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  • The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video]

    - by Asian Angel
    If you are a Batman fan then you will find this video mashup interesting to watch. YouTube user TrueOneMoreUser has created a unique Dark Knight Trailer using characters from Team Fortress 2 and select scenes from The Dark Knight movie itself. Team Fortress 2 – The Demo Knight [via Geeks are Sexy] Latest Features How-To Geek ETC How To Make Disposable Sleeves for Your In-Ear Monitors Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Bring the Grid to Your Desktop with the TRON Legacy Theme for Windows 7 The Dark Knight and Team Fortress 2 Mashup Movie Trailer [Video] Dirt Cheap DSLR Viewfinder Improves Outdoor DSLR LCD Visibility Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu

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  • Get to Know the ‘Real’ Pyro [Humorous Team Fortress 2 Video]

    - by Asian Angel
    People sometimes wonder just what is going through Pyro’s head when he is spreading mayhem and destruction. If you are one of them, then here is your chance to see things from Pyro’s ‘unique’ point-of-view! Meet the Pyro [via Dorkly] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Block Fortress is an Awesome Tower Defense Game

    - by Akemi Iwaya
    What do you get when you mix Minecraft, tower defense, and a first-person shooter together? Block Fortress! This awesome game combines the best aspects of three game types into one unique, action-packed romp for survival and victory. Keep in mind that the game has quite a bit going on, so we will only be able to offer a quick glimpse with our post. Also, it may take a few minutes to become familiar with how to maneuver around in the game area using various gestures on your device’s screen. From the Block Fortress homepage: It offers more than 30 different building blocks, 16 different turret blocks, and tons of additional items to build (including mining blocks, lumber blocks, storage crates, power generators, and much more). It also includes many different weapon and item upgrades for your character – all brought to bear against the relentless attacks of the Goblocks! Block Fortress currently comes with three modes of game play: Survival, Quickstart, and Sandbox. As you can see, there should be more modes available at a later date. There are many types of terrain to choose from, or if you wish you can select Random for a nice surprise. For our example we chose Snowy Hills. Time to have a look around and find a nice spot to set up our barracks… This spot looks like it will do rather nicely… Just for fun we set up a castle-style set of walls and entry point for our barracks. Now on to fun and adventure! You can see what the game looks like in action with the official launch trailer… Price: 0.99 (U.S.) Block Fortress [iTunes App Store] Block Fortress Homepage Official Block Fortress Launch Trailer [YouTube]    

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  • Team Fortress 2 Is Now Free [Gaming]

    - by Jason Fitzpatrick
    Wildly popular computer game Team Fortress 2 is now free Previously $10, Valve dropped the price for Team Fortress 2 to $0. The new model is a “freemium” one wherein the majority of the game is free but you can purchase small upgrades in-game (like expanding your backpack from 50 slots to 300 slots to hold more gear or purchasing items instead of searching them out in the game). Check out the trailer and then hit up the link below to grab a copy. Team Fortress 2 [via Mashable] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Steam, launching Team Fortress 2: libGL.so.1: wrong ELF class: ELFCLASS64

    - by stefanhgm
    After I got Steam running with the workaround mentioned here, I've got nearly the same problem when launching Team Fortress 2. After starting it from Steam the "Launcher" pops up and after a few seconds it disappears with the following error in the terminal: /home/user/Steam/SteamApps/steamuser/Team Fortress 2/hl2_linux: error while loading shared libraries: libGL.so.1: wrong ELF class: ELFCLASS64 Game removed: AppID 440 "Team Fortress 2", ProcID 5299 saving roaming config store to 'sharedconfig.vdf' roaming config store 2 saved successfully Because of the similarity with the workaround I used before, I tried to execute: export LD_LIBRARY_PATH=/usr/lib32:$LD_LIBRARY_PATH directly before launching the game, but there is no difference.

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  • Using SQL Source Control with Fortress or Vault – Part 2

    - by AjarnMark
    In Part 1, I started talking about using Red-Gate’s newest version of SQL Source Control and how I really like it as a viable method to source control your database development.  It looks like this is going to turn into a little series where I will explain how we have done things in the past, and how life is different with SQL Source Control.  I will also explain some of my philosophy and methodology around deployment with these tools.  But for now, let’s talk about some of the good and the bad of the tool itself. More Kudos and Features I mentioned previously how impressed I was with the responsiveness of Red-Gate’s team.  I have been having an ongoing email conversation with Gyorgy Pocsi, and as I have run into problems or requested things behave a little differently, it has not been more than a day or two before a new Build is ready for me to download and test.  Quite impressive! I’m sure much of the requests I put in were already in the plans, so I can’t really take credit for them, but throughout this conversation, Red-Gate has implemented several features that were not in the first Early Access version.  Those include: Honoring the Fortress configuration option to require Work Item (Bug) IDs on check-ins. Adding the check-in comment text as a comment to the Work Item. Adding the list of checked-in files, along with the Fortress links for automatic History and DIFF view Updating the status of a Work Item on check-in (e.g. setting the item to Complete or, in our case “Dev-Complete”) Support for the Fortress 2.0 API, and not just the Vault Pro 5.1 API.  (See later notes regarding support for Fortress 2.0). These were all features that I felt we really needed to have in-place before I could honestly consider converting my team to using SQL Source Control on a regular basis.  Now that I have those, my only excuse is not wanting to switch boats on the team mid-stream.  So when we wrap up our current release in a few weeks, we will make the jump.  In the meantime, I will continue to bang on it to make sure it is stable.  It passed one test for stability when I did a test load of one of our larger database schemas into Fortress with SQL Source Control.  That database has about 150 tables, 200 User-Defined Functions and nearly 900 Stored Procedures.  The initial load to source control went smoothly and took just a brief amount of time. Warnings Remember that this IS still in pre-release stage and while I have not had any problems after that first hiccup I wrote about last time, you still need to treat it with a healthy respect.  As I understand it, the RTM is targeted for February.  There are a couple more features that I hope make it into the final release version, but if not, they’ll probably be coming soon thereafter.  Those are: A Browse feature to let me lookup the Work Item ID instead of having to remember it or look back in my Item details.  This is just a matter of convenience. I normally have my Work Item list open anyway, so I can easily look it up, but hey, why not make it even easier. A multi-line comment area.  The current space for writing check-in comments is a single-line text box.  I would like to have a multi-line space as I sometimes write lengthy commentary.  But I recognize that it is a struggle to get most developers to put in more than the word “fixed” as their comment, so this meets the need of the majority as-is, and it’s not a show-stopper for us. Merge.  SQL Source Control currently does not have a Merge feature.  If two or more people make changes to the same database object, you will get a warning of the conflict and have to choose which one wins (and then manually edit to include the others’ changes).  I think it unlikely you will run into actual conflicts in Stored Procedures and Functions, but you might with Views or Tables.  This will be nice to have, but I’m not losing any sleep over it.  And I have multiple tools at my disposal to do merges manually, so really not a show-stopper for us. Automation has its limits.  As cool as this automation is, it has its limits and there are some changes that you will be better off scripting yourself.  For example, if you are refactoring table definitions, and want to change a column name, you can write that as a quick sp_rename command and preserve the data within that column.  But because this tool is looking just at a before and after picture, it cannot tell that you just renamed a column.  To the tool, it looks like you dropped one column and added another.  This is not a knock against Red-Gate.  All automated scripting tools have this issue, unless the are actively monitoring your every step to know exactly what you are doing.  This means that when you go to Deploy your changes, SQL Compare will script the change as a column drop and add, or will attempt to rebuild the entire table.  Unfortunately, neither of these approaches will preserve the existing data in that column the way an sp_rename will, and so you are better off scripting that change yourself.  Thankfully, SQL Compare will produce warnings about the potential loss of data before it does the actual synchronization and give you a chance to intercept the script and do it yourself. Also, please note that the current official word is that SQL Source Control supports Vault Professional 5.1 and later.  Vault Professional is the new name for what was previously known as Fortress.  (You can read about the name change on SourceGear’s site.)  The last version of Fortress was 2.x, and the API for Fortress 2.x is different from the API for Vault Pro.  At my company, we are currently running Fortress 2.0, with plans to upgrade to Vault Pro early next year.  Gyorgy was able to come up with a work-around for me to be able to use SQL Source Control with Fortress 2.0, even though it is not officially supported.  If you are using Fortress 2.0 and want to use SQL Source Control, be aware that this is not officially supported, but it is working for us, and you can probably get the work-around instructions from Red-Gate if you’re really, really nice to them. Upcoming Topics Some of the other topics I will likely cover in this series over the next few weeks are: How we used to do source control back in the old days (a few weeks ago) before SQL Source Control was available to Vault users What happens when you restore a database that is linked to source control Handling multiple development branches of source code Concurrent Development practices and handling Conflicts Deployment Tips and Best Practices A recap after using the tool for a while

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  • How to migrate from SourceGear Fortress 1.1.x to TFS 2010?

    - by Jaxidian
    I found this question but it was only similar and, more importantly, dated by over a year. I'm hoping there is something I can't find out there and that is better than what that answer points to. Requirements: Preserve source code history (even if only loosely via text only since all of our prior users may not be created in the TFS repository) Preserve our item tracking history (again, even if just loosely since Fortress wasn't all that great about this). Ultimately, I want some searchable history of what we have done in the past and why. I don't necessarily need all of the hooks in place tying work items to source code or anything like that, but I do need discussions and decisions associated with the work items kept around.

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  • Using SQL Source Control with Fortress or Vault – Part 1

    - by AjarnMark
    I am fanatical when it comes to managing the source code for my company.  Everything that we build (in source form) gets put into our source control management system.  And I’m not just talking about the UI and middle-tier code written in C# and ASP.NET, but also the back-end database stuff, which at times has been a pain.  We even script out our Scheduled Jobs and keep a copy of those under source control. The UI and middle-tier stuff has long been easy to manage as we mostly use Visual Studio which has integration with source control systems built in.  But the SQL code has been a little harder to deal with.  I have been doing this for many years, well before Microsoft came up with Data Dude, so I had already established a methodology that, while not as smooth as VS, nonetheless let me keep things well controlled, and allowed doing my database development in my tool of choice, Query Analyzer in days gone by, and now SQL Server Management Studio.  It just makes sense to me that if I’m going to do database development, let’s use the database tool set.  (Although, I have to admit I was pretty impressed with the demo of Juneau that Don Box did at the PASS Summit this year.)  So as I was saying, I had developed a methodology that worked well for us (and I’ll probably outline in a future post) but it could use some improvement. When Solutions and Projects were first introduced in SQL Management Studio, I thought we were finally going to get our same experience that we have in Visual Studio.  Well, let’s say I was underwhelmed by Version 1 in SQL 2005, and apparently so were enough other people that by the time SQL 2008 came out, Microsoft decided that Solutions and Projects would be deprecated and completely removed from a future version.  So much for that idea. Then I came across SQL Source Control from Red-Gate.  I have used several tools from Red-Gate in the past, including my favorites SQL Compare, SQL Prompt, and SQL Refactor.  SQL Prompt is worth its weight in gold, and the others are great, too.  Earlier this year, we upgraded from our earlier product bundles to the new Developer Bundle, and in the process added SQL Source Control to our collection.  I thought this might really be the golden ticket I was looking for.  But my hopes were quickly dashed when I discovered that it only integrated with Microsoft Team Foundation Server and Subversion as the source code repositories.  We have been using SourceGear’s Vault and Fortress products for years, and I wholeheartedly endorse them.  So I was out of luck for the time being, although there were a number of people voting for Vault/Fortress support on their feedback forum (as did I) so I had hope that maybe next year I could look at it again. But just a couple of weeks ago, I was pleasantly surprised to receive notice in my email that Red-Gate had an Early Access version of SQL Source Control that worked with Vault and Fortress, so I quickly downloaded it and have been putting it through its paces.  So far, I really like what I see, and I have been quite impressed with Red-Gate’s responsiveness when I have contacted them with any issues or concerns that I have had.  I have had several communications with Gyorgy Pocsi at Red-Gate and he has been immensely helpful and responsive. I must say that development with SQL Source Control is very different from what I have been used to.  This post is getting long enough, so I’ll save some of the details for a separate write-up, but the short story is that in my regular mode, it’s all about the script files.  Script files are King and you dare not make a change to the database other than by way of a script file, or you are in deep trouble.  With SQL Source Control, you make your changes to your development database however you like.  I still prefer writing most of my changes in T-SQL, but you can also use any of the GUI functionality of SSMS to make your changes, and SQL Source Control “manages” the script for you.  Basically, when you first link your database to source control, the tool generates scripts for every primary object (tables and their indexes are together in one script, not broken out into separate scripts like DB Projects do) and those scripts are checked into your source control.  So, if you needed to, you could still do a GET from your source control repository and build the database from scratch.  But for the day-to-day work, SQL Source Control uses the same technique as SQL Compare to determine what changes have been made to your development database and how to represent those in your repository scripts.  I think that once I retrain myself to just work in the database and quit worrying about having to find and open the right script file, that this will actually make us more efficient. And for deployment purposes, SQL Source Control integrates with the full SQL Compare utility to produce a synchronization script (or do a live sync).  This is similar in concept to Microsoft’s DACPAC, if you’re familiar with that. If you are not currently keeping your database development efforts under source control, definitely examine this tool.  If you already have a methodology that is working for you, then I still think this is worth a review and comparison to your current approach.  You may find it more efficient.  But remember that the version which integrates with Vault/Fortress is still in pre-release mode, so treat it with a little caution.  I have found it to be fairly stable, but there was one bug that I found which had inconvenient side-effects and could have really been frustrating if I had been running this on my normal active development machine.  However, I can verify that that bug has been fixed in a more recent build version (did I mention Red-Gate’s responsiveness?).

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  • How do I access SourceGear Web services using SOAP::Lite?

    - by user565793
    For some reason SourceGear provide an undocumented Web service on their installations. They actually ask developers to use the API instead because the Web service is kinda messy, but this is a problem in my case because I cannot use this API on a Perl environment, so their solution for my specific case is to use the Web service. This shouldn't be a problem. Using SOAP::Lite I have connected to several Web services in the past in the same way. But the lack of documentation is a major chaos if you don't know where the SOAP calls can be made. I only have an XML to decipher where to and how to make these calls. It would be great if a real SOAP genius could help me out in this. This is an example of the login call and the expected response: Request POST /fortress/dragnetwebservice.asmx HTTP/1.1 Host: velecloudserver Content-Type: text/xml; charset=utf-8 Content-Length: length SOAPAction: "http://www.sourcegear.com/schemas/dragnet/LoginPlainText" <?xml version="1.0" encoding="utf-8"?> <soap:Envelope xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:soap="http://schemas.xmlsoap.org/soap/envelope/"> <soap:Body> <LoginPlainText xmlns="http://www.sourcegear.com/schemas/dragnet"> <strLogin>string</strLogin> <strPassword>string</strPassword> </LoginPlainText> </soap:Body> </soap:Envelope> Response HTTP/1.1 200 OK Content-Type: text/xml; charset=utf-8 Content-Length: length <?xml version="1.0" encoding="utf-8"?> <soap:Envelope xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:soap="http://schemas.xmlsoap.org/soap/envelope/"> <soap:Body> <LoginPlainTextResponse xmlns="http://www.sourcegear.com/schemas/dragnet"> <LoginPlainTextResult>int</LoginPlainTextResult> <strAuthTicket>string</strAuthTicket> </LoginPlainTextResponse> </soap:Body> </soap:Envelope> I'm looking for a way to be able to assemble this somehow. This is my Perl example: my $soap = SOAP::Lite -> uri ('http://velecloudserver/fortress/dragnetwebservice.asmx') -> proxy('http://velecloudserver/fortress/dragnetwebservice.asmx/LoginPlainText'); my $som = $soap->call('LoginPlainText', SOAP::Data->name('LoginPlainText')->value( \SOAP::Data->value([ SOAP::Data->name('strLogin')->value( 'admin' ), SOAP::Data->name('strPassword')->value('Adm1234'), ])) ); Any tip would be appreciated.

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  • HPC (mainly on Java)

    - by Insectatorious
    I'm looking for some way of using the number-crunching ability of a GPU (with Java perhaps?) in addition to using the multiple cores that the target machine has. I will be working on implementing (at present) the A* Algorithm but in the future I hope to replace it with a Genetic Algorithm of sorts. I've looked at Project Fortress but as I'm building my GUI in JavaFX, I'd prefer not to stray too far from a JVM. Of course, should no feasible solution be available, I will migrate to the easiest solution to implement.

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  • How do history generation algorithms work?

    - by Bane
    I heard of the game Dwarf Fortress, but only now one of the people I follow on Youtube made a commentary on it... I was more than surprised when I noticed how Dwarf Fortress actually generates a history for the world! Now, how do these algorithms work? What do they usually take as input, except the length of the simulation? How specific can they be? And more importantly; can they be made in Javascript, or is Javascript too slow? (I guess this depends on the depth of the simulation, but take Dwarf Fortress as an example.)

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  • how to save related models with non-null foreign key

    - by Fortress
    I have a model called user which has_one email. I put the foreign key (NOT NULL) inside users table. Now I'm trying to save it in the following way: @email = Email.new(params[:email]) @email.user = User.new(params[:user]) @email.save This raises a db exception, because the foreign key constraint is not met (NULL is inserted into email_id). How can I elegantly solve this or is my data modeling wrong?

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  • How can I get the Terminal raster font to display alt codes in a text editor?

    - by grg-n-sox
    I am working on a project that includes making some ASCII art, except it isn't true ASCII art since I am using a far amount of Windows Alt codes to make it. Anyways, I wanted to make sure that as I am working on it, that it looks exactly how it will in a windows command prompt terminal session. So since command prompt defaults to the Terminal raster font, I figured I would use that. But I quickly noticed that when I use the Terminal typeface in a text editor, it will not render ASCII codes, either at all (as is the case most of the time) or incorrectly. Now, I understand if a font just doesn't support non-ASCII characters, but what I don't get is how the characters do show up correctly in command prompt when they don't in a text editor. I checked the output of the 'chcp' and it was set to 437 by default, which is what I need. Well, either that or 850 but preferably 437 since they got rid of some of the graphics in 437 and replaced them with other Latin characters. Command prompt terminal settings show I am using the Terminal raster font with a 8x12 glyph size. So I try using size 12 in the text editor but no good, even after switching the text encoding to either MS-DOS OEM-US (supposedly an alternative name for CP437) or UTF-8. I just don't get how I am not getting the characters to show up. Also, if it helps, the art I am making is basically modified screen shots from a game I play called Dwarf Fortress that uses characters from the Terminal/Curses typeset, or at least that is how it is reported in the forums by those who make graphics sets to replace the default character set. However, the game doesn't actually use the system's Terminal font. The game's data files includes a bitmap image that is a grid of all the characters the game uses. So it uses this bitmap to render graphics instead of the actual font file. And I basically want to get a text editor to make it so if I type up some ASCII art to look like a screenshot from Dwarf Fortress, that it will actually look like Dwarf Fortress other than the lack of color. Any help?

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  • SQL Source Control with Vault Support Officially Released

    - by Ajarn Mark Caldwell
    HOORAY!  It is officially here!  Today, Red-Gate officially released SQL Source Control version 2.1 with support for Vault. While we have been happily and successfully running the beta version (a.k.a. the Early Access release) of Red-Gate SQL Source Control with support for Vault for quite a while, it is good to have the official RTM (or GOLD, or PROD, or whatever you call your “no-longer-in-beta”) release of the product. As a courtesy to those who have not already read the series, allow me to provide you with these links to my previous posts about this fantastic tool. Using SQL Source Control with Fortress or Vault – Part 1 – Introduction and initial thoughts about the tool and source controlling SQL code in general. Using SQL Source Control with Fortress or Vault – Part 2 – Additional details about included features and a few warnings. Source Control and SQL Development – Part 3 – How we did it in the good ol’ days before this product came along. Using SQL Source Control and Vault Professional Part 4 – A few closing thoughts.

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  • Find the set of largest contiguous rectangles to cover multiple areas

    - by joelpt
    I'm working on a tool called Quickfort for the game Dwarf Fortress. Quickfort turns spreadsheets in csv/xls format into a series of commands for Dwarf Fortress to carry out in order to plot a "blueprint" within the game. I am currently trying to optimally solve an area-plotting problem for the 2.0 release of this tool. Consider the following "blueprint" which defines plotting commands for a 2-dimensional grid. Each cell in the grid should either be dug out ("d"), channeled ("c"), or left unplotted ("."). Any number of distinct plotting commands might be present in actual usage. . d . d c c d d d d c c . d d d . c d d d d d c . d . d d c To minimize the number of instructions that need to be sent to Dwarf Fortress, I would like to find the set of largest contiguous rectangles that can be formed to completely cover, or "plot", all of the plottable cells. To be valid, all of a given rectangle's cells must contain the same command. This is a faster approach than Quickfort 1.0 took: plotting every cell individually as a 1x1 rectangle. This video shows the performance difference between the two versions. For the above blueprint, the solution looks like this: . 9 . 0 3 2 8 1 1 1 3 2 . 1 1 1 . 2 7 1 1 1 4 2 . 6 . 5 4 2 Each same-numbered rectangle above denotes a contiguous rectangle. The largest rectangles take precedence over smaller rectangles that could also be formed in their areas. The order of the numbering/rectangles is unimportant. My current approach is iterative. In each iteration, I build a list of the largest rectangles that could be formed from each of the grid's plottable cells by extending in all 4 directions from the cell. After sorting the list largest first, I begin with the largest rectangle found, mark its underlying cells as "plotted", and record the rectangle in a list. Before plotting each rectangle, its underlying cells are checked to ensure they are not yet plotted (overlapping a previous plot). We then start again, finding the largest remaining rectangles that can be formed and plotting them until all cells have been plotted as part of some rectangle. I consider this approach slightly more optimized than a dumb brute-force search, but I am wasting a lot of cycles (re)calculating cells' largest rectangles and checking underlying cells' states. Currently, this rectangle-discovery routine takes the lion's share of the total runtime of the tool, especially for large blueprints. I have sacrificed some accuracy for the sake of speed by only considering rectangles from cells which appear to form a rectangle's corner (determined using some neighboring-cell heuristics which aren't always correct). As a result of this 'optimization', my current code doesn't actually generate the above solution correctly, but it's close enough. More broadly, I consider the goal of largest-rectangles-first to be a "good enough" approach for this application. However I observe that if the goal is instead to find the minimum set (fewest number) of rectangles to completely cover multiple areas, the solution would look like this instead: . 3 . 5 6 8 1 3 4 5 6 8 . 3 4 5 . 8 2 3 4 5 7 8 . 3 . 5 7 8 This second goal actually represents a more optimal solution to the problem, as fewer rectangles usually means fewer commands sent to Dwarf Fortress. However, this approach strikes me as closer to NP-Hard, based on my limited math knowledge. Watch the video if you'd like to better understand the overall strategy; I have not addressed other aspects of Quickfort's process, such as finding the shortest cursor-path that plots all rectangles. Possibly there is a solution to this problem that coherently combines these multiple strategies. Help of any form would be appreciated.

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  • Using SQL Source Control and Vault Professional Part 4

    - by Ajarn Mark Caldwell
    Two weeks ago I upgraded our installation of Fortress to the latest version, which is now named Vault Professional.  This is the version of Vault (i.e. Vault Standard 5.1 / Vault Professional 5.1) that will be officially supported with Red-Gate SQL Source Control 2.1.  While the folks at Red-Gate did a fantastic job of working with me to get SQL Source Control to work with the older Fortress version, we weren’t going to just sit on that.  There are a couple of things that Vault Professional cleaned up for us, such as improved integration with Visual Studio 2010, so it was a win all around. Shortly after that upgrade, I received notice from Red-Gate that they had a new Early Access version of SQL Source Control available that included the ability to source control static data.  The idea here is that you probably have a few fairly static lookup tables in your system, and those data values are similar in concept to source code, and should be versioned in your source control management system also.  I agree with this, but please be wise…somebody out there is bound to try to use this feature as their disaster recovery for their entire database, and that is NOT the purpose.  First off, you should never have your PROD (or LIVE, whatever you call it) system attached to source control.  Source Control is for development, not for PROD systems.  Second, use the features that are intended for this purpose, such as BACKUP and RESTORE. Laying that tangent aside, it is great that now you can include these critical values in your repository and make them part of a deployment process.  As you would guess, SQL Source Control uses SQL Data Compare to create the data change scripts just like it uses SQL Compare to create the schema change scripts.  Once again, they did a very good job with the integration to their other products.  At this point we are really starting to see some good payback on our investment in the full SQL Developer Bundle.  Those products were worth the investment back when we only used them sporadically for troubleshooting and DBA analysis, but now with SQL Source Control, they are becoming everyday-use products for the development team. I like this software (SQL Source Control) so much that I am about to break my own rules and distribute it to my team to use even though it is still in beta.  This is the first time that I have approved the use of any beta software in a production scenario (actively building our next versions of internal software) but I predict that the usability and productivity gain of using SQL Source Control over manual scripting is worth the risk.  Of course, I have also put this beta software through its paces pretty well to be comfortable with it, and Red-Gate has proven their responsiveness to issues that came up in my early beta testing, and so I am willing to bet on their continued support.  Likewise, SourceGear, the maker of Vault Professional, has proven itself to me as well, and so the combination of SQL Source Control with Vault Professional is the new standard for my development team.

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  • How to deal with large open worlds?

    - by Mr. Beast
    In most games the whole world is small enough to fit into memory, however there are games where this is not the case, how is this archived, how can the game still run fluid even though the world is so big and maybe even dynamic? How does the world change in memory while the player moves? Examples for this include the TES games (Skyrim, Oblivion, Morrowind), MMORPGs (World of Warcraft), Diablo, Titan Quest, Dwarf Fortress, Far Cry.

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  • On Teaching Open Source Development

    <b>IT World:</b> "One of the constants in my interactions with the Linux and open source communities is that they--all of them--are out there, in the big wide world, while I remain ensconced in my fortress of solitude here in Northern Indiana."

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  • Client-side prediction for FPS

    - by newprogrammer
    People that understand client-side prediction and client-side interpolation, I have a question: When I play the game Team Fortress 2, and type cl_predict 1 into the developer's console, it enables client-side prediction. The also says "6 predictable entities reinitialized". It says this regardless of how many players are on the server, which makes sense, because other players are not predictable entities. I thought client-side prediction was only for the movement of the player. Are there other entities that the client can provide prediction for?

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  • How to get bearable 2D and 3D performance on AMD Radeon HD 6950?

    - by l0b0
    I have had an AMD Radeon HD 6950 (i.e., Cayman series) for a couple years now, and I have tried a lot of combinations of drivers and settings with terrible results. I'm completely at a loss as to how to proceed. The open source driver has much better 2D performance, but it offloads all OpenGL rendering to the CPU. What I've tried so far: All the latest stable Ubuntu releases in the period, plus one Linux Mint release. All the latest stable AMD Catalyst Proprietary Display Drivers, and currently 13.1. The unofficial wiki installation instructions for every Ubuntu version and the semi-official Ubuntu instructions. All the tips and tweaks I could find for Minecraft (Optifine, reducing settings to minimum), VLC (postprocessing at minimum, rendering at native video size), Catalyst Control Center (flipped every lever in there) and X11 (some binary toggles I can no longer remember). Results: Typically 13-15 FPS in Minecraft, 30 max (100+ in Windows with the same driver version). Around 10 FPS in Team Fortress 2 using the official Steam client. Choppy video playback, in Flash and with VLC. CPU use goes through the roof when rendering video (150% for 1080p on YouTube in Chromium, 100% for 1080p H264 in VLC). glxgears shows 12.5 FPS when maximized. fgl_glxgears shows 10 FPS when maximized. Hardware details from lshw: Motherboard ASUS P6X58D-E CPU Intel Core i7 CPU 950 @ 3.07GHz (never overclocked; 64 bit) 6 GB RAM Video card product "Cayman PRO [Radeon HD 6950]", vendor "Hynix Semiconductor (Hyundai Electronics)" 2 x 1920x1200 monitors, both connected with HDMI. I feel I must be missing something absolutely fundamental here. Is there no accelerated support for anything on 64-bit architectures? Does a dual monitor completely mess up the driver? $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6900 Series OpenGL version string: 4.2.11995 Compatibility Profile Context $ glxinfo | grep 'direct rendering' direct rendering: Yes I am currently using the open source driver, with the following results: Full frame rate and low CPU load when playing 1080p video. Black screen (but music in the background) in Team Fortress 2. Similar performance in Minecraft as the Catalyst driver. In hindsight obvious, since both end up offloading the rendering to the CPU. My /var/log/Xorg.0.log after upgrading to AMD Catalyst 13.1. Some possibly important lines: (WW) Falling back to old probe method for fglrx (WW) fglrx: No matching Device section for instance (BusID PCI:0@3:0:1) found The generated xorg.conf. The disabled "monitor" 0-DFP9 is actually an A/V receiver, which sometimes confuses the monitor drivers when turned on/off (but not in Windows). All three "monitor" devices are connected with HDMI. Edit: Chris Carter's suggestion to use the xorg-edgers PPA (Catalyst 13.1) resulted in some improvement, but still pretty bad performance overall: Minecraft stabilizes at 13-17 FPS, but at least the CPU load is "only" at 45-60%. Still 150% CPU use for 1080p video rendering on YouTube in Chromium. Massive improvement for 1080p H264 in VLC: 40-50% CPU use and no visible jitter glxgears performance about doubled to 25-30 FPS when maximized. fgl_glxgears still at ~10 FPS when maximized.

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  • How do you keep your business rules DRY?

    - by Mario
    I periodically ponder how to best design an application whose every business rule exists in just a single location. (While I know there is no proverbial “best way” and that designs are situational, people must have a leaning toward one practice or another.) I work for a shop where they prefer to house as much of the business rules as possible in the database. This requires developers in many cases to perform identical front-end validations to avoid sending data to the database that will result in an exception—not very DRY. It grates me anytime I find myself duplicating any kind of logic—even lowly validation logic. I am a single-point-of-truth purist to an anal degree. On the other end of the spectrum, I know of shops that create dumb databases (the Rails community leans in this direction) and handle all of the business logic in a separate tier (in Rails the models would house “most” of this). Note the word “most” which implies that some business logic does end up spilling into other places (in Rails it might spill over into the controllers). In way, a clean separation of concerns where all business logic exists in a single core location is a Utopian fantasy that’s hard to uphold (n-tiered architecture or not). Furthermore, is see the “Database as a fortress” and would agree that it should be built on constraints that cause it to reject bad data. As such, I hold principles that cause a degree of angst as I attempt to balance them. How do you balance the database-as-a-fortress view with the desire to have a single-point-of-truth?

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  • Problem with non blocking fifo in bash

    - by timdel
    Hi! I'm running a few Team Fortress 2 servers and I want to write a little management script. Basically the TF2 servers are a fg process which provides a server console, so I can start the server, type status and get an answer from it: ***@purple:~/tf2$ ./start_server_testing Auto detecting CPU Using AMD Optimised binary. Server will auto-restart if there is a crash. Console initialized. [bla bla bla] Connection to Steam servers successful. VAC secure mode is activated. status hostname: Team Fortress version : 1.0.6.1/15 3883 secure udp/ip : ***.***.133.31:27600 map : ctf_2fort at: 0 x, 0 y, 0 z players : 0 (2 max) # userid name uniqueid connected ping loss state adr Great, now I want to create a script which sends the command sm_reloadadmins to all my servers. The best way I found to do this is using a fifo named pipe. Now what I want to do is having this pipe readonly and non blocking to the server process, so I can write into the pipe and the server executes it, but still I want to write via console one the server, so if I switch back to the fg process of the server and I type status I want an answer printed. I tried this (assuming serverfifo is mkfifo serverfifo): ./start_server_testing < serverfifo Not working, the server won't start until something is written to the pipe. ./start_server_testing <> serverfifo Thats actually working pretty good, I can see the console output of the server and I can write to the fifo and the server executes the commands, but I can't write via console to the server anymore. Also, if I write 'exit' to the pipe (which should end the server) and I'm running it in a screen the screen window is getting killed for some reason (wtf why?). I only need the server to read the fifo without blocking AND all my keyboard input on the server itself should be send to the server AND all server ouput should be written to the console. Is that possible? If yes, how?

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  • How to prevent my C# winforms application from stealing focus when I set the visible properly to tru

    - by Fopedush
    I've got a C# winforms application that runs in the background, listening for hotkeys to be pressed. When a hotkey is pressed, my form makes a brief appearance. The form is always running, but set to hidden until I receive a hotkey event, at which time I set the visible property to true. The code looks like this: void hook_volumeDown(object sender, KeyPressedEventArgs e) { this.Visible = true; } It should be noted that the topmost property of this form is set to true. The really odd part is, after my C# app has stolen focus from another application, it will never do it again. For example: I launch my app, then launch some fullscreep app like Team Fortress 2. Then I press my hotkey. Team Fortress 2 minimizes, and I see my form. Then, however, I can restore TF2, and press my hotkey again all I want (with the desired effect), and TF2 will remain focused. At any rate, I'm looking for a way to fix this. I've found a lot of questions here covering similar problems, but all of them are related to creating/launching a new form, not making an existing one visible (unless I missed something). I could rework the application to create a new form every time I need one, but that would entail creating yet another form to be invisible all the time just to wait for hotkey events, so I'd rather leave it as it is. Any ideas?

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  • Should I switch my server to Ubuntu Server from Windows Server 2003

    - by user22162
    I have a server thats primarily used for SRCDS, I host a few Team Fortress 2 servers on it and I would much prefer a ssh-like (more so the no-gui part) for something like this, mostly because I can't navigate with my phone on VNC very well and also because there really is no need for a gui in this situation. I sort of want to make the switch but I am unsure, because my server 2003 is very fast and If I do need to reboot, it can reboot in under 30 seconds to desktop. Should I switch?

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