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  • Which approach is the most maintainable?

    - by 2rs2ts
    When creating a product which will inherently suffer from regression due to OS updates, which of these is the preferable approach when trying to reduce maintenance cost and the likelihood of needing refactoring, when considering the task of interpreting system state and settings for a lay user? Delegate the responsibility of interpreting the results of inspecting the system to the modules which perform these tasks, or, Separate the concerns of interpretation and inspection into two modules? The first obviously creates a blob in which a lot of code would be verbose, redundant, and hard to grok; the second creates a strong coupling in which the interpretation module essentially has to know what it expects from inspection routines and will have to adapt to changes to the OS just as much as the inspection will. I would normally choose the second option for the separation of concerns, foreseeing the possibility that inspection routines could be re-used, but a developer updating the product to deal with a new OS feature or something would have to not only write an inspection routine but also write an interpretation routine and link the two correctly - and it gets worse for a developer who has to change which inspection routines are used to get a certain system setting, or worse yet, has to fix an inspection routine which broke after an OS patch. I wonder, is it better to have to patch one package a lot or two packages, each somewhat less so?

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  • Low Graphics and laggy screen after update to 13.10 from 13.04

    - by Wh0RU
    After updating from 13.04 to 13.10 many of 3D unity stuff has stopped working, I am suing Samsung Series 3 (NP350V5X) Laptop which has Switchable Intel and AMD Radeon HD 7670M GFX. xserver-xorg-video-ati does works but NO 3D support and graphics are very low. [I am currently using this] fglrx & fglrx-updates shows blank screen after Login. Intel Graphic Install doesn't work either (dependency error) Output of $ sudo lshw -c video *-display description: VGA compatible controller product: Thames [Radeon HD 7500M/7600M Series] vendor: Advanced Micro Devices, Inc. [AMD/ATI] physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 64 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:45 memory:e0000000-efffffff memory:c0120000-c013ffff ioport:3000(size=256) memory:c0100000-c011ffff *-display description: VGA compatible controller product: 3rd Gen Core processor Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:46 memory:bfc00000-bfffffff memory:d0000000-dfffffff ioport:4000(size=64) Similarly $ /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 3.3, 256 bits) OpenGL version string: 2.1 Mesa 9.2.1 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no Shows no 3D support. Can anyone please guide how to make things working again.

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  • TXPAUSE : polite waiting for hardware transactional memory

    - by Dave
    Classic locks are an appropriate tool to prevent potentially conflicting operations A and B, invoked by different threads, from running at the same time. In a sense the locks cause either A to run before B or vice-versa. Similarly, we can replace the locks with hardware transactional memory, or use transactional lock elision to leverage potential disjoint access parallelism between A and B. But often we want A to wait until B has run. In a Pthreads environment we'd usually use locks in conjunction with condition variables to implement our "wait until" constraint. MONITOR-MWAIT is another way to wait for a memory location to change, but it only allows us to track one cache line and it's only available on x86. There's no similar "wait until" construct for hardware transactions. At the instruction-set level a simple way to express "wait until" in transactions would be to add a new TXPAUSE instruction that could be used within an active hardware transaction. TXPAUSE would politely stall the invoking thread, possibly surrendering or yielding compute resources, while at the same time continuing to track the transaction's address-set. Once a transaction has executed TXPAUSE it can only abort. Ideally that'd happen when some other thread modifies a variable that's in the transaction's read-set or write-set. And since we're aborting all writes would be discarded. In a sense this gives us multi-location MWAIT but with much more flexibility. We could also augment the TXPAUSE with a cycle-count bound to cap the time spent stalled. I should note that we can already enter a tight spin loop in a transaction to wait for updates to address-set to cause an abort. Assuming that the implementation monitors the address-set via cache-coherence probes, by waiting in this fashion we actually communicate via the probes, and not via memory values. That is the updating thread signals the waiter via probes instead of by traditional memory values. But TXPAUSE gives us a polite way to spin.

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  • Memory allocation strategy for the vertex buffers (DirectX 10/11)

    - by Alex
    I have the following question. I write CAD system. So I have a 3D scene and there are many different objects (walls, doors, windows and so on). User can add or delete some objects. The question is: how can I organise the keeping of vertices for all my objects. I can create vertex buffer for every object. But I think drawing/switching from one buffer to another would have performance penalty. Another way - I can create several big buffers for every object type. But I don't understand how to update such buffers. It is too big to update whole buffer (for example buffer for all walls). What I need to do if I want to delete the object from the middle of the buffer? Actually I have the similar question: http://stackoverflow.com/questions/5515700/how-to-properly-update-vertex-buffers-in-directx-10 Most examples I've found work with very static models. Therefore, they tend to create a single vertex buffer with their list of points, and then are just manipulated by matrix transformations. I, on the other hand, will be updating the scene very often.

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  • World Location issues with camera and particle

    - by Joe Weeks
    I have a bit of a strange question, I am adapting the existing code base including the tile engine as per the book: XNA 4.0 Game Development by example by Kurt Jaegers, particularly the aspect that I am working on is the part about the 2D platformer in the last couple of chapters. I am creating a platformer which has a scrolling screen (similar to an old school screen chase), I originally did not have any problems with this aspect as it is simply a case of updating the camera position on the X axis with game time, however I have since added a particle system to allow the players to fire weapons. This particle shot is updated via the world position, I have translated everything correctly in terms of the world position when the collisions are checked. The crux of the problem is that the collisions only work once the screen is static, whilst the camera is moving to follow the player, the collisions are offset and are hitting blocks that are no longer there. My collision for particles is as follows (There are two vertical and horizontal): protected override Vector2 horizontalCollisionTest(Vector2 moveAmount) { if (moveAmount.X == 0) return moveAmount; Rectangle afterMoveRect = CollisionRectangle; afterMoveRect.Offset((int)moveAmount.X, 0); Vector2 corner1, corner2; // new particle world alignment code. afterMoveRect = Camera.ScreenToWorld(afterMoveRect); // end. if (moveAmount.X < 0) { corner1 = new Vector2(afterMoveRect.Left, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Left, afterMoveRect.Bottom - 1); } else { corner1 = new Vector2(afterMoveRect.Right, afterMoveRect.Top + 1); corner2 = new Vector2(afterMoveRect.Right, afterMoveRect.Bottom - 1); } Vector2 mapCell1 = TileMap.GetCellByPixel(corner1); Vector2 mapCell2 = TileMap.GetCellByPixel(corner2); if (!TileMap.CellIsPassable(mapCell1) || !TileMap.CellIsPassable(mapCell2)) { moveAmount.X = 0; velocity.X = 0; } return moveAmount; } And the camera is pretty much the same as the one in the book... with this added (as an early test). public static void Update(GameTime gameTime) { position.X += 1; }

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  • Stylecop 4.7.36.0 is out!

    - by TATWORTH
    Stylecop 4.7.36.0 has been released at http://stylecop.codeplex.com/releases/view/79972This is an update to coincide with the latest ReSharper. The full fix list is:4.7.36.0 (508dbac00ffc)=======================Fix for 7344. Don't throw 1126 inside default expressions.Fix for 7371. Compare Namespace parts using the CurrentCulture and not InvariantCulture.Fix for 7386. Don't throw casing violations for filed names in languages that do not support case (like Chinese). Added new tests.fix for 7380. Catch Exception caused by CRM Toolkit.Update ReSharper 7.0 dependency to 7.0.1 (7.0.1098.2760)Fix for 7358. Use the RuleId in the call to MSBuild Logging.Fix for 7348. Update suggestion text for constructors.Fix for 7364. Don't throw 1126 for New Array Expressions.Fix for 7372. Throw 1126 inside catch blocks wasn't working. Add new tests.Fix for 7369. Await is allowed to be inside parenthesis. Add new tests.Fix testsCorrect styling issues.Fix for 7373. Typeparam violations were not being thrown in all cases. Added new tests.Fix for 7361. Rule 1120 was logging against the root element and so Suppressions wouldn't work. Fixed and added tests.Updating de-DE resources - from Michael Diermeier - thank you.Change for 7368. Add the violation count into the Task outputs.Fix for 7383. Fix for memory leak in plugins.Update environment to detect ReSharper 7Fix for 7378. Null reference exception from command line run in message output.Update release history.

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  • Best way to update UI when dealing with data synchronization

    - by developerdoug
    I'm working on a bug at work. The app is written in Objective-C for iOS based device, for the iPad. I'm the new guy there and I've been given a hard task. Sometimes, the UIButton text property does not show the correct state when syncing. Basically, when the app is syncing, my UI control would say "Syncing" and when its not syncing it'll display "Updated @ [specific date]". Right now there is a property on the app delegate called "SyncInProgress". When querying / syncing, occurring on background thread, it updates a counter. The property will return a bool checking expression 'counter 0'. There are three states I need to deal with. Sync has started. Sync is updating tables. Sync finished. These items need to occur in order. My coworker suggested to take a state based approach instead of just responding to events. I'm not sure about how to go about that. Would it be best to have the UI receive a notification to determine what state its in or to pull every so often if state changed? Here are two posts that I put on stackoverflow, in the last few days, that relate to this. http://stackoverflow.com/questions/11025469/ios-syncing-using-a-state-approach-instead-of-just-reacting-to-events http://stackoverflow.com/questions/11037930/viewcontroller-when-viewwillappear-called-does-not-always-correctly-reflect-stat Any ideas that anyone might have to very much appreciated. Thanks, developerDoug

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  • Oracle Solaris 11 How To Guides

    - by glynn
    Over the past year or so I've been writing a lot of How To Guides for different technologies. While we have really excellent product documentation (including the best set of manual pages available on any UNIX or Linux platform), the various How To Guides we have help to complement some of that learning, giving administrators a chance to learn the motivations for different technologies with a simple set of examples. Not only are they fun to research and write, they're also one of the more popular items on our Oracle Solaris 11 technology pages on OTN. So here's a link to bookmark and come back to on a regular basis: Oracle Solaris 11 How To Guides. We've got an excellent line up of articles there, and below is a list of the ones I've been involved in writing. Let us know if there are technologies that you think a How To Guide would help with and we'd be happy to get them onto our list! TitleLink Taking your First Steps with Oracle Solaris 11An introduction to installing Oracle Solaris 11, including the steps for installing new software and administering other system configuration. Introducing the basics of IPS on Oracle Solaris 11How to administer an Oracle Solaris 11 system using IPS, including how to deal with software package repositories, install and uninstall packages, and update systems. Advanced administration with IPS on Oracle Solaris 11Take a deeper look at advanced IPS to learn how to determine package dependencies, explore manifests, perform advanced searches, and analyze the state of your system. How to create and publish packages with IPS on Oracle Solaris 11How to create new software packages for Oracle Solaris 11 and publish them to a network package repository. How to update your Oracle Solaris 11 systems using Support Repository UpdatesThe steps for updating an Oracle Solaris 11 system with software packages provided by an active Oracle support agreement, plus how to ensure the update is successful and safe. Introducing the basics of SMF on Oracle Solaris 11Simple examples of administering services on Oracle Solaris 11 with the Service Management Facility. Advanced administration with SMF on Oracle Solaris 11Advanced administrative tasks with SMF, including an introduction to service manifests, understanding layering within the SMF configuration repository, and how best to apply configuration to a system.

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  • SQL DB design to support user feeds (in application like facebook)

    - by Yoav
    I have a social network server with a MySql DB. I want to show the users feeds like done in Facebook. Example - UserX now Friend with userY, userX did like on postX etc. Currently I have table: C1 : UserId C2 : LogType (now friend, did like etc) C3 : ObjectId (Can be userId or postId) - set depending on the LogType. Currently to get all related logs to show to the user I do the following queries: 1. Get All user Friends userIds 2. Query all rows which C1 is in userIds (I query completed) 3. Scan the DB and see - if LogType equals DidLike, check if post's OwnerId is the userId - if yes add it to logs. And so on. Obvious this is not efficient at all. I am looking for a better way. I thought I had in mind: Create a new table (in addition to the Log table) C1 : UserId C2 : LogId (from Log table) C3 : UserID of the one who did the action When querying logs - look in the table and get related Logs (by LogId) from LogTable. Updating the table: Whenever user doing action that should be in the log: 1. Add the Log entry to LogTable. 2. Scan the DB and see which users are interested with the Log (Who my friends are, Who is the owner of the post) and add related entries to the new table. (must be done in BG). 3. If user UNFRIEND another user - then look in the logs for all rows where C3 == UNFRIENDED user id and delete them. Any opinions? Other suggestions?

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  • Triggering Data Changes in N-Tier

    - by Ryan Kinal
    I've been studying n-tier architectures as of late, particularly in VB.NET with Entity Framework and/or LINQ to SQL. I understand the basic concepts, but have been wondering about best practices in regard to triggering CRUD-type operations from user input/action. So, the arcitecture looks something like the following: [presentation layer] - [business layer] - [data layer] - (database) Getting information from the database into the presentation layer is simple and abstracted. It's just a matter of instantiating a new object from the business layer, which in turn uses the data layer to get at the correct information. However, saving (updating and inserting), and deleting seem to require particular APIs on the relevant business objects. I have to assume this is standard practice, unless a business object will save itself on various operations (which seems inefficient), or on disposal (which seems like it just wouldn't work, or may be unwieldy and unreliable). Should my "savable" business objects all implement a particular "ISavable" or "IDatabaseObject" interface? Is this a recognized (anti-)pattern? Are there other, better patterns I should be using that I'm just unaware of? The TLDR question, I suppose, is How does the presentation layer trigger database changes?

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  • Incompleted ubuntu 12.04 install dual-boot xp

    - by Mike
    This weekend has been the 1st time i've tried to install ubuntu. On the initial install, (I am using a USB) the installation went all the way through and asked to restart when completed. I was not able to get grub to boot and kept going through windows. After some research I found some articles on updating/reinstalling grub, so I followed those. I finally got grub to load after a day but there was no windows option only the Ubuntu 12.04 which when I selected it only gave me a fatal error 17. I booted from the usb again and deleted the partitions and installed again. This time I got an error 15. I then booted through xp and downloaded the WUBI.exe and uninstalled ubuntu and reinstalled again. The installation went to the very end and then gave an error message (which I don't remember exactly what it said) something along the lines of checking my logs on my C drive. I then uninstalled ubuntu and removed the wubi.exe file and wiped my usb and did the download to the usb again. Booted through usb and ran the install process again. It again went through the install process but after creating username and password and hitting continue the installation dialogue box disappears and the mouse spinning wheel is displayed but I do not receive the prompt to restart. I can still access the side menu for ubuntu but the wheel keeps spinning. How to I get Ubuntu to install properly

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  • Bluetooth mouse no longer paired after resuming from suspend since upgrading to 13.10

    - by Korakys
    Since upgrading to 13.10 from 13.04 my mouse no longer connects via bluetooth. In settings it states that the mouse is not paired. Restarting bluetooth with sudo /etc/init.d/bluetooth restart does not help. Restarting the computer does fix the problem if bluetooth is restarted also with the previously mentioned command, but this is not ideal. The mouse worked fine prior to updating to 13.10. The computer is a ThinkPad X230 with a Broadcom 'BCM20702A0' bluetooth module (I think). When it is not working hciconfig hci0 -a returns: hci0: Type: BR/EDR Bus: USB BD Address: C0:18:85:DB:F3:D1 ACL MTU: 1021:8 SCO MTU: 64:1 UP RUNNING PSCAN RX bytes:766129 acl:49888 sco:0 events:2233 errors:0 TX bytes:5953 acl:240 sco:0 commands:274 errors:0 Features: 0xbf 0xfe 0xcf 0xfe 0xdb 0xff 0x7b 0x87 Packet type: DM1 DM3 DM5 DH1 DH3 DH5 HV1 HV2 HV3 Link policy: RSWITCH SNIFF Link mode: SLAVE ACCEPT Name: 'BCM20702A' Class: 0x6e0100 Service Classes: Networking, Rendering, Capturing, Audio, Telephony Device Class: Computer, Uncategorized HCI Version: 4.0 (0x6) Revision: 0x1000 LMP Version: 4.0 (0x6) Subversion: 0x220e Manufacturer: Broadcom Corporation (15) When it is working hciconfig hci0 -a returns: hci0: Type: BR/EDR Bus: USB BD Address: C0:18:85:DB:F3:D1 ACL MTU: 1021:8 SCO MTU: 64:1 UP RUNNING PSCAN RX bytes:253334 acl:16391 sco:0 events:842 errors:0 TX bytes:2519 acl:65 sco:0 commands:84 errors:0 Features: 0xbf 0xfe 0xcf 0xfe 0xdb 0xff 0x7b 0x87 Packet type: DM1 DM3 DM5 DH1 DH3 DH5 HV1 HV2 HV3 Link policy: RSWITCH SNIFF Link mode: SLAVE ACCEPT Name: 'ubuntu-0' Class: 0x6e0100 Service Classes: Networking, Rendering, Capturing, Audio, Telephony Device Class: Computer, Uncategorized HCI Version: 4.0 (0x6) Revision: 0x1000 LMP Version: 4.0 (0x6) Subversion: 0x220e Manufacturer: Broadcom Corporation (15) I am a relative novice with linux so don't ask me compile anything please, but I can use google.

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  • Oracle E-Business Products New Search Helpers for Guided Resolution of Customer Issues

    - by user793044
    Oracle E-Business Proactive Support has created many new guided resolution documents that you may find helpful in resolving issues in your EBS applications.  These new documents are called “Search Helpers” and they guide you through your issue to a solution.  They are meant to be an easy and fast method to finding a relevant, complete solution. Hundreds of notes and service requests were reviewed and the best solutions to these known issues were selected.  For some issues, notes were updated to better clarify the solution.  In other cases, if a note with a solution did not already exist, one was created. You start the process by selecting the scenario you have encountered.  You may have received an error message, or there may be a particular area of the application in which you have encountered an issue.  Based on your selection of the issue, the Search Helper will present one or more additional possible symptoms.  When you have selected from both of these two sections, you are then presented with one or more articles known to have fully solved this issue in the past.  Several EBS products have produced Search Helpers documents.  Take a look at Doc ID 1501724.1 for an index of the current EBS Search Helpers.  Here is an example of a Search Helper from the Receivables Transactions area: After selecting the Functional Area of "Entering / Updating Transactions" a list of Known Symptoms is presented: And, when "Transaction numbers are not in sequence" is selected, a solution link is provided for Document ID 197212.1: How To Setup Gapless Document Sequencing in Receivables. The EBS applications that currently have published Search Helpers are: Advanced Pricing Applications Technology Configurator General Ledger Human Capital Management Inventory Management Order Management Payables Process Manufacturing Purchasing Receivables Shipping Value Chain Planning

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  • fwupd to update OCZ RevoDrive firmware gets a 'Permission denied' error

    - by Late
    Try as I might I just don't get it working (http://www.ocztechnology.com/ssd_tools/OCZ_RevoDrive_and_RevoDrive_X2/). There's another thread here with an similar issue here: Command is giving me "bash: ./fwupd: cannot execute binary file" I'm running command ./fwupd /dev/sdb which keeps returning me bash: ./fwupd: Permission denied I have tried running both bit versions available of fwupd with both of the latest 32- and 64-bit Ubunty 11.10, running the OS from an USB stick, but to no avail (could this be the problem?). In the other thread it was suggested that chmod +x fwupd (or chmod 0755 fwupd) should resolve this issue, but at least for me it has been for naught. It was also suggested to install certain libraries, but those were already included in the Ubunty build and I didn't have any luck after updating with apt-get. I also tried giving fwupd more privileges, r, x and w but same charade, run it in different ways from different places (where I'd have the fwupd present, ofc) among other things. What I also tried is giving the Ubunty 10.04 LTS a shot but it didn't even launch on either of my computers, though that's not the issue here. If anyone has any ideas on what the problem is and how I could get this working, it would be most appreciated!

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  • What will be the better way for data retrieval on application that needs to handle limited amount of data?

    - by Milanix
    Just moved this question from Stack Overflow. Since, adding my code snippets itself would make this question really long. Instead, I am pretty interested in knowing a better ways for data retrieval on application that needs to handle limited amount of data which isn't updated regularly. Let's take this example: I am writing an application which gets a schedule as an XML from server. I have written a logic in order to parse XML version and update database only if the version is newer than the local version. Although the update is checked automatically/manually on daily basis based on user preference, the actual version update happens only once per few months or so. Since, this is done by some other authority which doesn't provide API but, rather inform publicly on their changes. The actual XML contains a "(n number of groups)(days in a week) (n number of schedule)" . The group is usually 6 and the number of schedule is usually 2. So basically there would usually be only around 100 strings. Now although I have used SQLite at the moment. I want to know how to make update on database. Should I show progress dialog that the application is updating and exit the app when it's done? Since, my updates are infrequent i don't think this will really harm user experience but, is there any better ways to do it? Because I don't want update to be made when user is searching which is done using database. This will cause an database already open exception. At least I have faced this problem before. Is it better to rather parse XML every time when user wants to view certain things or to use SQLite? Since, I make lots of use of adapter in my app to create lists, will that degrade the performance?

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  • Cuda driver, CPU/GPU performances issue

    - by elect
    I implemented a RNS Montgomery exponentiation in Cuda and on cpu for comparison. Everything nice everything fine. It runs on just one SM. However I am going to tell you some strange regression in both cpu/gpu performances. During the devoloping, about two month ago, I was using Cuda 5 preview on Ubuntu 11.04 64b. In this time, I reach the following performances: cpu 460ms gpu 120ms Then one day when I turn on the pc, the graphical environment didnt start. I dont know which was the problem, however I switched to the console and installed again the Cuda driver. At the following boot performances changed: cpu 310ms gpu 80ms I was like Q.Q...uhm ok, nice to see this, but I was wondering how that could be possible However, I went then in holiday for 10 days and I continued developing and optimizing on my notebook (but not the same part of the code, some additional stuff) When I was back, I just updated the source files, and performances came back to 460/120ms.. I couldnt believe it, I tried to install Cuda 5 RC, updating the video driver too... nothing changed... I checked Debug/Release, Cuda computability, but the problem seems being somewhere else.. Looking around the net I found this, I am pretty sure it must have something to do with the driver, because the performance change affected both cpu and gpu Do you have some tips/ideas/suggestions?

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  • how do I fix ati driver issue

    - by Michael
    I have little knowledge about ubuntu, but I am learning. Recently, my ubuntu 12.04 required that I update. I noticed that it was updating xorg and other things, after the update I was asked to reboot. I did. now when I start that computer up, it cannot detect any display and refuses to boot from usb. I have no idea how to recover my computer. It simply starts in what is akin to the terminal program and ask for my username and password. After that, I can enter commands. The problem may be because I manually installed drivers by copy pasting from some instructional that I now have no idea where they are, but what it amounts to is that I "built" the drivers. They were working GREAT until this update. I did this because otherwise I was unable to have sound through my hdmi. After I hand built the drivers, they worked great. After this update Ka-blam! nothing... Also, I had okay-ed lots of update sources (though all of them [xorg and such] were the stable versions, not the unstable update sources) Please help and thank you in advance. (if this is posted incorrectly or misplace, please let me know what to do)

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  • What sort of data should be sent for mouse-based movement in a multiplayer game?

    - by Daniel
    I'm new to the Multiplayer Rodeo here so please bear with me... I am just getting started and I'm trying to figure out how to deal with movement. I've looked at the question Best way to implement mouse-based movement in MMOG which gives me a pretty good idea, but I'm still struggling with what kind of data should be sent to the server. If a player is on position [x:0, y:0] and I click with the mouse on [x:40, y:40] to start movement, what information should I send to the server? Should I calculate the position based on velocity on client side and just send the expected location? Or should I send current location and velocity and direction? When the server is updating the clients on the players' whereabouts, should the position be sent only, and the clients expected to interpolate/predict movement, or can the direction sent from the client (instead of just coordinates) be used. My concern(or confusion) is regarding the ping/lag frequency of data update and use of a predictive algorithm, as I'd like the movement to be smooth even with a high latency, and prevent ability to cheat(though that's not the top priority).

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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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  • android shut-down errors / thread problems

    - by iQue
    Im starting to deal with some stuff in my game that I thought were "minor problems" and one of these are that I get an error every time I shut down my game that looks like this: 09-05 21:40:58.320: E/AndroidRuntime(30401): FATAL EXCEPTION: Thread-4898 09-05 21:40:58.320: E/AndroidRuntime(30401): java.lang.NullPointerException 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainGamePanel.render(MainGamePanel.java:94) 09-05 21:40:58.320: E/AndroidRuntime(30401): at nielsen.happy.shooter.MainThread.run(MainThread.java:101) on these lines is my GameViews rendering-method and the line in my Thread that calls my GameViews rendering-method. Im guessing Something in my surfaceDestroyed(SurfaceHolder holder) is wrong, or maybe Im not ending the tread in the right place. My surfaceDestroyed-method: public void surfaceDestroyed(SurfaceHolder holder) { Log.d(TAG, "Surface is being destroyed"); boolean retry = true; ((MainThread)thread).setRunning(false); while (retry) { try { ((MainThread)thread).join(); retry = false; } catch (InterruptedException e) { } } Log.d(TAG, "Thread was shut down cleanly"); } Also, In my activity for this View my onPaus, onDestoy and onStop are empty, do I maybe need to add something there? The crash occurs when I press my home-button on the phone, or any other button that makes the game stop. But as I understand it the onPaus is called when you press the Home-button.. This is really new territory for me so Im sorry if im missing something obvious or something really big. adding my surfaceCreated method asweel since that is where I start this thread: public void surfaceCreated(SurfaceHolder holder) { controls = new GameControls(this); setOnTouchListener(controls); timer1.schedule(new Task(this), 0, delay1); thread.setRunning(true); thread.start(); } and aslong as this is running, my game is rendering and updating.

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  • Unity is broken after upgrading to 12.10 (Optimus laptop)

    - by SyS
    I upgraded to GNU/Linux Ubuntu 12.10 but have been unable to use Unity properly afterwards. Indeed, I encountered the exact same problem as a lot of people: the Unity side and top bars are not displaying, although in my case, Unity seems completely broken, as I can't even right-click. However, in my case, it's worth noticing that I have an Optimus laptop with a Nvidia graphics card (GeForce GT 540M). Bumblebee and its 'optirun' command is working just fine, as usual, after the upgrade. I tried several things, as resetting Compiz and Unity (with the command 'setside unity') -- which works but I have to do it everytime I boot and it resets all my settings -- updating/reinstalling/reconfiguring my Nvidia drivers as well as bumblebee, trying with Nouveau drivers instead of nvidia-current, check if linux-headers-generic were installed (they were). However, I couldn't reset xorg.conf files as they're just not there. There is neither xorg.conf file, nor its backup in /etc/X11. I think this is where the problem comes from, although I'm far from an expert. Maybe retrieving a xorg.conf file will fix this mess, but I have no idea how to do that. I'm just tired and don't know what to do. So, here I am, begging for your help.

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  • MongoDB: Replicate data in documents vs. “join”

    - by JavierCane
    Disclaimer: This is a question derived from this one. What do you think about the following example of use case? I have a table containing orders. These orders has a lot of related information needed by my current queries (think about the products; the buyer information; the region, country and state of the sale point; and so on) In order to think with a de-normalized approach, I don't have to put identifiers of these related items in my main orders collection. Instead, I have to repeat all the information for each order (ie: I will repeat the buyer's name, surname, etc. for each of its orders). Assuming the previous premise, I'm committing to maintain all the data related to an order without a lot of updates (because if I modify the buyer's name, I'll have to iterate through all orders updating the ones made by the same buyer, and as MongoDB blocks at a document level on updates, I would be blocking the entire order at the update moment). I'll have to replicate all the products' related data? (ie: category, maker and optional attributes like color, size…) What if a new feature is requested and I've to make a lot of queries with the products "as the entry point of the query"? (ie: reports showing the products' sales performance grouping by region, country, or whatever) Is it fair enough to apply the $unwind operation to my orders original collection? (What about the performance?) I should have to do another collection with these queries in mind and replicate again all the products' information (and their orders)? Wouldn't be better to store a product_id in the original orders collection in order to be more tolerable to requirements change? (What about emulating JOINs?) The optimal approach would be a mixed solution with a RDBMS system like MySQL in order to retrieve the complete data? I mean: store products, users, and location identifiers in the orders collection and have queries in MySQL like getAllUsersDataByIds in which I would perform a SELECT * FROM users WHERE user_id IN ( :identifiers_retrieved_from_the_mongodb_query )

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  • Is using a dedicated thread just for sending gpu commands a good idea?

    - by tigrou
    The most basic game loop is like this : while(1) { update(); draw(); swapbuffers(); } This is very simple but have a problem : some drawing commands can be blocking and cpu will wait while he could do other things (like processing next update() call). Another possible solution i have in mind would be to use two threads : one for updating and preparing commands to be sent to gpu, and one for sending these commands to the gpu : //first thread while(1) { update(); render(); // use gamestate to generate all needed triangles and commands for gpu // put them in a buffer, no command is send to gpu // two buffers will be used, see below pulse(); //signal the other thread data is ready } //second thread while(1) { wait(); // wait for second thread for data to come send_data_togpu(); // send prepared commands from buffer to graphic card swapbuffers(); } also : two buffers would be used, so one buffer could be filled with gpu commands while the other would be processed by gpu. Do you thing such a solution would be effective ? What would be advantages and disadvantages of such a solution (especially against a simpler solution (eg : single threaded with triple buffering enabled) ?

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  • Intermittent freezing on a Macbook Pro 7,1

    - by LR0
    I recently installed Ubuntu 12.10 on my MacBook Pro 7, 1. I used to have 11.10 on it. I've encountered a problem were I can boot up and the login screen works flawlessly. When I attempt to log into my account I set up during install it would only show the default wallpaper and the mouse was frozen. In other words it was logging on but froze up. Is what it seems like. When I rebooted I attempted to log into the guest account. I was able to log in and it seemed everything worked so I tried to update everything figuring it may be the problem. After updating and restarting as prompted I tried to login to my account. It still froze up but this time showing "glitched up" (you can see the dock and status bar but they don't look like they should) and still freezes. This is all happening on the guest account to. I was unable to find a similar article on the Internet therefore I am asking; Any thoughts Ubuntu?

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  • Should I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority?

    - by JonathonG
    Can I build a multi-threaded system that handles events from a game and sorts them, independently, into different threads based on priority, and is it a good idea? Here's more info: I am about to begin work on porting a mid-sized game from Flash/AS3 to Java so that I can continue development with multi-threading capabilities. Here's a small bit of background about the game: The game contains numerous asynchronous activities, such as "world updating" (the game environment is constantly changing based on a set of natural laws and forces), procedural generation of terrain, NPCs, quests, items, etc., and on top of that, the effects of all of the player's interactions with his environment are programmatically calculated in real time, based on a set of constantly changing "stats" and once again, natural laws and forces. All of these things going on at once, in an asynchronous manner, seem to lend themselves to multi-threading very well. My question is: Can I build some kind of central engine that handles the "stacking" of all of these events as they are triggered, and dynamically sorts them out amongst the available threads, and would it be a good idea? As an example: Essentially, every time something happens (IE, a magic missile being generated by a spell, or a bunch of plants need to grow to their next stage), instead of just processing that task right then and adding the new object(s) to a list of managed objects, send a reference to that event to a core "event handler" that throws it into a stack of all other currently queued events, which then sorts them out and orders them according to urgency, splits them between a number of available threads for as-fast-as-possible multithreaded execution.

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