until it reaches threshold (1000) and then there's no threads left for this host instance and it can't start/complete any tasks. Then this host instance won't be able to do anything. If other artifacts are hosted in the instance they will suffer consequences as well. Solution: - Set receiveTimeout to the maximum time 24.20:31:23.6470000. - Place WCF-SQL receive locations in separate host to provide its own thread pool and eliminate impact on other processes - Ensure WCF-SQL dedicated host instances are restarted at interval less or equal to receiveTimeout to flush threads and memory - Monitor performance counters Process/Thread Count/BTSNTSvc{n} for thread count trend and respond to alert if it grows by restarting host instance If you use WCF-SQL Adapter in the Notification mode then make sure to remove sqlAdapterInboundTransactionBehavior otherwise this location will exhibit the same issue. In this case though, setting receiveTimeout doesn't help and new thread will be created at default intervals (10 min) ignoring maximum setting.

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  • Any tips for designing the invoicing/payment system of a SaaS?

    - by Alexandru Trandafir Catalin
    The SaaS is for real estate companies, and they can pay a monthly fee that will offer them 1000 publications but they can also consume additional publications or other services that will appear on their bill as extras. On registration the user can choose one of the 5 available plans that the only difference will be the quantity of publications their plan allows them to make. But they can pass that limit if they wish, and additional payment will be required on the next bill. A publication means: Publishing a property during one day, for 1 whole month would be: 30 publications. And 5 properties during one day would be 5 publications. So basically the user can: Make publications (already paid in the monthly fee, extra payment only if it passes the limit) Highlight that publication (extra payment) Publish on other websites or printed catalogues (extra payment) Doubts: How to handle modifications in pricing plans? Let's say quantities change, or you want to offer some free stuff. How to handle unpaid invoices? I mean, freeze the service until the payment has been done and then resume it. When to make the invoices? The idea is to make one invoice for the monthly fee and a second invoice for the extra services that were consumed. What payment methods to use? The choosen now is by bank account, and mobile phone validation with a SMS. If user doesn't pay we call that phone and ask for payment. Any examples on billing online services will be welcome! Thanks!

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  • Ubuntu 12.04 + Raid0 + Windows 7 not loading

    - by Douglas
    please someone help me.... (Sorry for my english) Hi, I have a Pc with 2 Hd (1Tb each) on Raid0. I had a Windows 7 64bits working for several months. When I installed the Windows I let a 100Gb partition empty to install Ubuntu someday. I was using Linux on a Virtualbox, but this week I tried to install Ubuntu 12.04 in this 100Gb partition. I used the Ubuntu alternate cd, because the 'normal' cd was giving me trouble with the Raid0. The grub installation always reported a error. After a lot of work I found that I nedded to install grub on partition /dev/mapper/isw_chjbfeec_DougRaid1 (see Bootinfo below). The Windows installation created a 100Mb boot partition, so I needed to install grub in this partition. Now I have the Ubuntu working 100% ok. The problem is, the Windows is not booting! The windows option is present on the grub menu, but when I choose the windows option there is a black screen and after that the grub is reloaded. My Bootinfo is: Boot Info Script 0.61 [1 April 2012] ============================= Boot Info Summary: =============================== => Grub2 (v1.99) is installed in the MBR of /dev/sda and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for /boot/grub. => Grub2 (v1.99) is installed in the MBR of /dev/mapper/isw_chjbfeec_DougRaid and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for /boot/grub. sda1: __________________________________________________________________________ File system: Boot sector type: Unknown Boot sector info: Mounting failed: mount: unknown filesystem type '' sda2: __________________________________________________________________________ File system: Boot sector type: Unknown Boot sector info: Mounting failed: mount: unknown filesystem type '' mount: unknown filesystem type '' sda3: __________________________________________________________________________ File system: Extended Partition Boot sector type: Unknown Boot sector info: isw_chjbfeec_DougRaid1: ________________________________________________________ File system: ntfs Boot sector type: Grub2 (v1.99) Boot sector info: Grub2 (v1.99) is installed in the boot sector of isw_chjbfeec_DougRaid1 and looks at sector 3841862992 of the same hard drive for core.img. core.img is at this location and looks for (,msdos5)/boot/grub on this drive. No errors found in the Boot Parameter Block. Operating System: Boot files: /grldr /bootmgr /Boot/BCD /grldr isw_chjbfeec_DougRaid2: ________________________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Windows 7 Boot files: /Windows/System32/winload.exe isw_chjbfeec_DougRaid3: ________________________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: isw_chjbfeec_DougRaid5: ________________________________________________________ File system: ext4 Boot sector type: - Boot sector info: Operating System: Ubuntu 12.04 LTS Boot files: /boot/grub/grub.cfg /etc/fstab /boot/grub/core.img isw_chjbfeec_DougRaid6: ________________________________________________________ File system: swap Boot sector type: - Boot sector info: ============================ Drive/Partition Info: ============================= Drive: sda _____________________________________________________________________ Partition Boot Start Sector End Sector # of Sectors Id System /dev/sda1 * 2,048 206,847 204,800 7 NTFS / exFAT / HPFS /dev/sda2 206,848 3,686,402,047 3,686,195,200 7 NTFS / exFAT / HPFS /dev/sda3 3,686,402,558 3,907,039,743 220,637,186 5 Extended Invalid MBR Signature found. EBR refers to a location outside the hard drive. /dev/sda2 ends after the last sector of /dev/sda /dev/sda3 ends after the last sector of /dev/sda Drive: isw_chjbfeec_DougRaid _____________________________________________________________________ Disk /dev/mapper/isw_chjbfeec_DougRaid: 2000.4 GB, 2000404348928 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907039744 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/mapper/isw_chjbfeec_DougRaid1 * 2,048 206,847 204,800 7 NTFS / exFAT / HPFS /dev/mapper/isw_chjbfeec_DougRaid2 206,848 3,686,402,047 3,686,195,200 7 NTFS / exFAT / HPFS /dev/mapper/isw_chjbfeec_DougRaid3 3,686,402,558 3,907,039,743 220,637,186 5 Extended /dev/mapper/isw_chjbfeec_DougRaid5 3,686,402,560 3,881,876,479 195,473,920 83 Linux /dev/mapper/isw_chjbfeec_DougRaid6 3,881,876,992 3,907,039,743 25,162,752 82 Linux swap / Solaris "blkid" output: ________________________________________________________________ Device UUID TYPE LABEL /dev/mapper/isw_chjbfeec_DougRaid1 C89C73D19C73B910 ntfs Reservado pelo Sistema /dev/mapper/isw_chjbfeec_DougRaid2 6830883A3088116C ntfs /dev/mapper/isw_chjbfeec_DougRaid5 bbab868a-ea53-4be3-ba7d-2737fe6cb24c ext4 /dev/mapper/isw_chjbfeec_DougRaid6 7a830a3c-88fb-4cba-80dc-f32e08abfd5b swap /dev/sda isw_raid_member /dev/sdb isw_raid_member /dev/sr0 iso9660 Windows7x86x64SK ========================= "ls -R /dev/mapper/" output: ========================= /dev/mapper: control isw_chjbfeec_DougRaid isw_chjbfeec_DougRaid1 isw_chjbfeec_DougRaid2 isw_chjbfeec_DougRaid3 isw_chjbfeec_DougRaid5 isw_chjbfeec_DougRaid6 ================================ Mount points: ================================= Device Mount_Point Type Options /dev/mapper/isw_chjbfeec_DougRaid5 / ext4 (rw,errors=remount-ro) /dev/sr0 /media/Windows7x86x64SK iso9660 (ro,nosuid,nodev,uid=1000,gid=1000,iocharset=utf8,mode=0400,dmode=0500,uhelper=udisks) ================= isw_chjbfeec_DougRaid1/grldr embedded menu: ================== -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- ================== isw_chjbfeec_DougRaid5/boot/grub/grub.cfg: ================== -------------------------------------------------------------------------------- # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="0" if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { insmod vbe insmod vga insmod video_bochs insmod video_cirrus } insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=auto load_video insmod gfxterm insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c set locale_dir=($root)/boot/grub/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=-1 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### function gfxmode { set gfxpayload="$1" if [ "$1" = "keep" ]; then set vt_handoff=vt.handoff=7 else set vt_handoff= fi } if [ ${recordfail} != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "$linux_gfx_mode" != "text" ]; then load_video; fi menuentry 'Ubuntu, with Linux 3.2.0-24-generic-pae' --class ubuntu --class gnu-linux --class gnu --class os { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux /boot/vmlinuz-3.2.0-24-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro quiet splash $vt_handoff initrd /boot/initrd.img-3.2.0-24-generic-pae } menuentry 'Ubuntu, with Linux 3.2.0-24-generic-pae (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c echo 'Loading Linux 3.2.0-24-generic-pae ...' linux /boot/vmlinuz-3.2.0-24-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.2.0-24-generic-pae } submenu "Previous Linux versions" { menuentry 'Ubuntu, with Linux 3.2.0-23-generic-pae' --class ubuntu --class gnu-linux --class gnu --class os { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux /boot/vmlinuz-3.2.0-23-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro quiet splash $vt_handoff initrd /boot/initrd.img-3.2.0-23-generic-pae } menuentry 'Ubuntu, with Linux 3.2.0-23-generic-pae (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod gzio insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c echo 'Loading Linux 3.2.0-23-generic-pae ...' linux /boot/vmlinuz-3.2.0-23-generic-pae root=UUID=bbab868a-ea53-4be3-ba7d-2737fe6cb24c ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.2.0-23-generic-pae } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod part_msdos insmod ext2 set root='(/dev/mapper/isw_chjbfeec_DougRaid3,msdos1)' search --no-floppy --fs-uuid --set=root bbab868a-ea53-4be3-ba7d-2737fe6cb24c linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober_proxy ### menuentry "Windows 7 (loader) (on /dev/mapper/isw_chjbfeec_DougRaid1)" --class windows --class os { insmod part_msdos insmod ntfs set root='(sda,msdos1)' search --no-floppy --fs-uuid --set=root C89C73D19C73B910 chainloader +1 } ### END /etc/grub.d/30_os-prober_proxy ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### -------------------------------------------------------------------------------- ====================== isw_chjbfeec_DougRaid5/etc/fstab: ======================= -------------------------------------------------------------------------------- # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 /dev/mapper/isw_chjbfeec_DougRaid5 / ext4 errors=remount-ro 0 1 /dev/mapper/isw_chjbfeec_DougRaid6 none swap sw 0 0 -------------------------------------------------------------------------------- ========== isw_chjbfeec_DougRaid5: Location of files loaded by Grub: =========== GiB - GB File Fragment(s) = boot/grub/core.img 1 = boot/grub/grub.cfg 1 = boot/initrd.img-3.2.0-23-generic-pae 2 = boot/initrd.img-3.2.0-24-generic-pae 2 = boot/vmlinuz-3.2.0-23-generic-pae 1 = boot/vmlinuz-3.2.0-24-generic-pae 1 = initrd.img 2 = initrd.img.old 2 = vmlinuz 1 = vmlinuz.old 1 ======================== Unknown MBRs/Boot Sectors/etc: ======================== Unknown BootLoader on sda1 Unknown BootLoader on sda2 Unknown BootLoader on sda3 =============================== StdErr Messages: =============================== xz: (stdin): Compressed data is corrupt xz: (stdin): Compressed data is corrupt hexdump: /dev/sda1: No such file or directory hexdump: /dev/sda1: No such file or directory hexdump: /dev/sda2: No such file or directory hexdump: /dev/sda2: No such file or directory hexdump: /dev/sda3: No such file or directory hexdump: /dev/sda3: No such file or directory xz: (stdin): Compressed data is corrupt awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in awk: cmd. line:36: Math support is not compiled in How we can see the Windows part at grub is: menuentry "Windows 7 (loader) (on /dev/mapper/isw_chjbfeec_DougRaid1)" --class windows --class os { insmod part_msdos insmod ntfs set root='(sda,msdos1)' search --no-floppy --fs-uuid --set=root C89C73D19C73B910 chainloader +1 } I tried a lot of combinations at the line: set root='(sda,msdos1)' , but no success I tried to change uuid to the /dev/mapper/isw_chjbfeec_DougRaid2 uuid, but the grub reports a error. I dont know what to do now. I really need to boot my windows partition. Someone knows what to do? Thanks........

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  • javascript fixed timestep gameloop with requestanimation frame

    - by coffeecup
    hello i just started to read through several articles, including http://gafferongames.com/game-physics/fix-your-timestep/ ...://gamedev.stackexchange.com/questions/1589/fixed-time-step-vs-variable-time-step/ ...//dewitters.koonsolo.com/gameloop.html ...://nokarma.org/2011/02/02/javascript-game-development-the-game-loop/index.html my understanding of this is that i need the currentTime and the timeStep size and integrate all states to the next state the time which is left is then passed into the render function to do interpolation i tried to implement glenn fiedlers "the final touch", whats troubling me is that each FrameTime is about 15 (ms) and the update loop runs at about 1500 fps which seems a little bit off? heres my code this.t = 0 this.dt = 0.01 this.currTime = new Date().getTime() this.accumulator = 0.0 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if ( frameTime > 0.25 ) frameTime = 0.25 this.currTime = newTime this.accumulator += frameTime while (this.accumulator >= this.dt ) { this.prev_state = this.curr_state this.update(this.t,this.dt) this.t += this.dt this.accumulator -= this.dt } alpha = this.accumulator / this.dt this.render( this.t, this.dt, alpha) requestAnimationFrame( this.animate ) } also i would like to know, are there differences between glenn fiedlers implementation and the last solution presented here ? gameloop1 gameloop2 [ sorry couldnt post more than 2 links.. ] edit : i looked into it again and adjusted the values this.currTime = new Date().getTime() this.accumulator = 0 this.p_t = 0 this.p_step = 1000/100 this.animate() animate: function(){ var newTime = new Date().getTime() , frameTime = newTime - this.currTime , alpha if(frameTime > 25) frameTime = 25 this.currTime = newTime this.accumulator += frameTime while(this.accumulator >= this.p_step){ // prevstate = currState this.update() this.p_t+=this.p_step this.accumulator -= this.p_step } alpha = this.accumulator / this.p_step this.render(alpha) requestAnimationFrame( this.animate ) now i can set the physics update rate, render runs at 60 fps and physics update at 100 fps, maybe someone could confirm this because its the first time i'm playing around with game development :-)

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  • How do I configure networking when using XEN on 12.04 Server

    - by Ingram
    I'm following this guide, https://help.ubuntu.com/community/XenProposed, and I'd like to setup a static IP address, but I don't know how. I'm using 12.04 Server. This is the step I'm having trouble at (I'm using eth1): Edit /etc/network/interfaces, and make it look like this: auto lo iface lo inet loopback auto xenbr0 iface xenbr0 inet dhcp bridge_ports eth0 auto eth0 iface eth0 inet manual I do this, and here is my output from ifconfig: eth1 Link encap:Ethernet HWaddr 00:17:a4:f8:79:20 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:478264 errors:0 dropped:0 overruns:0 frame:0 TX packets:2895 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:46470058 (46.4 MB) TX bytes:214620 (214.6 KB) Interrupt:17 Memory:fa000000-fa012800 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) xenbr0 Link encap:Ethernet HWaddr 00:17:a4:f8:79:20 inet addr:192.168.1.122 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::217:a4ff:fef8:7920/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:471842 errors:0 dropped:0 overruns:0 frame:0 TX packets:2795 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:37005780 (37.0 MB) TX bytes:182010 (182.0 KB) So how do I give this system a static IP address? Sorry, I'm not that familiar with networking on Ubuntu.

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  • Exam 70-630 - TS: Microsoft Office SharePoint Server 2007, Configuring

    - by DigiMortal
    It has been really quiet here but I wasted no time. I passed exam 70-630 - TS: Microsoft Office SharePoint Server 2007, Configuring and in this posting I will give you a short overview of this very-very easy exam exam. If you are not new to SharePoint Server 2007 and you have some development experiences then this is the easiest exam from Microsoft you have ever seen. There are 51 questions in this exam and two or four of them were not familiar to me. I took me about one hour to prepare for this exam and I got 964 of 1000. Okay, I have some years of experience as SharePoint developer but these questions seemed still too easy for me to be real. I mean based on this exam you cannot accurately say if somebody is able to configure SharePoint Server or not. I think this exam should be very easy also to SharePoint Server administrators who have at least some experience with supporting and maintaining production systems running on SharePoint Server 2007. Those who does not feel strong on SharePoint Server configuring my read a book suggested by Microsoft Learning site: Inside Microsoft® Office SharePoint® Server 2007. Exam 70-630 gives you Microsoft Certified Technology Specialist certificate

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  • Game software design

    - by L. De Leo
    I have been working on a simple implementation of a card game in object oriented Python/HTML/Javascript and building on the top of Django. At this point the game is in its final stage of development but, while spotting a big issue about how I was keeping the application state (basically using a global variable), I reached the point that I'm stuck. The thing is that ignoring the design flaw, in a single-threaded environment such as under the Django development server, the game works perfectly. While I tried to design classes cleanly and keep methods short I now have in front of me an issue that has been keeping me busy for the last 2 days and that countless print statements and visual debugging hasn't helped me spot. The reason I think has to do with some side-effects of functions and to solve it I've been wondering if maybe refactoring the code entirely with static classes that keep no state and just passing the state around might be a good option to keep side-effects under control. Or maybe trying to program it in a functional programming style (although I'm not sure Python allows for a purely functional style). I feel that now there's already too many layers that the software (which I plan to make incredibly more complex by adding non trivial features) has already become unmanageable. How would you suggest I re-take control of my code-base that (despite being still only at < 1000 LOC) seems to have taken a life of its own?

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  • How to use Nginx to export the mongoDB connection?

    - by Totty
    I have on my server 2 things: the node.js server and a mongodb database; The node.js server is reachable from myip/server; and now I would like to export the mongodb database to myip/database for example. Now when I use my mongodb viewer (MongoVUE) with "http://myip/database:9000" (the port 9000 is set in nginx and it's also the port that I start mongod). If I go to "http://myip/database:9000" or "http://myip/database" in a browser it look like: "You are trying to access MongoDB on the native driver port. For http diagnostic access, add 1000 to the port number". But in MongoVUE it says: Unable to connect to server 192.168.1.16/database:9000: No such host is known. Type: MongoDB.Driver.MongoConnectionException Stack: at MongoDB.Driver.Internal.DirectConnector.Connect(TimeSpan timeout) at MongoDB.Driver.MongoServer.Connect(TimeSpan timeout, ConnectWaitFor waitFor) at MongoDB.Driver.MongoServer.Connect(TimeSpan timeout) at MongoDB.Driver.MongoServer.Connect() at MangoUI.MMongo.FQlxNlJKqO74gYmXgZR4(Object ) at MangoUI.MMongo.Open(Boolean useSamus) at MangoUI.MMongo.Open() at MangoUI.ComNavTree.wJQdUqApCpjoC39P59n(Object ) at MangoUI.ComNavTree.ExpandMe(MTreeNode expand) at MangoUI.ComNavTree.tree_BeforeExpand(Object sender, TreeViewCancelEventArgs e) No such host is known Type: System.Net.Sockets.SocketException Stack: at System.Net.Dns.GetAddrInfo(String name) at System.Net.Dns.InternalGetHostByName(String hostName, Boolean includeIPv6) at System.Net.Dns.GetHostAddresses(String hostNameOrAddress) at MongoDB.Driver.MongoServerAddress.ToIPEndPoint(AddressFamily addressFamily) at MongoDB.Driver.MongoServerInstance.Connect(Boolean slaveOk) at MongoDB.Driver.Internal.DirectConnector.Connect(TimeSpan timeout)

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  • Sending Emails via Google SMTP - after some time quit working

    - by Chris
    on a website I use PHPMailer to send automated registration emails, etc and also a newsletter-tool (which loops through the emails and sends them one by one). Also, I configured in Gmail under Settings and confirmed @mydomain addresses, so I can send from @mydomain emails without the gmail address being displayed. Furthermore I authorized the website to send mails with this link: https://accounts.google.com/DisplayUnlockCaptcha Now, after 2 month where everything worked perfectly fine, suddenly users started not to receive emails anymore and most recently emails are not even being sent anymore. Also, I received many error messages like this: Technical details of permanent failure: Google tried to deliver your message, but it was rejected by the recipient domain. We recommend contacting the other email provider for further information about the cause of this error. The error that the other server returned was: 550 550 5.4.1 [email protected]: Recipient address rejected: Access Denied (state 13). When I check at this link: https://toolbox.googleapps.com/apps/checkmx/ It tells 2 none critical errors: Relayhost configuration detected. There SHOULD be a valid SPF record. So, the questions I would have were: does anybody have any hint why it stopped working, what the error messages mean? what to do to fix it? where do I set a SPF record (Cpanel?)? what is a relayhost and how to fix that? It is about 1000-1400 mails a day (gmail's limit is 2000). Also, what can I do wrong when setting up an SPF record? I've heard there are some testing tools for that. Thank you so much already in advance for your help!

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  • Host is unreacheble with static networking configuration via /etc/network/interfaces while GUI NetworkManager is ok

    - by Riccardo
    I have some trouble setting-up the network interface using the static IP configuration. I run ubuntu 12.04 kernel 3.11.0-22 with the back-ports enabled. I followed these instructions from help.ubuntu.com but there seems to exist some conflict between the GUI approach (NetworkManager) and the command line approach. $ sudo nano /etc/network/interfaces auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 10.1.1.50 gateway 10.1.1.10 netmask 255.255.255.0 dns-nameservers 192.168.3.45 192.168.8.10 $ sudo /etc/init.d/networking restart I than try to ping for example google.com ping -c 3 www.google.com the response is that the host is unreachable. The icon on the top right of the desktop says: wired network disconnected. If I work using the GUI approach (Edit Connections and so on...) all works great. Can same one explain to me where I wrong? $ ifconfig eth0 eth0 Link encap:Ethernet HWaddr 90:e6:ba:07:4a:77 inet addr:10.1.1.50 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::92e6:baff:fe07:4a77/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:39619 errors:0 dropped:0 overruns:0 frame:0 TX packets:18520 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:19030895 (19.0 MB) TX bytes:2768769 (2.7 MB) $ netstat -rn Kernel IP routing table Destination Gateway Genmask Flags MSS Window irtt Iface 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 eth0

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  • Oracle Tutor: Learn Tutor in the comfort of your own home or office

    - by emily.chorba(at)oracle.com
    The primary challenge for companies faced with documenting policies and procedures is to realize that they can do this documentation in-house, with existing resources, using Oracle Tutor. Procedure documentation is a critical success component for supporting corporate governance or other regulatory compliance initiatives and when implementing or upgrading to a new business application. There are over 1000 Oracle Tutor customers worldwide that have used Tutor to create, distribute, and maintain their business procedures. This is easily accomplished because of Tutor's: Ease of use by those who have to write procedures (Microsoft Word based authoring) Ease of company-wide implementation (complex document management activities are centralized) Ease of use by workers who have to follow the procedures (play script format)Ease of access by remote workers (web-enabled) Oracle University is offering Live Virtual Tutor classes! The class lasts four days, starts on Tuesday and finishes on Friday. This course is an introduction to the Oracle Tutor suite of products. It focuses on the Policy and Procedure writing feature set of the Tutor applications. Participants will learn about writing procedures and maintaining these particular process document types, all using the Tutor method. The next three classes are scheduled for: April 19 - 22 May 31 - June 3 July 5 - 8 You will learn to: Write procedures Create procedure Flowcharts Write support documents Create Impact Analysis Reports Create Role-base Employee Manuals Deploy online Employee Manuals on an Intranet Enjoy learning Tutor in your local environment. Start the sign up process from this link Learn More For more information about Tutor, visit Oracle.com or the Tutor Blog. Post your questions at the Tutor Forum. Emily Chorba Principle Product Manager Oracle Tutor & BPM

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Teaching myself, as a physicist, to become a better programmer

    - by user787267
    I've always liked physics, and I've always liked coding, so when I got the offer for a PhD position doing numerical physics (details are not relevant, it's mostly parallel programming for a cluster) at a university, it was a no-brainer for me. However, as most physicists, I'm self taught. I don't have broad background knowledge about how to code in an object oriented way, or the name of that specific algorithm that optimizes the search in some kD tree. Since all my work so far has been more concerned about the physics and the scientific results, I undoubtedly have some bad habits - more so because my coding is my own, and not really teamwork. I have mostly used C since it is very straightforward and "what you write is what you get" - no need for fancy abstractions. However, I have recently switched to C++ since I'd like to learn more about the power that comes with abstraction, and it's pretty C-like (syntax-wise at least). How do I teach myself to code in a good, abstract way like a graduate in computer science? I know my code is efficient, but I want it to be elegant as well, and readable. Keep in mind that I don't have time to read several 1000-page tomes about abstract programming. I need to spend time on actual, physics related research (my supervisor would laugh at me if he knew I spent time thinking about how to program elegantly). How do I assess if my work is also good from a programmer's perspective?

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  • How to connect to DSL modem using PPPoE?

    - by VJo
    Hello, I am connecting to the internet through a pppoe connection, but for some reason I can not connect to my modem (it's address is 192.168.1.1). Before I set my pppoe connection, I could connect. So, is there a way? EDIT The output of ifconfig is : r@PlaviZec:~$ ifconfig eth0 Link encap:Ethernet HWaddr 00:13:d4:f7:02:d4 inet6 addr: fe80::213:d4ff:fef7:2d4/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2811 errors:0 dropped:0 overruns:0 frame:0 TX packets:2801 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2538831 (2.5 MB) TX bytes:448591 (448.5 KB) Interrupt:21 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:28 errors:0 dropped:0 overruns:0 frame:0 TX packets:28 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1600 (1.6 KB) TX bytes:1600 (1.6 KB) ppp0 Link encap:Point-to-Point Protocol inet addr:92.229.42.177 P-t-P:213.191.64.59 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1492 Metric:1 RX packets:2794 errors:0 dropped:0 overruns:0 frame:0 TX packets:2741 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:3 RX bytes:2476277 (2.4 MB) TX bytes:381240 (381.2 KB)

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  • How to Handle frame rates and synchronizing screen repaints

    - by David Kroukamp
    I would first off say sorry if the title is worded incorrectly. Okay now let me give the scenario I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 characters (which are rendered by redrawing a varying amount of sprites one after the other). Now at the moment I have a single game loop limiting me to a set number of frames per second (using Java): Timer timer = new Timer(0, new AbstractAction() { @Override public void actionPerformed(ActionEvent e) { long beginTime; //The time when the cycle begun long timeDiff; //The time it took for the cycle to execute int sleepTime; //ms to sleep (< 0 if we're behind) int fps = 1000 / 40; beginTime = System.nanoTime() / 1000000; //execute loop to update check collisions and draw gameLoop(); //Calculate how long did the cycle take timeDiff = System.nanoTime() / 1000000 - beginTime; //Calculate sleep time sleepTime = fps - (int) (timeDiff); if (sleepTime > 0) {//If sleepTime > 0 we're OK ((Timer)e.getSource()).setDelay(sleepTime); } } }); timer.start(); in gameLoop() characters are drawn to the screen ( a character holds an array of images which consists of their current sprites) every gameLoop() call will change the characters current sprite to the next and loop if the end is reached. But as you can imagine if a sprite is only 3 images in length than calling gameLoop() 40 times will cause the characters movement to be drawn 40/3=13 times. This causes a few minor anomilies in the sprited for some charcters So my question is how would I go about delivering a set amount of frames per second in when I have 2 characters on screen with varying amount of sprites?

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Proper Data Structure for Commentable Comments

    - by Wesley
    Been struggling with this on an architectural level. I have an object which can be commented on, let's call it a Post. Every post has a unique ID. Now I want to comment on that Post, and I can use ID as a foreign key, and each PostComment has an ItemID field which correlates to the Post. Since each Post has a unique ID, it is very easy to assign "Top Level" comments. When I comment on a comment however, I feel like I now need a PostCommentComment, which attaches to the ID of the PostComment. Since ID's are assigned sequentially, I can no longer simply use ItemID to differentiate where in the tree the comment is assigned. I.E. both a Post and a Post Comment might have an ID of '5', so my foreign key relationship is invalid. This seems like it could go on infinitely, with PostCommentCommentComment's etc... What's the best way to solve this? Should I have a field in the comment called "IsPostComment" or something of the like to know which collection to attach the ID to? This strikes me as the best solution I've seen so far, but now I feel like I need to make recursive DataBase calls which start to get expensive. Meaning, I get a Post and get all PostComments where ItemID == Post.ID && where IsPostComment == true Then I take that as a collection, gather all the ID's of the PostComments, and do another search where ItemID == PostComment[all].ID && where IsPostComment == false, then repeat infinitely. This means I make a call for every layer, and if I'm calling 100 Posts, I might make 1000 DB calls to get 10 layers of comments each. What is the right way to do this?

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  • Java ME SDK 3.0.5 is released!

    - by SungmoonCho
      Java ME SDK 3.0.5 went live! For many months, we have been working hard to fix bugs from previous version, and add a lot of new features demanded by Java ME community. You can download the new version from this link. Please see below for more information. NetBeans Integration All Java ME tools are implemented as NetBeans plugins. Device Manager Java ME SDK now supports multiple device managers. You can switch between different versions of device managers. LWUIT 1.5 Support The Resource Editor is available from the Java ME menu to help you design and organize resources for LWUIT applications. For a description of LWUIT 1.5 features, visit the LWUIT download page Network Monitor Integrated with NetBeans profiling tools, the Network Monitor now supports WMA, SIP, Bluetooth and OBEX, SATSA APDU and JCRMI, and server sockets. CPU Profiler Now uses standard NetBeans profiling facilities to view snapshots. Profiling of VM classes can also be toggled on or off. WURFL Device Database The database has been updated with more than 1000 new devices. Tracing - New tracing functionality now includes CLDC VM events, and monitors events such as exceptions, class loading, garbage collection, and methods invocation. New or updated JSR support - Includes support for JSR 234 (Advanced Multimedia Supplements), JSR 253 (Mobile Telephony API), JSR 257 (Contactless Communication API), JSR 258 (Mobile User Interface Customization API), and JSR 293 (XML API for Java ME).

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • Project Euler 12: (Iron)Python

    - by Ben Griswold
    In my attempt to learn (Iron)Python out in the open, here’s my solution for Project Euler Problem 12.  As always, any feedback is welcome. # Euler 12 # http://projecteuler.net/index.php?section=problems&id=12 # The sequence of triangle numbers is generated by adding # the natural numbers. So the 7th triangle number would be # 1 + 2 + 3 + 4 + 5 + 6 + 7 = 28. The first ten terms # would be: # 1, 3, 6, 10, 15, 21, 28, 36, 45, 55, ... # Let us list the factors of the first seven triangle # numbers: # 1: 1 # 3: 1,3 # 6: 1,2,3,6 # 10: 1,2,5,10 # 15: 1,3,5,15 # 21: 1,3,7,21 # 28: 1,2,4,7,14,28 # We can see that 28 is the first triangle number to have # over five divisors. What is the value of the first # triangle number to have over five hundred divisors? import time start = time.time() from math import sqrt def divisor_count(x): count = 2 # itself and 1 for i in xrange(2, int(sqrt(x)) + 1): if ((x % i) == 0): if (i != sqrt(x)): count += 2 else: count += 1 return count def triangle_generator(): i = 1 while True: yield int(0.5 * i * (i + 1)) i += 1 triangles = triangle_generator() answer = 0 while True: num = triangles.next() if (divisor_count(num) >= 501): answer = num break; print answer print "Elapsed Time:", (time.time() - start) * 1000, "millisecs" a=raw_input('Press return to continue')

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  • android game performance regarding timers

    - by iQue
    Im new to the game-dev world and I have a tendancy to over-simplify my code, and sometimes this costs me alot fo memory. Im using a custom TimerTask that looks like this: public class Task extends TimerTask { private MainGamePanel panel; public Task(MainGamePanel panel) { this.panel=panel; } /** * When the timer executes, this code is run. */ public void run() { panel.createEnemies(); } } this task calls this method from my view: public void createEnemies() { Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.female); if(enemyCounter < 24){ enemies.add(new Enemy(bmp, this)); } enemyCounter++; } Since I call this in the onCreate-method instead of in my views contructor (because My enemies need to get width and height of view). Im wondering if this will work when I have multiple levels in game (start a new intent). And if this kind of timer really is the best way to add a delay between the spawning-time of my enemies performance-wise. adding code for my timer if any1 came here cus they dont understand timers: private Timer timer1 = new Timer(); private long delay1 = 5*1000; // 5 sec delay public void surfaceCreated(SurfaceHolder holder) { timer1.schedule(new Task(this), 0, delay1); //I call my timer and add the delay thread.setRunning(true); thread.start(); }

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  • Need database selection advise

    - by jacknad
    I know this is considered a bad question since there is no correct answer, but I need to decide on a database for embedded linux (DaVinci 368 based) hardware and I've never had to produce a design with a database before. Each record will probably contain less than 1000 images with associated alpha-numeric data and the mass storage will be some kind of flash drive. Only one user needs access to the data at a time. MySQL claims to be "The world's most popular open source database" but SQLite claims to be "the most widely deployed SQL database engine in the world." Perhaps there is another that is also the best in the world? Which is easiest to use for a database newbie? Should I just flip a coin? Does it really matter which one I pick? Do I even need to use a database software package or should I roll my own? I won't need bells and whistles like sorting, but I'll probably need to delete the oldest records to make room for new ones if the storage fills up.

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