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Articles indexed Thursday July 5 2012

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  • Ubuntu 12.04 - what is it with the keyboard layout resets?

    - by pjskyboy
    so, on each reboot my keyboard always resets to US (!?) sudo dpkg-reconfigure keyboard-configuration gives temporary relief. Is there a way to make it permanent? I tried: sudo dpkg-reconfigure console-setup This did not work, and on reboot gnome3 was no longer responsive so I am back to gnome classic.... My other grumbles are here: https://plus.google.com/113037534656133512306/posts/iWjU4zzvVdW Please stop breaking Ubuntu, it used to be great now its as bad as Windows used to be..... which now only costs £70 and is no where near as high maintenance.

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  • Bose USB audio: crackling popping sound, eventually die

    - by Richard Barrett
    I've been trying to troubleshoot this issue for a while now. Any help would be much appreciated. I'm having trouble getting my Bose "Companion 5 multimedia speakers" working with my installation of Ubuntu 12.04 (link to Bose product here: http://www.bose.com/controller?url=/shop_online/digital_music_systems/computer_speakers/companion_5/index.jsp ). The issue seems to be low level (not just Ubuntu). What happens: When I boot into Ubuntu, I can get Rhythm box to play ok. However, if I try anything else (an .avi file, a webpage, or Clementine player with mp3 files) I get crackling, popping, or choppy sounds. If I move the mouse around, especially if it seems graphic intensive, the problem gets worse (more crackling noises). The more taxing it appears to be, the more likely it is that the sound will just die altogether until I reboot. For some reason the videos at www.bloomberg.com seem especially bad for it (my sound normally goes dead in under 45 seconds and won't work until reboot). Both my desktop running Ubuntu 12.04 and my laptop (running the same) have the same crackling problem. Troubleshooting so far: A friend of mine who knows linux well tried to solve it for me without any luck. He took pulseaudio out of the equation, but still had the problem just using AlSA. Among the many things he tried was adjusting the latency, but that didn't help either. I've also tried things like adjusting the USB device settings in the config file from -2 to -1 so that it will use my USB sound and I also commented out the lines that would stop that. These don't do anything. (That really seems like it's for someone who is getting no sound at all, so it's not surprising this won't work.) My friend's laptop running his Archlinux could play my Bose USB speakers without any problems. I also tried setting my daemon.conf file to use 6 channels (based on this http://lotphelp.com/lotp/configure-ubuntu-51-surround-sound ) but that didn't work either. I recently used a DVD to boot into Ubuntu Studio 12.04 (because it uses a live audio kernel) and this happened: I got perfect sound for a minute or two When I started moving windows around while sound was playing, the sound died again. Perhaps more interesting: There is a headphone out jack on the Bose system. When I use it, the audio is perfect for all applications (even the deadly bloomberg.com videos with .avi playing at the same time and moving around windows). Also, there is an audio-in jack on the Bose system. I can use a male-to-male mini jack to go from my soundcard's output to the Bose input and then all sound works perfectly. -However, it still requires the Bose to be plugged in to USB, otherwise I lose all sound. Any thoughts? Any suggestions for trouble shooting? (Or any suggestions for somewhere else to post to solve this?) Any logs or other files I can provide to help someone help me work this out? Your help is much appreciated! Rick BTW: I sometimes get people posting responses like "My Bose USB system works great with Ubuntu 12.04," without any more details. Is there anything I should ask such people to narrow down my problem? (It's kind of annoying to hear such a response because it doesn't help solve my problem.)

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  • Why are all logins disabled in the virtual terminal after enabling root account from desktop?

    - by Mitch
    Just for testing purposes, I went a head and enabled the root account, by using the commands below: sudo passwd root [sudo] password for abed: Enter new UNIX password: Retype new UNIX password: passwd: password updated successfully Once that happened, I went ahead and did Ctrl+Alt+F1, to get to the first virtual console, and at the login prompt I try logging in as abed, su, root, all comeback with login incorrect. Why is that happening, and how can I fix it.

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  • No public key GPG error when submitting quickly application

    - by Roberto
    I try to submit my app with the command in the title, but the build failed: Error message: W: GPG error: http://ppa.launchpad.net precise Release: The following signatures couldn't be verified because the public key is not available: NO_PUBKEY * * is my key (don't know it is safe to share it) If i run this command: sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys ****** It is said my key isn't change (so don't need to add it again). Any idea?

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  • Can't Dual Boot Ubuntu 12.04 and Windows 7 on Sony Vaio S 15 (2012)

    - by Nathaniel
    I just bought my dad a new laptop for fathers day, a Sony Vaio S 15 (the latest models from Sony) and he wants to dual boot Ubuntu and Windows 7. I put Ubuntu 12.04 on a USB drive and went to install it on the computer, but when I got into the partition part of the install there was no option to dual boot. Only to delete everything and install Ubuntu or 'other'. I installed using the 'other' feature by manually partitioning, however once I installed it the computer wouldn't ever go to grub. From inside windows I used Easy BCD to try and fix the boot loader so it would give the option to boot into Windows 7 or Ubuntu 12.04, but it couldn't detect ANY operating systems on the computer (not even windows). Is it not possible to dual boot on the latest Sony Vaios, or is there a workaround for this?

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  • How can I update Ubuntu if the update servers are blocked?

    - by Yasser Hussain
    I connect to the Internet through my college wifi and for some weird reason they have blocked all Ubuntu updates, so I cannot update Ubuntu through the common "Update Manager" way. So I was wondering if there was some other method to update Ubuntu, maybe manually download each package and then install them or download a DVD image which already has all the packages. I have Ubuntu 11.10 installed currently.

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  • Why is Ubuntu offline (except torrents) while Windows is online?

    - by Fahim al Islam
    I am using a static wired connection. Everything was perfect. But suddenly from few hours back I can't access any website. Dropbox, Ubuntu One also can't connect. Ping request is also unsuccessful, but I can download through torrent. I am not trying torrent download and browsing at the same time. So, I think it's not an issue about torrent using all the bandwidth. One important point is that this connection works perfectly on Windows on this same PC (My PC is dual-boot). I have tried the way what izx has suggested (using "sudo sh -c 'echo nameserver 8.8.8.8 /etc/resolv.conf'"), but I'm facing the same problem again. Now I can't even ping 8.8.8.8 and google.com. Though I can ping 74.125.228.2 (which is Google IP address) I can't understand what's happening and why this is happening. I'm new in this website many rules and regulations is unknown to me. So, please don't be bothered for my mistakes. Looking forward for help from anyone. Thanks to all.

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  • Ubuntu 12.04 - Tiny title bar and icon fonts

    - by Dean Mokhtar
    As you can see in the screenshot, the fonts for the title bar (any window) and for the icons within the file browser (as well as in the navigation pane to the left) are very very small, I have tried to fix this by a number of ways including using MyUnity, but to no avail. Could someone please help me with this as it can render my PC unnavigatable unless I'm sitting right up against it, and even then I struggle. I am using Ubuntu 12.04. Screenshot

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  • Getting my brother MFC-J825DW working as a network scanner

    - by AntonChanning
    I've been attempting to set up my new brother multi-function device to work as a printer and scanner using the following steps. It is connected to the network as a LAN device, not directly connected to my ubuntu machine. Downloaded the lpr driver and cupswrapper driver from Brother support. (Select the deb packages, not the rpms). Followed the instructions to install the lpr driver. Followed the instructions to install the cupswrapper driver. After this point I was able to successfully perform a test print, so the printer part is working. So far I haven't had much luck getting the scanner working. This is what I've tried: Downloaded the brscan4 and scan-key-tool deb packages from brother support. Followed the instructions for installing the scanner driver for network. Followed the instructions for installing scan-key-tool. However when I tried to scan it detects no scanner. I then tried the solution offered in this answer to a question based on a similar brother printer, but no luck. I must have made a mistake somewhere along the line. Does anyone have any ideas what I can try to find out what? Or should I uninstall everything and start again from the beginning?

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  • Removing .html and index.html from URL

    - by James Turner
    I'm having some problems trying to Remove the .html extension from URLs Removing 'index.html' from an URL 1) To remove the extension I have tried using this in my htaccess file. RewriteEngine on RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME}\.html -f RewriteRule ^(.*)$ $1.html However when I click links in my HTML such as <a href="abcde.html"></a> it doesn't remove the .html from the URL and I am left with www.website.com/abcde.html 2) I tried using this to remove the index.html RewriteCond %{THE_REQUEST} \/index\.(php|html)\ HTTP [NC] RewriteRule (.*)index\.(php|html)$ /$1 [R=301,L] But when I load an index.html file on my server, my URL looks something like this www.website.com/folder// I am left with an extra / at the end. Can anyone help me out?

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  • How to Install Moodle to subdomain with softaculous via cpanel

    - by Sean
    Hi there i installed moodle to a directory with softaculous as it doesn't allow installing to subdomain, after install I created a subdomain and pointed the destination (of subdomain) to previously created moodle directory, now when I go to the subdomain.example.com it says Incorrect access detected, this server may be accessed only through "http://example.com/moodle" address, sorry. Please notify server administrator. Any suggestions much appreciated! I must be doing something wrong, when installing it was very similar to these instructions

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  • Is Wordpress a good CMS for a Event Site? [closed]

    - by Roland
    I plan on building a gallery/exhibition event site. so Locations are usually always the same an fall into 3 categorys (gallery, offspace, institution). then there is the Exhibition title the date and the participating artists. So I was wondering if Wordpress could handle such a site. it should be very data driving though, so all the information is in a list view on one site and can be ordered and queryed (which artists took part in which exhibitions and so on) Please tell me the cons and pros of using Wordpress for such a site and problems I could run into if I might plan to broaden the scope later on. thanks!

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  • Is Version control with GIT useful to work in small projects fon an individual developer? [closed]

    - by chefnelone
    I work as website developer. I develop with Drupal CSM. I have a drupal base installation which has some settings which are sort of default for all my proyects. This drupal installation is my drupal-base folder Every time I start a new project I just duplicate the `drupal-base- folder and start coding the new features I need for the new proyect. The problem is that sometimes I work in more than one projects at the same time and I get a new feature in one of the project that I'd like to commit to my drupal base installation and also to the other projects. Then keeping the sync of all this is nightmare. I thought that Version Control with GIT could help me with this and I went into a tutorial about it. But now I'm not sure if this will be usefull for me. Then my question is: I think that GIT is just usefull for big projects where a team is working all together in the same files. But it is not usefull to work in small and individual projects. Am I right?

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  • What is recommended minimum object size for gzip benefits?

    - by utt73
    I'm working on improving page speed display times, and one of the methods is to gzip content from the webserver. Google recommends: Note that gzipping is only beneficial for larger resources. Due to the overhead and latency of compression and decompression, you should only gzip files above a certain size threshold; we recommend a minimum range between 150 and 1000 bytes. Gzipping files below 150 bytes can actually make them larger. We serve our content through Akamai, using their network for a proxy and CDN. What they've told me: Following up on your question regarding what is the minimum size Akamai will compress the requested object when sending it to the end user: The minimum size is 860 bytes. My reply: What is the reason(s) for why Akamai's minimum size is 860 bytes? And why, for example, is this not the case for files Akamai serves for facebook? (see below) Google recommends to gzip more agressively. And that seems appropriate on our site where the most frequent hits, by far, are AJAX calls that are <860 bytes. Akamai's response: The reasons 860 bytes is the minimum size for compression is twofold: (1) The overhead of compressing an object under 860 bytes outweighs performance gain. (2) Objects under 860 bytes can be transmitted via a single packet anyway, so there isn't a compelling reason to compress them. So I'm here for some fact checking. Is the 860 byte limit due to packet size the end of this reasoning? Why would high traffic sites push this lower/closer to the 150 byte limit... just to save on bandwidth costs, or is there a performance gain in doing so?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • Scene transitions

    - by Mars
    It's my first time working with actual scenes/states, aka DrawableGameComponents, which work separate from one another. I'm now wondering what's the best way to make transitions between them, and how to affect them from other scenes. Lets say I wanted to "push" one screen to the right, with another one coming in at the same time. Naturally I'd have to keep drawing both, until the transition is complete. And I'd have to adjust the coordinates I'm drawing at while doing it. Is there a way around specifically handling this special case in every single scene? Or of I wanted to fade one into the other. Basically the question stays the same, how would you do that without having to handle it in every single scene? While writing this I'm realizing it will be the same thing for all kinds of transitions. Maybe a central Draw method in the manager could be a solution, where parameters and effects are applied when necessary. But this wouldn't work if objects that are drawn have their own method, and aren't drawn within the scene, or if an effect has to be applied to the whole scene. That means, maybe scenes have to be drawn to their own rendertarget? That way one call to the base class after the normal drawing could be enough, to apply the effects, while drawing it to the main render target. But I once heard there are problems when switching from target to target, back and forth. So is that even a viable option? As you can see, I have some basic ideas how it might work... but nothing specific. I'd like to learn what's the common way to achieve such things, a general way to apply all kinds of transitions.

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  • How to generate portal zones?

    - by Meow
    I'm developing a portal-based scene manager. Basically all it does is to check the portals against the camera frustum, and render their associated portal zones accordingly. Is there any way my editor can generate portal zones automatically with the user having to set the portals themselves only? For example, the Max Payne 1/2 engine ("Max-FX") only required to set the portal quads, unlike the C4 engine where you also have to explicitly set the portal zones.

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  • Building a Flash Platformer

    - by Jonathan O
    I am basically making a game where the whole game is run in the onEnterFrame method. This is causing a delay in my code that makes debugging and testing difficult. Should programming an entire platformer in this method be efficient enough for me to run hundreds of lines of code? Also, do variables in flash get updated immediately? Are there just lots of threads listening at the same time? Here is the code... stage.addEventListener(Event.ENTER_FRAME, onEnter); function onEnter(e:Event):void { //Jumping if (Yoshi.y > groundBaseLevel) { dy = 0; canJump = true; onGround = true; //This line is not updated in time } if (Key.isDown(Key.UP) && canJump) { dy = -10; canJump = false; onGround = false; //This line is not updated in time } if(!onGround) { dy += gravity; Yoshi.y += dy; } //limit screen boundaries //character movement if (! Yoshi.hitTestObject(Platform)) //no collision detected { if (Key.isDown(Key.RIGHT)) { speed += 4; speed *= friction; Yoshi.x = Yoshi.x + movementIncrement + speed; Yoshi.scaleX = 1; Yoshi.gotoAndStop('Walking'); } else if (Key.isDown(Key.LEFT)) { speed -= 4; speed *= friction; Yoshi.x = Yoshi.x - movementIncrement + speed; Yoshi.scaleX = -1; Yoshi.gotoAndStop('Walking'); } else { speed *= friction; Yoshi.x = Yoshi.x + speed; Yoshi.gotoAndStop('Still'); } } else //bounce back collision detected { if(Yoshi.hitTestPoint(Platform.x - Platform.width/2, Platform.y - Platform.height/2, false)) { trace('collision left'); Yoshi.x -=20; } if(Yoshi.hitTestPoint(Platform.x, Platform.y - Platform.height/2, false)) { trace('collision top'); onGround=true; //This update is not happening in time speed = 0; } } }

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  • Drawing 2D Grid in 3D View - Need help with method

    - by Deukalion
    I'm trying to draw a simple 2D grid for an editor, to able to navigate more clearly around the 3D space, but I can't render it: Grid2D class, creates a grid of a certain size at a location and should just draw lines. public class Grid2D : IShape { private VertexPositionColor[] _vertices; private Vector2 _size; private Vector3 _location; private int _faces; public Grid2D(Vector2 size, Vector3 location, Color color) { float x = 0, y = 0; if (size.X < 1f) { size.X = 1f; } if (size.Y < 1f) { size.Y = 1f; } _size = size; _location = location; List<VertexPositionColor> vertices = new List<VertexPositionColor>(); _faces = 0; for (y = -size.Y; y <= size.Y; y++) { vertices.Add(new VertexPositionColor(location + new Vector3(-size.X, y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(size.X, y, 0), color)); _faces++; } for (x = -size.X; x <= size.X; x++) { vertices.Add(new VertexPositionColor(location + new Vector3(x, -size.Y, 0), color)); vertices.Add(new VertexPositionColor(location + new Vector3(x, size.Y, 0), color)); _faces++; } _vertices = vertices.ToArray(); } public void Render(GraphicsDevice device) { device.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, _vertices, 0, _faces); } } Like this: +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ Anyone knows what I'm doing wrong? If I add a Shape without texture, it's set automatically to VertexColorEnabled and TextureEnabled = false. This is how I render it: foreach (RenderObject render in _renderObjects) { render.Effect.Projection = projection; render.Effect.View = view; render.Effect.World = world; foreach (EffectPass pass in render.Effect.CurrentTechnique.Passes) { pass.Apply(); try { // Could be a Grid2D render.Shape.Render(_device); } catch { throw; } } } Exception is thrown: The current vertex shader declaration does not include all the elements required by the current Vertex Shader. Normal0 is missing. Simply put, I can't figure out how to draw a few lines. I want to draw them one at a time and I guess that's the problem I haven't figured out, and even when I tried rendering vertices[i], vertices[i+1] and primitiveCount = 1, vertices = 2, and so on it didn't work either. Any suggestions?

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  • Mobile game production workflow using Html5 and visual studio

    - by Mihalis Bagos
    I want to know of any framework, that lets you build/test applications inside Visual Studio using Html5/JS. We need to be able to have an emulator (like the one on android sdk) for as many devices as possible, and we need to be able to run the application with as few steps as possible (using the "RUN" command in visual studio is no1 choice). Also, this extends to build and deployment to app stores. Is there a way to circumvent the cloud services and build locally? I am at a loss of the plethora of tools and technologies available for game design using Html5. However, I really don't like the way implementations try to get you to rely on their cloud services, so services like appmobi are at the bottom of the favored list.

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  • C++ and SDL Trouble Creating a STL Vector of a Game Object

    - by Jackson Blades
    I am trying to create a Space Invaders clone using C++ and SDL. The problem I am having is in trying to create Waves of Enemies. I am trying to model this by making my Waves a vector of 8 Enemy objects. My Enemy constructor takes two arguments, an x and y offset. My Wave constructor also takes two arguments, an x and y offset. What I am trying to do is have my Wave constructor initialize a vector of Enemies, and have each enemy given a different x offset so that they are spaced out appropriately. Enemy::Enemy(int x, int y) { box.x = x; box.y = y; box.w = ENEMY_WIDTH; box.h = ENEMY_HEIGHT; xVel = ENEMY_WIDTH / 2; } Wave::Wave(int x, int y) { box.x = x; box.y = y; box.w = WAVE_WIDTH; box.y = WAVE_HEIGHT; xVel = (-1)*ENEMY_WIDTH; yVel = 0; std::vector<Enemy> enemyWave; for (int i = 0; i < enemyWave.size(); i++) { Enemy temp(box.x + ((ENEMY_WIDTH + 16) * i), box.y); enemyWave.push_back(temp); } } I guess what I am asking is if there is a cleaner, more elegant way to do this sort of initialization with vectors, or if this is right at all. Any help is greatly appreciated.

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  • Flickering problem with world matrix

    - by gnomgrol
    I do have a pretty wierd problem today. As soon as I try to change my translation- or rotationmatrix for an object to something else than (0,0,0), the object starts to flicker (scaling works fine). It rapid and randomly switches between the spot it should be in and a crippled something. I first thought that the problem would be z-fighting, but now Im pretty sure it isn't. I have now clue at all what it could be, here are two screenshots of the two states the plant is switching between. I already used PIX, but could find anything of use (Im not a very good debugger anyway) I would appreciate any help, thanks a lot! Important code: D3DXMatrixIdentity(&World); D3DXVECTOR3 rotaxisX = D3DXVECTOR3(1.0f, 0.0f, 0.0f); D3DXVECTOR3 rotaxisY = D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXVECTOR3 rotaxisZ = D3DXVECTOR3(0.0f, 0.0f, 1.0f); D3DXMATRIX temprot1, temprot2, temprot3; D3DXMatrixRotationAxis(&temprot1, &rotaxisX, 0); D3DXMatrixRotationAxis(&temprot2, &rotaxisY, 0); D3DXMatrixRotationAxis(&temprot3, &rotaxisZ, 0); Rotation = temprot1 *temprot2 * temprot3; D3DXMatrixTranslation(&Translation, 0.0f, 10.0f, 0.0f); D3DXMatrixScaling(&Scale, 0.02f, 0.02f, 0.02f); //Set objs world space using the transformations World = Translation * Rotation * Scale; shader: cbuffer cbPerObject { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix);

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  • Translate along local axis

    - by Aaron
    I have an object with a position matrix and a rotation matrix (derived from a quaternion, but I digress). I'm able to translate this object along world-relative vectors, but I'm trying to figure out how to translate it along local-relative vectors. So if the object is tilted 45 degrees around its Z-axis the vector (1, 0, 0) would make it move to the upper right. For world-space translations I simply turn the movement vector into a matrix and multiply it by the position matrix: position_mat = translation_mat * position_mat. For local-space translations I'd think I'd have to use the rotation matrix into that formula, but I see the object spin around instead when I apply a translation over time no matter where I multiply the rotation matrix.

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  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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