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  • Tulsa - Launch 2010 Highlight Events

    - by dmccollough
    Tuesday May 04, 2010 Renaissance Tulsa Hotel and Convention Center Seville II and III 6808 S. 107th East Avenue Tulsa Oklahoma 74133   For the Developer 1:00 PM – 5:00 PM Event Overview MSDN Events Present:  Launch 2010 Highlights Join your local Microsoft Developer Evangelism team to find out first-hand about how the latest features in Microsoft® Visual Studio® 2010 can help boost your development creativity and performance.  Learn how to improve the process of refactoring your existing code base and drive tighter collaboration with testers. Explore innovative web technologies and frameworks that can help you build dynamic web applications and scale them to the cloud. And, learn about the wide variety of rich application platforms that Visual Studio 2010 supports, including Windows 7, the Web, Windows Azure, SQL Server, and Windows Phone 7 Series.   Click here to register.   For the IT Professional 8:00 AM – 12:00 PM Event Overview TechNet Events Present:  Launch 2010 Highlights Join your local Microsoft IT Pro Evangelism team to find out first-hand what Microsoft® Office® 2010 and SharePoint® 2010 mean for the productivity of you and your people—across PC, phone, and browser.  Learn how this latest wave of technologies provides revolutionary user experience and how it takes us into a future of greater productivity.  Come and explore the tools that will help you optimize desktop deployment.   Click here to register.

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  • How do I show the SVN revision number in git log?

    - by Zain
    I'm customizing my git log to be all in 1 line. Specifically, I added the following alias: lg = log --graph --pretty=format:'%Cred%h%Creset - %C(yellow)%an%Creset - %s %Cgreen(%cr)%Creset' --abbrev-commit --date=relative So, when I run git lg, I see the following: * 41a49ad - zain - commit 1 message here (3 hours ago) * 6087812 - zain - commit 2 message here (5 hours ago) * 74842dd - zain - commit 3 message here (6 hours ago) However, I want to add the SVN revision number in there too, so it looks something like: * 41a49ad - r1593 - zain - commit 1 message here (3 hours ago) The normal git log shows you the SVN revision number, so I'm sure this must be possible. How do I do this?

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  • AI for a mixed Turn Based + Real Time battle system - Something "Gambit like" the right approach?

    - by Jason L.
    This is maybe a question that's been asked 100 times 1,000 different ways. I apologize for that :) I'm in the process of building the AI for a game I'm working on. The game is a turn based one, in the vein of Final Fantasy but also has a set of things that happen in real time (reactions). I've experimented with FSM, HFSMs, and Behavior Trees. None of them felt "right" to me and all felt either too limiting or too generic / big. The idea I'm toying with now is something like a "Rules engine" that could be likened to the Gambit system from Final Fantasy 12. I would have a set of predefined personalities. Each of these personalities would have a set of conditions it would check on each event (Turn start, time to react, etc). These conditions would be priority ordered, and the first one that returns true would be the action I take. These conditions can also point to a "choice" action, which is just an action that will make a choice based on some Utility function. Sort of a mix of FSM/HFSM and a Utility Function approach. So, a "gambit" with the personality of "Healer" may look something like this: (ON) Ally HP = 0% - Choose "Relife" spell (ON) Ally HP < 50% - Choose Heal spell (ON) Self HP < 65% - Choose Heal spell (ON) Ally Debuff - Choose Debuff Removal spell (ON) Ally Lost Buff - Choose Buff spell Likewise, a "gambit" with the personality of "Agressor" may look like this: (ON) Foe HP < 10% - Choose Attack skill (ON) Foe any - Choose target - Choose Attack skill (ON) Self Lost Buff - Choose Buff spell (ON) Foe HP = 0% - Taunt the player What I like about this approach is it makes sense in my head. It also would be extremely easy to build an "AI Editor" with an approach like this. What I'm worried about is.. would it be too limiting? Would it maybe get too complicated? Does anyone have any experience with AIs in Turn Based games that could maybe provide me some insight into this approach.. or suggest a different approach? Many thanks in advance!!!

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  • Does Google use any “Language” flags / tags set within a PDF file when determining its language?

    - by Ally Ak
    When determining the language of a HTML page, I understand that Google looks at any language declarations that the page owner has set, and then also applies its own language detection algorithms. But does Google similarly look at language meta data set in PDF files when determining a PDF file's language? (Authors of PDF files can set document-wide properties describing the language (or languages) contained within it.) Or does Google rely exclusively on language detection algorithms and disregard the language flag set within the PDF file? Can anyone shed any light?

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  • Simultaneous Animation for a GameObject - Unity3D

    - by Fahim Ali Zain
    Its my second week with Unity. I am doing a 2D game and I have a small GameObject which should change its sprite along with following a definite path defined in Animation Curves. I did both of them in separate .anim files since the transform animation had many keyframes, i thought it wont be good to put the '2' sprite keyframe repeatedly along side the transform keyframe. But the problem is, I cant get it both working together at the same time. I dont want any blending because the animation is timed well already. Also, I tried deleting the sprite change animation and tried it under script changing the SpriteRenderer.Sprite property under Update(); but it works only when the Animator component is disabled in the GameObject. Any Solutions ? :)

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  • How to write Bash scribt to open two different terminals

    - by Ahmed Zain El Dein
    How to write Bash script to open two different taped terminal ,and write in both of them commands separately to be executed unrelationally for instance : Terminal number one open skype terminal number two open in the end , i want one more thing , can i write in the bash script my skype username and password to put them in skype when open it in terminal one automatically then login too Thanks

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  • How can I install oracle-java7 from webupd8 ppa?

    - by Ahmed Zain El Dein
    I installed ppa:webupd8team/java and I get the following error Output from: sudo apt-get install oracle-java7-installer Reading package lists... Done Building dependency tree Reading state information... Done Suggested packages: binfmt-support visualvm ttf-baekmuk ttf-unfonts ttf-unfonts-core ttf-kochi-gothic ttf-sazanami-gothic ttf-kochi-mincho ttf-sazanami-mincho ttf-arphic-uming The following packages will be upgraded: oracle-java7-installer 1 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. 1 not fully installed or removed. Need to get 0 B/16.0 kB of archives. After this operation, 64.5 kB of additional disk space will be used. Could not exec dpkg! E: Sub-process /usr/bin/dpkg returned an error code (100) i did afterwords those line of code trying to resolve the issue becuase it is not existed actually in the /usr/bin/dpkg there is no dpkg mkdir /tmp/dpkg cd /tmp/dpkg wget http://archive.ubuntu.com/ubuntu/pool/main/d/dpkg/dpkg_1.15.5.6ubuntu4_i386.deb ar x dpkg*.deb data.tar.gz tar xfvz data.tar.gz ./usr/bin/dpkg sudo cp ./usr/bin/dpkg /usr/bin/ sudo apt-get update sudo apt-get install --reinstall dpkg then i get this $ sudo apt-get install --reinstall dpkg Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 1 reinstalled, 0 to remove and 6 not upgraded. 1 not fully installed or removed. Need to get 0 B/1,814 kB of archives. After this operation, 0 B of additional disk space will be used. dpkg: warning: 'dpkg-deb' not found on PATH. dpkg: 1 expected program(s) not found on PATH. NB: root's PATH should usually contain /usr/local/sbin, /usr/sbin and /sbin. E: Sub-process /usr/bin/dpkg returned an error code (2) How can I fix this?

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  • I need to set-up the blocked machine to relay to the unblocked machine using a different port

    - by Zain Ally
    I have two Windows Server 2003 machines sitting in a network. Server B has port 25 open and can relay emails to the local network's smtp server. Server A does not have port 25 open. How can I set it up to send emails through another port to the SMTP server? I am thinking if I can setup a local SMTP communication between my servers on a different port and let Server B send Server A's emails. Is that possible?

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  • Android: Replace a TabSpec Content

    - by Ally
    I have a TabHost with a bunch of tabs each with a TabSpec. I'd like to change the content of one of the TabSpecs but I don't seem to be able to. I've read a few places that it's not possible to change the content of a TabSpec. Does anyone know why I can add/remove tabs but not change the content of them? And can anyone suggest a workaround for this problem?

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  • Geocoder error when using getFromLocation

    - by Ally
    I'm trying to get the current address based on long/lat. I have the following: Geocoder geocoder = new Geocoder(this); List<Address> addresses = geocoder.getFromLocation(lat, lng, 1); However, I get an error: no feature in GLocation I don't believe this is a permission problem.

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  • Android Layout: Why don't the TextView and a ToggleButton align

    - by Ally
    I'm trying to put a TextView and a ToggleButton in a table row, however, they don't seem to align (The top of the button starts about 10px below the top of the textview even though the height each element is the same. Can anyone tell me why? <TableLayout android:layout_width="fill_parent" android:layout_height="wrap_content" > <TableRow> <AutoCompleteTextView android:layout_width="wrap_content" android:layout_height="wrap_content" android:singleLine="true" android:layout_weight="1" /> <ToggleButton android:layout_width="wrap_content" android:layout_height="wrap_content" /> </TableRow> </TableLayout>

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  • Java: Calculate distance between a large number of locations and performance

    - by Ally
    I'm creating an application that will tell a user how far away a large number of points are from their current position. Each point has a longitude and latitude. I've read over this article http://www.movable-type.co.uk/scripts/latlong.html and seen this post http://stackoverflow.com/questions/837872/calculate-distance-in-meters-when-you-know-longitude-and-latitude-in-java There are a number of calculations (50-200) that need carried about. If speed is more important than the accuracy of these calculations, which one is best?

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  • client ip address in ASP.NET (.asmx) webservices

    - by Zain Shaikh
    I am using ASP.Net (.asmx) web services with Silverlight. since there is no way to find client ip address in Silverlight, therefore I had to log this on service end. these are some methods I have tried: Request.ServerVariables(”REMOTE_HOST”) HttpContext.Current.Request.ServerVariables["REMOTE_ADDR"] HttpContext.Current.Request.ServerVariables["HTTP_X_FORWARDED_FOR"]; Request.UserHostAddress() Request.UserHostName() string strHostName = System.Net.Dns.GetHostName(); string clientIPAddress = System.Net.Dns.GetHostAddresses(strHostName).GetValue(0).ToString(); All the above methods work fine on my local system, but when I publish my service on production server. it starts giving errors. Error: Object reference not set to an instance of an object. StackTrace: at System.Web.Hosting.ISAPIWorkerRequestInProc.GetAdditionalServerVar(Int32 index) at System.Web.Hosting.ISAPIWorkerRequestInProc.GetServerVariable(String name) at System.Web.Hosting.ISAPIWorkerRequest.GetRemoteAddress() at System.Web.HttpRequest.get_UserHostAddress()

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  • Question about PE/COFF file formats - ECOFF, ANON, and BIGOBJ

    - by Zain
    Hi, I've peen looking at the PE/COFF format and it seems to be missing a few things about extensions to the format. Specifically, I'm trying to learn about ECOFF and ANON objects. from what I can tell, those're just two names for the same thing, which is also known as a BIGOBJ. The BIGOBJ allows you to create, surprise surprise, larger object files than the format otherwise allows. Can anyone confirm or correct this? Thanks

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  • is there any light weight javascript date picker

    - by Zain Shaikh
    I am using JQuery Date picker, but it is too much heavy, the minified version of ui.datepicker.min.js is of 44 KB. the images of datepicker have their own weigh. the jquery framework is of 59 KB. and total images on page are of around 80 KB the total html of page is around 70 KB and the css file size is around 72 KB. and much more, and all the things go upto 600 KB. which is 0.6 MB. do you think user will wait for 600 KB to be downloaded in the browser? it may take upto 8 - 10 secs. and I dont think that user will wait for such long time. I want to keep my website light weight. is there any light weight javascript date picker.

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  • How do you disable the Windows Phone 7 splash screen?

    - by Zain
    Hi, Is there any way to disable the WP7 splash screen and just show a blank screen? My splash screen only stays on for less than half a second, leaving the user with a rather jarring sensation. I'd rather they not see any splash screen at all. I would have simply used a plain black image as my splash screen, but then that would result in an ugly experience for people using a light theme (since my app's background is white on light themes and black on dark themes) Thanks!

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  • Shape object in Processing, translate individual shapes.

    - by Zain
    I am relatively new to Processing but have been working in Java for about 2 years now. I am facing difficulty though with the translate() function for objects as well as objects in general in processing. I went through the examples and tried to replicate the manners by which they instantiated the objects but cannot seem to even get the shapes to appear on the screen no less move them. I instantiate the objects into an array using a nested for loop and expect a grid of the objects to be rendered. However, nothing at all is rendered. My nested for loop structure to instantiate the tiles: for(int i=0; i<102; i++){ for(int j=0; j<102; j++){ tiles[i][j]=new tile(i,0,j); tiles[i][j].display(); } } And the constructors for the tile class: tile(int x, int y, int z){ this.x=x; this.y=y; this.z=z; beginShape(); vertex(x,y,z); vertex(x+1,y,z); vertex(x+1,y,z-1); vertex(x,y,z-1); endShape(); } Nothing is rendered at all when this runs. Furthermore, if this is of any concern, my translations(movements) are done in a method I wrote for the tile class called move which simply calls translate. Is this the correct way? How should one approach this? I can't seem to understand at all how to render/create/translate individual objects/shapes. Thanks for any help any of you are able to provide!

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  • SEO Your Way to the Top

    An in depth survey of Chinese Internet demographics also shows that the Internet has become a vital source of information and interaction as well as a means of communication and convenience for the users. 84.3% say the Internet for them is a major information channel. 81.6% say the Internet saves them a lot of time. The value of the Internet in today's digital age is undeniable. The power of information and of convenience has turned the Internet into ally rather than a foe.

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  • Strategy and AI for the game 'Proximity'

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal strategy then b) how to build an AI Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the high branching factor (starts out at 120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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  • Find optimal/good-enough strategy and AI for the game 'Proximity'?

    - by smci
    'Proximity' is a strategy game of territorial domination similar to Othello, Go and Risk. Two players, uses a 10x12 hex grid. Game invented by Brian Cable in 2007. Seems to be a worthy game for discussing a) optimal algorithm then b) how to build an AI. Strategies are going to be probabilistic or heuristic-based, due to the randomness factor, and the insane branching factor (20^120). So it will be kind of hard to compare objectively. A compute time limit of 5s per turn seems reasonable. Game: Flash version here and many copies elsewhere on the web Rules: here Object: to have control of the most armies after all tiles have been placed. Each turn you received a randomly numbered tile (value between 1 and 20 armies) to place on any vacant board space. If this tile is adjacent to any ally tiles, it will strengthen each tile's defenses +1 (up to a max value of 20). If it is adjacent to any enemy tiles, it will take control over them if its number is higher than the number on the enemy tile. Thoughts on strategy: Here are some initial thoughts; setting the computer AI to Expert will probably teach a lot: minimizing your perimeter seems to be a good strategy, to prevent flips and minimize worst-case damage like in Go, leaving holes inside your formation is lethal, only more so with the hex grid because you can lose armies on up to 6 squares in one move low-numbered tiles are a liability, so place them away from your main territory, near the board edges and scattered. You can also use low-numbered tiles to plug holes in your formation, or make small gains along the perimeter which the opponent will not tend to bother attacking. a triangle formation of three pieces is strong since they mutually reinforce, and also reduce the perimeter Each tile can be flipped at most 6 times, i.e. when its neighbor tiles are occupied. Control of a formation can flow back and forth. Sometimes you lose part of a formation and plug any holes to render that part of the board 'dead' and lock in your territory/ prevent further losses. Low-numbered tiles are obvious-but-low-valued liabilities, but high-numbered tiles can be bigger liabilities if they get flipped (which is harder). One lucky play with a 20-army tile can cause a swing of 200 (from +100 to -100 armies). So tile placement will have both offensive and defensive considerations. Comment 1,2,4 seem to resemble a minimax strategy where we minimize the maximum expected possible loss (modified by some probabilistic consideration of the value ß the opponent can get from 1..20 i.e. a structure which can only be flipped by a ß=20 tile is 'nearly impregnable'.) I'm not clear what the implications of comments 3,5,6 are for optimal strategy. Interested in comments from Go, Chess or Othello players. (The sequel ProximityHD for XBox Live, allows 4-player -cooperative or -competitive local multiplayer increases the branching factor since you now have 5 tiles in your hand at any given time, of which you can only play one. Reinforcement of ally tiles is increased to +2 per ally.)

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