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Articles indexed Thursday October 4 2012

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  • Fans running very fast on MacBook Pro 8.1 ubuntu 12.04

    - by Tomasz Kacprzak
    I installed Ubuntu 12.04 on Macbook Pro 8.1 and one of the first things I noticed was that the fans were starting to spin very fast every few minutes for 10-30 sec and then going back to normal. That was happening even without any processor load, when completely idle. The fans were usually spinning at 4000 RPM and made much noise. The computer was not getting hotter than usual. When running OSX Lion there was no noise at all, fans almost all the time at 2000 RPM. I spent some time on it and found out that Precise uses a deamon to control the temperature, called macfanctld. You can use /etc/macfanctld.conf to set the configuration. I found out that the high fan speed is not due to the fact that the temperature is getting hot, but because there are two sensors which indicate wrong numbers (you can check that using 'sensors' command ): TW0P: +129.0°C TCTD: +256.0°C TCFC: +0.0°C TMBS: +0.0°C or setting the macfanctld log level to 2: Speed: 4992, *AVG: 56.9C, TC0P: 50.2C, TG0P: 51.5C, Sensors: TB0T:34 TB1T:34 TB2T:33 TC0C:58 TC0D:56 TC0E:59 TC0F:60 TC0P:50 TC1C:58 TC2C:58 TC3C:58 TC4C:57 TCFC:0 TCGC:57 TCSA:53 TCTD:256 TG0D:52 TG0P:52 THSP:42 TM0S:64 TMBS:0 TP0P:54 TPCD:60 TW0P:129 Th1H:51 Th2H:48 Tm0P:40 Ts0P:32 Ts0S:43 Moreover, TCTD was randomly jumping from temperatures of 0 to 256, so this may be the reason for unjustified random fan speeds. macfanctld is taking an average of the sensors including the values above, so the actual AVG temp used to control the fans is wrong, usually biased up, hence high RPM and noise. The workaround solution is to use an option in the macfanctld.conf which allows to ignore the malfunctioning sensors: exclude: 13 16 21 24 After reboot the reported temperatures are usually normal and the fans are working at reasonable speeds. I tested the response of the fans to heavy processor load by asking MATLAB to invert 10000x10000 matrix and the AVG temperature jumped to 63deg, and the fan to max 6200 RPM and then got it back to normal temperature. So I think it is safe so far. There is a expired bug about the failing sensor readings: https://bugs.launchpad.net/ubuntu/+source/linux/+bug/955538 which may be good to open again. My question would be: does anyone know what the failing sensors do and if there is any danger in excluding them? Maybe some better solution to this problem?

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  • Jupiter seems to break multimonitor setup

    - by Philippe
    If Jupiter is in the startup my multimonitor setup will fail. Instead of two separate desktops the monitors will be mirrored, one over the other with the smaller notebook-desktop in the larger screen: After each new log-in I have to reset the Display settings in the "System Settings..." dialogue to two not mirrored screens, the changes don't seem to be saved. Given the the entry from xsession-errors /usr/lib/jupiter/scripts/resolutions: line 42: /var/jupiter/available_resolutions_LVDS: Permission denied I assumed that it's coming from Jupiter. Infact, if Jupiter is removed as startup application the desktop settings are fine. Any idea how to solve that issue?

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  • How can I add a new user as sudoer using the command line?

    - by David B
    After I add a user using adduser, I can't see it via System->Administration->Users and Groups unless I logout then login again. Is that normal? Also, can I set a newly added user as a sudoer or do I have to change that only after adding it? How can I do that via the shell? Finally, can I delete the original user that was created upon initial installation of ubuntu, or is this user somehow 'special'?

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  • /etc/crypttab not working

    - by Jeremy Stein
    I used the Disk Utility to create an encrypted volume on an external drive. When I click the Unlock Volume button in that program, it mounts the drive for me. Now, I want to automate this process so that it will happen at boot-up. When I run sudo cryptsetup luksUUID /dev/sdb1, I get this: ca709269-1e3e-4e9e-9e08-7248f0e6c5a6 So, I create /etc/crypttab like this: backup_drive UUID=ca709269-1e3e-4e9e-9e08-7248f0e6c5a6 none And I added this line to /etc/fstab: /dev/mapper/backup_drive /mnt/backup ext3 default 0 2 When I reboot, Ubuntu tells me that the device is not available to map, so I tell it to skip it. It appears that the /etc/crypttab is not getting run correctly. How can I debug this?

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  • Exclude PHP from output from WYSIWYG in CMS

    - by bytewalls
    I'm writing a basic CMS for one of my sites and have run into an issue where some pages need to dynamically serve PHP and JS, where as others are plain HTMl. I want there to be a setting which will allow this for the pages that need it and will load ACE editor instead of a different wysiwyg editor. The challenge here is that on the pages which I do not explicitly tell it there will be code, I want to reject any inputs that code. I can set it up to insert a for all pages without JS, but how can I keep php code from running?

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  • Tracking URL Goals to an external site from a landing page

    - by Arel
    I have a landing page promoting an iOS app. The page is at vitogo.com. I've set up a goal for When a user clicks on the link to go to iTunes to download the app. I set up a URL destination goal in the property for the site, and can see the goal set up in the reports section. The problem is it isn't tracking any clicks. I've had the goal set up for a while now, and it hasn't tracked anything. Thanks for the help!

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  • Thousands of 404 errors in Google Webmaster Tools

    - by atticae
    Because of a former error in our ASP.Net application, created by my predecessor and undiscovered for a long time, thousands of wrong URLs where created dynamically. The normal user did not notice it, but Google followed these links and crawled itself through these incorrect URLs, creating more and more wrong links. To make it clearer, consider the url example.com/folder should create the link example.com/folder/subfolder but was creating example.com/subfolder instead. Because of bad url rewriting, this was accepted and by default showed the index page for any unknown url, creating more and more links like this. example.com/subfolder/subfolder/.... The problem is resolved by now, but now I have thousands of 404 errors listed in the Google Webmaster Tools, which got discovered 1 or 2 years ago, and more keep coming up. Unfortunately the links do not follow a common pattern that I could deny for crawling in the robots.txt. Is there anything I can do to stop google from trying out those very old links and remove the already listed 404s from Webmaster Tools?

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  • Site too large to officially use Google Analytics?

    - by Jeff Atwood
    We just got this email from the Google Analytics team: We love that you love our product and use it as much as you do. We have observed however, that a website you are tracking with Google Analytics is sending over 1 million hits per day to Google Analytics servers. This is well above the "5 million pageviews per month per account" limit specified in the Google Analytics Terms of Service. Processing this amount of data multiple times a day takes up valuable resources that enable us to continue to develop the product for all Google Analytics users. Processing this amount of data multiple times a day takes up valuable resources that enable us to continue to develop the product for all Google Analytics users. As such, starting August 23rd, 2010, the metrics in your reports will be updated once a day, as opposed to multiple times during the course of the day. You will continue to receive all the reports and features in Google Analytics as usual. The only change will be that data for a given day will appear the following day. We trust you understand the reasons for this change. I totally respect this decision, and I think it's very generous to not kick us out. But how do we do this the right way -- what's the official, blessed Google way to use Google Analytics if you're a "whale" website with lots of hits per day? Or, are there other analytics services that would be more appropriate for very large websites?

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • Creating models in 3ds max and exporting as .x for XNA

    - by Sweta Dwivedi
    I have created a few models in 3DS max which contains textures, geometry and animations . .however .fbx doesnt really support textures.. So im planning to use .x format.. I have seen a few converters in pandasoft but once i unzip the file and place the .dle file in the plugins folder of 3D max gives an error saying failed to initialize.. Is there any way to convert my .max models into .x format ? ? I dont know blender so that isnt an option. . I'm currently using 3ds max 2013 After adding the .3DS object content importer. . i get the following error:

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  • Real life example of an agile game development process outputs

    - by Ken
    I'm trying to learn about applying agile methodologies to game development. But seems to be impossible to find real life examples. There seems to be plenty of material discussing how 'in principle' agile is applied to a game. But that is NOT what I am looking for. I have the Keith book. What I AMlooking for are real EXAMPLES of things like; Initial user stories Final user stories (complete, covering the entire game requirements) Acceptance criteria Task list Sprint backlogs (before and after each sprint) The agile books seem to have some limited examples, many of which seem contrived or limited. In this era of open source software, there must be a publicly available documented example of the process applied to a real game. I am asking specifically about games because they are so different from normal applications. Regular applications are built to all users to complete specific tasks in order to get stuff done(book a room, print a report etc). People play games for much less tangible reasons, so I think the process is significantly different. [it doesn't have to be scrum, it could be any process, just needs to be a real life example game and be reasonably complete]

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  • How do I use D3DXVec3Unproject with D3D11?

    - by Miguel P
    I'm having a small issue with D3DXVec3Unproject. I'm currently using Direct3D 11 and not 10, and the signature for this function is: D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3D10_VIEWPORT *pViewport, CONST D3DXMATRIX *pProjection, CONST D3DXMATRIX *pView, CONST D3DXMATRIX *pWorld As you may have noticed, it requires a D3D10_VIEWPORT, and I'm using a Direct3D 11 viewport, D3D11_VIEWPORT. Do you have any ideas how I can use D3DXVec3Unproject with Direct3D 11?

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  • Open source level editor for HTML5 platform game?

    - by Lai Yu-Hsuan
    A natty GUI editor is very helpful to create level map. I want to use some open-source choices rather than build my own from scratch. I found Tiled Map Editor but it doesn't work for what I want. Though I'm building HTML5 game, I don't have to use a HTML5 level editor as long as it can output well-formatted map files which my javascript can read. Edit: Sorry for the confusion. Tiled does not work for me because to make the player perform a 'tricky' jump, sometimes I want to set the distance between two platforms to, say, 7/3 or 8/3 tiles. But in Tiled I get only 2 or 3. If Tiled can do this, please teach me.

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  • MMORPG game balancing

    - by Gary Paluk
    I've seen a couple of examples of some game balancing techniques in books yet they are not comprehensive and not particularly aimed at MMORPGs but I'm looking for practical examples of game balancing techniques for MMORPGs. I am interested to know if anyone has documented the techniques used in popular games with proven success in this area. Ideally, any resource would cover most common types of stats and include layman mathematical models or techniques used to balance game mechanics found in advanced MMORPGs (I know it's a cliché, but WoW style) Any help would be great!

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