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  • Changing the Game: Why Oracle is in the IT Operations Management Business

    - by DanKoloski
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Next week, in Orlando, is the annual Gartner IT Operations Management Summit. Oracle is a premier sponsor of this annual event, which brings together IT executives for several days of high level talks about the state of operational management of enterprise IT. This year, Sushil Kumar, VP Product Strategy and Business Development for Oracle’s Systems & Applications Management, will be presenting on the transformation in IT Operations required to support enterprise cloud computing. IT Operations transformation is an important subject, because year after year, we hear essentially the same refrain – large enterprises spend an average of two-thirds (67%!) of their IT resources (budget, energy, time, people, etc.) on running the business, with far too little left over to spend on growing and transforming the business (which is what the business actually needs and wants). In the thirtieth year of the distributed computing revolution (give or take, depending on how you count it), it’s amazing that we have still not moved the needle on the single biggest component of enterprise IT resource utilization. Oracle is in the IT Operations Management business because when management is engineered together with the technology under management, the resulting efficiency gains can be truly staggering. To put it simply – what if you could turn that 67% of IT resources spent on running the business into 50%? Or 40%? Imagine what you could do with those resources. It’s now not just possible, but happening. This seems like a simple idea, but it is a radical change from “business as usual” in enterprise IT Operations. For the last thirty years, management has been a bolted-on afterthought – we pick and deploy our technology, then figure out how to manage it. This pervasive dysfunction is a broken cycle that guarantees high ongoing operating costs and low agility. If we want to break the cycle, we need to take a more tightly-coupled approach. As a complete applications-to-disk platform provider, Oracle is engineering management together with technology across our stack and hooking that on-premise management up live to My Oracle Support. Let’s examine the results with just one piece of the Oracle stack – the Oracle Database. Oracle began this journey with the Oracle Database 9i many years ago with the introduction of low-impact instrumentation in the database kernel (“tell me what’s wrong”) and through Database 10g, 11g and 11gR2 has successively added integrated advisory (“tell me how to fix what’s wrong”) and lifecycle management and automated self-tuning (“fix it for me, and do it on an ongoing basis for all my assets”). When enterprises take advantage of this tight-coupling, the results are game-changing. Consider the following (for a full list of public references, visit this link): British Telecom improved database provisioning time 1000% (from weeks to minutes) which allows them to provide a new DBaaS service to their internal customers with no additional resources Cerner Corporation Saved $9.5 million in CapEx and OpEx AND launched a brand-new cloud business at the same time Vodafone Group plc improved response times 50% and reduced maintenance planning times 50-60% while serving 391 million registered mobile customers Or the recent Database Manageability and Productivity Cost Comparisons: Oracle Database 11g Release 2 vs. SAP Sybase ASE 15.7, Microsoft SQL Server 2008 R2 and IBM DB2 9.7 as conducted by independent analyst firm ORC. In later entries, we’ll discuss similar results across other portions of the Oracle stack and how these efficiency gains are required to achieve the agility benefits of Enterprise Cloud. Stay Connected: Twitter |  Face book |  You Tube |  Linked in |  Newsletter

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  • What's the best/most efficent way to create a semi-intelligent AI for a tic tac toe game?

    - by Link
    basically I am attempting to make a a efficient/smallish C game of Tic-Tac-Toe. I have implemented everything other then the AI for the computer so far. my squares are basically structs in an array with an assigned value based on the square. For example s[1].value = 1; therefore it's a x, and then a value of 3 would be a o. My question is whats the best way to create a semi-decent game playing AI for my tic-tac-toe game? I don't really want to use minimax, since It's not what I need. So how do I avoid a a lot of if statments and make it more efficient. Here is the rest of my code: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> struct state{ // defined int state; // 0 is tie, 1 is user loss, 2 is user win, 3 is ongoing game int moves; }; struct square{ // one square of the board int value; // 1 is x, 3 is o char sign; // no space used }; struct square s[9]; //set up the struct struct state gamestate = {0,0}; //nothing void setUpGame(){ // setup the game int i = 0; for(i = 0; i < 9; i++){ s[i].value = 0; s[i].sign = ' '; } gamestate.moves=0; printf("\nHi user! You're \"x\"! I'm \"o\"! Good Luck :)\n"); } void displayBoard(){// displays the game board printf("\n %c | %c | %c\n", s[6].sign, s[7].sign, s[8].sign); printf("-----------\n"); printf(" %c | %c | %c\n", s[3].sign, s[4].sign, s[5].sign); printf("-----------\n"); printf(" %c | %c | %c\n\n", s[0].sign, s[1].sign, s[2].sign); } void getHumanMove(){ // get move from human int i; while(1){ printf(">>:"); char line[255]; // input the move to play fgets(line, sizeof(line), stdin); while(sscanf(line, "%d", &i) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid move!\n"); fgets(line, sizeof(line), stdin); } if(s[i-1].value != 0){printf("Sorry, That moves already been taken!\n\n");continue;} break; } s[i-1].value = 1; s[i-1].sign = 'x'; gamestate.moves++; } int sum(int x, int y, int z){return(x*y*z);} void getCompMove(){ // get the move from the computer } void checkWinner(){ // check the winner int i; for(i = 6; i < 9; i++){ // check cols if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } for(i = 0; i < 7; i+=3){ // check rows if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } if((sum(s[0].value,s[4].value,s[8].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[0].value,s[4].value,s[8].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} if((sum(s[2].value,s[4].value,s[6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[2].value,s[4].value,s[6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } void playGame(){ // start playing the game gamestate.state = 3; //set-up the gamestate srand(time(NULL)); int temp = (rand()%2) + 1; if(temp == 2){ // if two comp goes first temp = (rand()%2) + 1; if(temp == 2){ s[4].value = 2; s[4].sign = 'o'; gamestate.moves++; }else{ s[2].value = 2; s[2].sign = 'o'; gamestate.moves++; } } displayBoard(); while(gamestate.state == 3){ if(gamestate.moves<10); getHumanMove(); if(gamestate.moves<10); getCompMove(); checkWinner(); if(gamestate.state == 3 && gamestate.moves==9){ printf("The game is a tie :p\n"); break; } displayBoard(); } } int main(int argc, const char *argv[]){ printf("Welcome to Tic Tac Toe\nby The Elite Noob\nEnter 1-9 To play a move, standard numpad\n1 is bottom-left, 9 is top-right\n"); while(1){ // while game is being played printf("\nPress 1 to play a new game, or any other number to exit;\n>>:"); char line[255]; // input whether or not to play the game fgets(line, sizeof(line), stdin); int choice; // user's choice about playing or not while(sscanf(line, "%d", &choice) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid option!\n"); fgets(line, sizeof(line), stdin); } if(choice == 1){ setUpGame(); // set's up the game playGame(); // Play a Game }else {break;} // exit the application } printf("\nThank's For playing!\nHave a good Day!\n"); return 0; }

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  • Performance decrease in every game and application

    - by Márk Vincze
    When I start a game, initially it runs smoothly, but after a couple of minutes, the performance gradually decreases to the point of being unplayable (1-2 FPS). The sound also starts to lag at this point. This does not happen every time I start my PC, usually exiting the game, rebooting, then starting the game again solves the problem, and I can play with perfect FPS for as long as I want. I could not find any deterministic reason when this happens and when doesn't. It happens in every game I tried (SWTOR, Diablo 3, Skyrim), and not even games, but simple applications like a browser or the Control Panel can get unusably slow. This is a brand new PC I bought three months ago, and this problem occurs since the first day I've been using it. Could you provide any advice how to further diagnose the problem? I tried to reinstall Windows, and tried different video card drivers, but it did not help. It would be important to know whether this is a hardware or software problem, because I can use the warranty if it is a hardware issue. (I did not want to return the PC yet, because I can't reproduce the issue deterministically.) Spec of the pc: Motherboard: ASROCK H61M-HVS CPU: INTEL Core i3-2120 3.30GHz 1155 BOX Memory: KINGMAX 4096MB DDR3 1333MHz KIT Video card: GIGABYTE GV-R685OC-1GD HD6850 1GB GDDR5 PCIE HDD: SEAGATE 500GB Barracuda 7200rpm 16MB SATA3 ST500DM002 I am using Windows 7 64 bit. Thanks a lot in advance!

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  • Ubuntu - Bash - How to Ctrl + R

    - by Greg_the_Ant
    I can't seem to locate recent commands I've run when I do Ctrl + R in my terminal, nor can I see them when I hit the up arrow. It was a long command. Is there a length limit to what is stored? I may have used sudo. Is sudo history stored somewhere else? If so how do I access it? Much thanks for any insight.

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  • DragonRise USB Gamepad not working

    - by Gaurav Butola
    I have a Gamepad which is not working, I say "not working" because I was playing Urban Terror and the game was not responding to the gamepad button presses. How do I get the gamepad to work? I tried it in some other games Torcs, SuperTuxKark, Enemy Territory.... but, Same, there is no response to any of the gamepad button presses. Here is the output of lsusb Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 003: ID 0079:0011 DragonRise Inc. Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub 003 on third line is my Gamepad.

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  • how do you read from system.out in Java [closed]

    - by Dan
    I'm trying to create a word scramble game and so far I have taken a vector of randomly assorted strings that contains both words and hints and split them into two vectors. I have randomly scrambled the word and set this all up in text boxes. Right now I'm stuck because I have a text box that takes input but I'm not sure how to read that in? I want the user to type the unscrambled word into the text box and have it calculate as correct and move on to the next word immediately. I also don't know how to get the keys working. I want the "?" character to be the hint button that shows the hint. At the moment the hint box works if I type the question mark in using the System.in but it doesn't work if I type it directly in to the text box. The characters are showing up in the text box but nothing is working after that.

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  • MonoGame; reliable enough to be accepted on iOS, Win 8 and Android stores?

    - by Serguei Fedorov
    I love XNA; it simplifies rendering code to where I don't have to deal with it, it runs on C# and has very fairly large community and documentation. I would love to be able to use it for games across many platforms. However, I am a little bit concerned about how well it will be met by platform owners; Apple has very tight rules about code base but Android does not. Microsoft's new Windows 8 platforms seems to be pretty lenient but I am not sure oh how they would respond to an XNA project being pushed to the app store (given they suddenly decided to dump it and force developers to use C++/Direct3D). So the bottom line is; is it safe to invest time and energy into a project that runs on MonoGame? In the end, is is possible to see my game on multiple platforms and not be shot down with a useless product?

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  • HISTCONTROL=ignoreboth not working debian lenny

    - by Mike
    Can anybody confirm if by setting the the following env variables under debian lenny will make previous history entries not to be saved. GNU bash, version 3.2.39(1)-release export HISTCONTROL=ignoreboth export HISTSIZE=500 I have added them to my /etc/bash.bashrc but I keep getting repeated commands. Thanks

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  • Language-independent sources on collision detection

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on collision detection? I'd prefer it if kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on collision detection'?

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  • It's possible to fulfill the social necessity of a human being through a social game in 3D like IMVU?

    - by Totty
    (I'm not advertising nor promoting this game, as it's just an example of my experience and I would like to have your opinion about the matter if possible) I've been started researching "things" about games and I've decided to begin to play IMVU as a friend of mine said it's cool. At first it seemed just another 3d social game, not so cool.. But I've "tried to like" and after 1 day I can say I'm addicted to it! Yes; I will explain better: About the game: You can go in chat-rooms, move to positions. Some positions are like sitting in a sofa, floor, dancing alone or with a partner, kissing and more in this way. In the free version of the game there is no nudity. You can even listen to music, view youtube... The 3d graphics are quite low end, so it's not as real as the paid PC games of today. About my experience: At first I was going with my friend in chat-rooms, they seemed very nice. There were people talking about general stuff, quite like in a real life. Well, I begin to know some girls (yes, virtual girls commanded by a real girl, I hope!). Things happened: Some girls are just crazy, not like in real life, they make out in before even talking; Other girls you can speak a little bit, then they add you to their friend-list. Sometimes they invite to their virtual places. Some girls have really IMVU boyfriends only (but not in reality) and most of them don't even make up in the game, so it's really a level of commitment involved here! But from what my friend told they last for him, at least, about 3 days... Some others have real and IMVU boyfriends that are the same. Until now I haven't find a girl with different boyfriend in the IMVU and reality. Nor multiple boyfriends. There are rooms where the same people find each selves every day and speak about general stuff, relationships and so on... They are nice with you, they "feel" you and show careness. This is what amazes me, they treat you like a real human being and as being their friend in the real world. (of course it's not always like this) There are jealous girls too and competitiveness between females lol, I know you loled! This is kind of social. So today I closed my door in my room and I've played it all day long and guess what, I didn't feel a need to stay with a real person at all. Normally, If I would stay a full day alone I would get quite crazy... So the question is: It's just me that seemed to be able to fulfill my social needs or there is something more? thanks for your precious time for reading my full question,

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Is Java a good choice for cross-platform games?

    - by CommunistPancake
    I'm looking to create a game in Java and would like it to work on Windows, Linux, and Mac. I'm pretty sure C# is a bad choice for this, and I don't have enough experience in C or C++. I want to stay away from Flash. Therefore, Is Java a good choice for me? Mostly, I use C#, and think that Java is similar, so I assume it won't be that hard to learn. But is it fast enough? Is there a language more suited for my needs than Java?

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  • Language-independent sources on 2D collision detection [on hold]

    - by Phazyck
    While making a Pong clone with a friend, we had to implement some 2D collision detection. For research purposes, my friend dug up a book called "AdvancED Game Design with Flash" by Rex Van Der Spuy. This book was clearly targeted at implementing 2D collision detection in ActionScript, and I also have some problems with how the concepts are presented, e.g. presenting one method as better than another, without explaining that decision. Can anyone recommend some good material on 2D collision detection? I'd prefer it if it kept the implementation details as language-independent as possible, e.g. by implementing the concepts in pseudo-code. Language-specific materials are not completely unwelcome though, though I'd prefer those to be in either Java, C#, F# or Python or similar languages, as those are the ones I'm most familiar with. :-) Lastly, is there perhaps widely known and used book on collision detection that most people should know about, like a 'the book on 2D collision detection'?

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  • what would be a good way to implement/render a 2d tiled map for a browser game?

    - by jj_
    I've made this little rpg ruby game I did while learning and now I'd like to make it into a browser game. I've already set up Sinatra framework to serve it, so what I am looking for, before everything else, is a way to represent the game map in browser (location attributes are stored in db). A new map is randomly generated by code for each new game at each game start. For now forget db, and let's say a map (say 100x100 "squares") is stored as a tridimensional array. (x,y, ...) Last "dimension" of array stores who & what is at that map cell: a player, a building, whatever. So all I have to do is render those "squares" or array cells to a 2d tiled map in the browser. The map does not need to refresh or be dynamically fetched as you scroll it, (at least at this stage of development) but, a technology which would allow me to do so in future would be a good reason for choosing it. Things that I thought of: html tables, html5 canvas, some js framework which is designed exactly with this purpose (which I do not know of = please advice). Yes I know about gamequery-js framework, but I've never used it, and I don't know if it's going to slow down everything down to inusability as I'm adding new features (scrolling, ajax). I really don't know of any other alternatives.. maybe there are lighter approaches? Easier or more minimalistic ways ? More targeted js framework which is the right tool for the job? Maybe just some html canvas code, or even simple image maps, or images with absolute positioning will be enough? The thing is I'd like to start simple, and then gradually make it better, so, as I said before, I'd prefer something that will give me room for improvement or is headed toward new web tendencies but which will also give me a bit of gratification in the beginning :) So.. advices are needed! And appreciated! :) Thanks p.s. Flash is excluded because I don't like it.

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  • Starting a cocos2d game with initial gameplay as background

    - by boz
    Hi All, Id like to start my game, with the initial game play layout as the background, with a buttons layer over the top with maybe 'Tap to start' and a high score etc. and similarly, when the game finishes, id like to just 'pause' the final game play layout and overlay a game over menu of sorts. I tried calling [[CCDirector sharedDirector] pause] as the last line of the appDidFinishLaunching which didnt seem to have any effect. Is there a better way trying to do this? I dont really like my initial approach.

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  • how do i install a game patch on an external hard drive

    - by shadow
    I have a 2tb external hard drive and I want to install battlefield 1942 on it. i can get the game on the hard drive without problems, and it runs great. the problem is that i have an outdated version, and i need to install a patch. thats when it gets iffy. i get the patch and start the install, and it finishes, but it doesnt install to the game itself. it goes to its own seperate folder, and that does nothing to the game. the patch installer doesnt ask me where the game is, and so im thinking that it cant find the game itself, and then screws up. any help would be great!

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  • Force Direct3D anti-aliasing in a Direct3D game?

    - by James McLaughlin
    Some old games look really jagged nowadays on large displays without any anti-aliasing, but don't have any option built-in to the game to enable it. On a PC with an NVIDIA graphics card, it's possible to force anti-aliasing in the NVIDIA control panel which can really improve this. But I'm playing the game in Parallels on a Mac, and although the Mac has an NVIDIA graphics card, it's Parallels' emulated card that Windows sees and so obviously there's no NVIDIA control panel. Is there some generic way I can force anti-aliasing for a Direct3D game without using the NVIDIA control panel?

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  • iPhone game center can't create sandbox account

    - by William Jockusch
    Whenever I try to create an account on the simulator or device, I get a message "game center account services are currently unavailable. Please try again later." Furthermore, I have never been able to sign in to the game center app on the simulator. Interestingly, if I reset my device with iTunes, I can then log in to the Game Center app with my regular apple id. But whenever if I log out, then try to create a sandbox account for an app I am developing, it always fails as described above. Any suggestions?

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  • Can't Connect To A Game Server

    - by Kirs Kringle
    I'm having issues connecting to a certain game server. The game is Space Engineers. I did a wireshark and the owner of the server did as well and it just tries to request and bind until it times out on the client of the game. Nothing is dropped or red it just doesn't connect to download data from the server. Other people are able to connect to the server just fine. I do not think it is an issue with the server, but what could it possibly be and what can I do to get rid of this problem? I've tried cleaning registry, shutting off windows firewall, restarting my computer, and most recently the wireshark. Thanks,

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  • Is it possible to build a single game to run in Facebook & Google+?

    - by Songo
    I was asked by my customer to build a Facebook game. The game would be something similar to Mafiawars.com where the game is hosted on a server and run through a frame on Facebook. The thing is after several days of negotiations with the customer and near the finalization of the requirements he mentioned something strange. He said that if the game was successful on Facebook then we may add it to Google+ too. I thought he meant that we'll develop a new version for Google+, but he refused as he argued that the game should be able to support both sites and he won't pay for the same game twice. Now I haven't developed neither Facebook nor Google+ games before, so I don't know if it is possible to build a single Facebook/Google+ game. How would you react to such requirement? How would you design such an application? Notes I confirmed with the customer that he wasn't talking about using Open ID he wanted full integration (sharing post, friend requests,..etc.) I really don't want to lose that customer for numerous reasons (He even agreed to extend the project time to compensate for the time I need to learn Facebook/Google+ APIs)

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  • How to open-source a project whose git repository has copyrighted media in the history?

    - by phyzome
    I want to release an audio fingerprinting software project under a free license, but the repository contains copyrighted audio files. The test cases also currently use these files. How do I release the code to the public with maximum version history but without violating copyright? Details: The code is versioned under git. We will collapse it all back into one branch before release. There are 400 MB of audio data. Some files are free-licensed music from e.g. Jamendo, others are MP3s from our personal collections. No matter what approach we take, we'll always keep an immutable copy of the original repo, so as not to destroy project history. Main question: How to handle the public release? Expunge all history of the files in question from the git repository and release the altered repo. (v64 pointed out a way to do this.) Alternatively, take a snapshot of the current state of the code and don't even bother having a public history of the pre-release code. Side question: How could we have avoided this dilemma in the first place, given that sometimes private code or media is needed for the early stages of a project?

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  • How would I go about sharing variables in a class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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  • How do I model teams and gameplay in this scorekeeping application?

    - by Eric Hill
    I'm writing a scorekeeping application for card game that has a few possibly-interesting constraints. The application accepts user registrations for players, then lets them check-in to a particular game (modeled as Event). After the final player registers, the app should generate teams, singles or doubles, depending on the preference of the person running the game and some validations (can't do doubles if there's an odd number checked in). There are @event.teams.count rounds in the game. To sum up: An event consists of `@event.teams.count` rounds; Teams can have 1 or more players Events have n or n/2 teams (depending on whether it's singles or doubles) Users will be members of different teams at different events Currently I have a rat's nest of associations: class User < ActiveRecord::Base has_many :teams, :through => :players has_many :events, :through => :teams class Event < ActiveRecord::Base has_many :rounds has_many :teams has_many :players, :through => :teams class Player < ActiveRecord::Base belongs_to :user belongs_to :team end class Team < ActiveRecord::Base has_many :players belongs_to :event end class Round < ActiveRecord::Base belongs_to :event belongs_to :user end The sticky part is team generation. I have basically a "start game" button that should freeze the registrations and pair up teams either singly or doubly, and render to Round#new so that the first (and subsequent) matches can be scored. Currently I'm implementing this as a check on Round#new that calls Event#generate_teams and displays the view: # Event#generate_teams def generate_teams # User has_many :events, :through => :registrations # self.doubles is a boolean denoting 2 players per team registrations.in_groups_of(self.doubles ? 2 : 1, nil).each do |side| self.teams << Player.create(self,side) end end Which doesn't work. Should there maybe be a Game model that ties everything together rather than (my current method) defining the game as an abstraction via the relationships between Events, Users, and Rounds (and Teams and Players and etc.)? My head is swimming.

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  • How would I go about sharing variables in a C++ class with Lua?

    - by Nicholas Flynt
    I'm fairly new to Lua, I've been working on trying to implement Lua scripting for logic in a Game Engine I'm putting together. I've had no trouble so far getting Lua up and running through the engine, and I'm able to call Lua functions from C and C functions from Lua. The way the engine works now, each Object class contains a set of variables that the engine can quickly iterate over to draw or process for physics. While game objects all need to access and manipulate these variables in order for the Game Engine itself to see any changes, they are free to create their own variables, a Lua is exceedingly flexible about this so I don't forsee any issues. Anyway, currently the Game Engine side of things are sitting in C land, and I really want them to stay there for performance reasons. So in an ideal world, when spawning a new game object, I'd need to be able to give Lua read/write access to this standard set of variables as part of the Lua object's base class, which its game logic could then proceed to run wild with. So far, I'm keeping two separate tables of objects in place-- Lua spawns a new game object which adds itself to a numerically indexed global table of objects, and then proceeds to call a C++ function, which creates a new GameObject class and registers the Lua index (an int) with the class. So far so good, C++ functions can now see the Lua object and easily perform operations or call functions in Lua land using dostring. What I need to do now is take the C++ variables, part of the GameObject class, and expose them to Lua, and this is where google is failing me. I've encountered a very nice method here which details the process using tags, but I've read that this method is deprecated in favor of metatables. What is the ideal way to accomplish this? Is it worth the hassle of learning how to pass class definitions around using libBind or some equivalent method, or is there a simple way I can just register each variable (once, at spawn time) with the global lua object? What's the "current" best way to do this, as of Lua 5.1.4?

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