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  • What if you could work on anything you wanted?

    - by Nick Harrison
    What if you could work on anything you wanted? Redgate is doing an experiment of sorts this week.  Called Down Tools Week.    The idea is that they stopped working on their regular projects for a week and strike out on something that catches their attention and drives their passion. Evidently in many cases, these projects have turned out to be new features in their existing products that individual were interested in, some were internal iniatives and some where evidently off the wall new ideas.   Today is show and tell where they will share with each other what they have been working on. There may well be some interesting announcements coming out of this.    The prospects are exciting. I understand that Google does something similar allowing their employees a specified amount of time to work on projects of their own choosing.    This has been the breeding ground for some of my favorite services. It is a shame that more companies do not follow such practices.   Now I know that most companies cannot afford to shut down everything for a week and sometimes you can't really explore an interesting idea in 8 hours a week or however much time Google allocates, but still it may be worth while. What would happen if your company gave you as an individual 1 week each quarter to work on a project of your own design and see what happens?   I would be happen if you still had to get approval for before your week long adventure. Personally, I think that this could be a very effective use of training budgets.   Give me a week to research something on my own and you would be amazed at what I can find out.    Maybe this should be the prerequisite before starting a new project.   Stagger the team onboarding but have everyone spend a week long sabbatical studying BizTalk before starting a project that will hinge on BizTalk. The show and tell afterwards is a great way to keep everyone honest or at least reassure management that everyone is honest.    If your goal was to spend a week researching and exploring a new technology and you had to do a show and tell afterwards to show off what you had learned, then everyone can learn a bit of what you just learned.     Sounds like a promising win win for me. Maybe it is a pipe dream, but what if .... What would you work on if given the opportunity to work on anything you wanted?

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  • Making A Photo-Sharing App For Android In Eclipse [on hold]

    - by user3694394
    I've only just started developing mobile apps, which is something that I've been wanting to learn for a while now. I'm from an indie games studio, making PC games for around the last 3 years, and I finally decided to move into android app development. The only problem I'm having is that I don't know where to start. The project which I'm aiming to create will be something similar to Instagram, basically a photo-sharing app which allows users to take new photos, or pull them from their device, and add filters to them, before posting them. I have a rough idea of how I could go about doing this, but I need pointing towards any tutorials available for each specific step. So, here's my idea: Create a UI in eclipse (this wont be a problem for me, I should be able to do this fine through xml files) Setup a server-side database to store all user info and uploaded images (the images will need to be converted into byte arrays, and I have no idea how to do this through a database). My best idea would be to use a MySQL database to do this. Add user interactions (likes, favourites, reposts, etc.). This would, again, have to be stored in the database (or, at least, i think it would). Add the ability to take new photos using the phone's camera (I can probably do this anyway, using the Camera API). Add the ability to pull existing photos from the device (again, pretty simple to do). Add the ability to add filters to any photos (I had a look around, and there are some repos and resources which allow you to do this, but they're mainly for iOS development). Add facebook/twitter integration (possibly) to allow phots to be shared to other social networks. Create a news feed which shows users all of the latest photos from their friends, and allows them to post their own images to it. Give all registered users their own wall/page which has their latest posts/images displayed on it. Add the ability to allow users to follow other users, and display their followed users posts on their news feed. Yep. It's not going to be easy, and I don't even know if it's possible for me to do alone in Eclipse. However, this is the plan, and I'm going to do my best to learn everything I need to know to do this successfully. My actual question would be how should I start doing this- where do I begin learning how to do all of this? I've had a look at snapify, which can be edited via Parse, but I won't be spending hundreds of dollars (since I'm 15 and just don't have the available funds) on software. I have extensive knowledge of Java (again, I've been making games for around 3 years, mainly in Java), and various scripting languages. So, hopefully, this will be of some use here. Thanks in advance, Josh.

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Goodbye, Spreadsheets and Hello Modern ERP

    - by Christine Randle
    By: Steve Cox, Vice President, Oracle Accelerate for Midsize Companies     Signs of the resurging economy continue to sprout, with green shoots rising across different sectors and industries. With the economy on the rebound, businesses are increasing their investment in technology to keep up with growth and evolving demands; as proof, Gartner recently increased its worldwide IT spending forecast for 2012 to $3.6 trillion, anticipating a 3 percent increase from 2011 spending.   One of the segments most reliant on technology to catapult growth is midsize companies – established businesses leveraging every competitive efficiency and advantage to compete with much larger enterprises. We find that to compete against the big guys, they need to create an internal technology infrastructure to fuel that growth. Goodbye, spreadsheets and hello modern ERP.   While many businesses postponed upgrading or replacing financial and HR management systems during the recession, now some have started dusting off RFPs and revisiting technology options. Years ago, midsize organizations used spreadsheet-based systems and processes to manage employees, customers, partners, products and revenue. We’ve found that as companies scale up, they are apt to avoid heavily customizing their existing systems, and instead are more prone to standardize on a modern, enterprise-class ERP system.   Modern ERP platforms enable growing companies to immediately address the most pressing challenges – accounting, talent management, customer retention, et. al. Midsize companies implement these systems and processes to help them earn more, go public or expand globally.   And today, choice is a primary factor when selecting an ERP solution. Businesses have more deployment options now than ever before, depending on their unique structures and needs. Whether the preference is on demand, cloud, hosted or on premise, a modular, scalable deployment is available to meet the need.   With modern ERP systems, business that once struggled to do more with fewer resources have access to the same quality tools as larger competitors. By adopting top tier ERP systems tailored to individual business needs, midsize companies can support business operations while creating an enterprise system that seamlessly scales up to fuel future growth. Meaning that the ERP decision that your company makes today, will have legs to serve your business for years to come.

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  • Cone of Uncertainty in classic and agile projects

    - by DigiMortal
    David Starr from Scrum.org made interesting session in TechEd Europe 2012 - Implementing Scrum Using Team Foundation Server 2012. One of interesting things for me was how Cone of Uncertainty looks like in agile projects (or how agile methodologies distort the cone we know from waterfall projects). This posting illustrates two cones – one for waterfall and one for agile world. Cone of Uncertainty Cone of Uncertainty was introduced to software development community by Steve McConnell and it visualizes how accurate are our estimates over project timeline. Here is the Cone of Uncertainty when we deal with waterfall and Big Design Up-Front (BDUF). Cone of Uncertainty. Taken from MSDN Library page Estimating. The closer we are to project end the more accurate are our estimates. When project ends we know exactly how much every task took time. As we can see then cone is wide when we usually have to give our estimates – it happens somewhere between Initial Project Concept and Requirements Complete. Don’t ask me why Initial Project Concept is the stage where some companies give their best estimates – they just do it every time and doesn’t learn a thing later. This cone is inevitable for software development and agile methodologies that try to make software world better are also able to change the cone. Cone of Uncertainty in agile projects Agile methodologies usually try to avoid BDUF, waterfalls and other things that make all our mistakes highly expensive. Of course, we are not the only ones who make mistakes – don’t also forget our dear customers. Agile methodologies take development as creational work and focus on making it better. One main trick is to focus on small and short iterations. What it means? We are estimating functionalities that are easier for us to understand and implement. Therefore our estimates are more accurate. As we move from few big iterations to many small iterations we also distort and slice Cone of Uncertainty. This is how cone looks when agile methodologies are used. Cone of Uncertainty in agile projects. We have more cones to live with but they are way smaller. I don’t have any numbers to put here because I found any but still this “chart” should give you the point: more smaller iterations cause more but way smaller cones of uncertainty. We can handle these small uncertainties because steps we take to complete small tasks are more predictable and doesn’t grow very often above our heads. One more note. Consider that both of charts given in this posting describe exactly the same phase of same project – just uncertainties are different.

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  • Profiling Startup Of VS2012 &ndash; Ants Profiler

    - by Alois Kraus
    I just downloaded ANTS Profiler 7.4 to check how fast it is and how deep I can analyze the startup of Visual Studio 2012. The Pro version which is useful does cost 445€ which is ok. To measure a complex system I decided to simply profile VS2012 (Update 1) on my older Intel 6600 2,4GHz with 3 GB RAM and a 32 bit Windows 7. Ants Profiler is really easy to use. So lets try it out. The Ants Profiler does want to start the profiled application by its own which seems to be rather common. I did choose Method Level timing of all managed methods. In the configuration menu I did want to get all call stacks to get full details. Once this is configured you are ready to go.   After that you can select the Method Grid to view Wall Clock Time in ms. I hate percentages which are on by default because I do want to look where absolute time is spent and not something else.   From the Method Grid I can drill down to see where time is spent in a nice and I can look at the decompiled methods where the time is spent. This does really look nice. But did you see the size of the scroll bar in the method grid? Although I wanted all call stacks I do get only about 4 pages of methods to drill down. From the scroll bar count I would guess that the profiler does show me about 150 methods for the complete VS startup. This is nonsense. I will never find a bottleneck in VS when I am presented only a fraction of the methods that were actually executed. I have also tried in the configuration window to also profile the extremely trivial functions but there was no noticeable difference. It seems that the Ants Profiler does filter away way too many details to be useful for bigger systems. If you want to optimize a CPU bound operation inside NUnit then Ants Profiler is with its line level timings a very nice tool to work with. But for bigger stuff it is certainly not usable. I also do not like that I must start the profiled application from the profiler UI. This makes it hard to profile processes which are started by some other process. Next: JetBrains dotTrace

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  • Big Companies Influence Retail in 2010

    - by David Dorf
    From a retail industry perspective, 2010 will go down as the year mobile went mainstream, the economy recovered from the crash, and Facebook surpassed Google as the most influential online property. While the economy certainly had the biggest impact on the retail industry, a few big companies also exerted influence. Here's a rundown and a look back at 2010: Apple -- Steve Jobs and company continued to lead the mobile pack. Consumers are using their iPhones to shop, retailers are using the iPod Touch for mobile checkout, and both are embracing the iPad as the next wave of technology. The Next Technology from Apple Mobile Platforms in Retail Apple Stores, Touch2Systems, and the iPad Google -- Not to be outdone, Google's Android platform grew faster than Apple's, plus they support QRCodes natively and will probably beat Apple to NFC. Google Checkout, Product Search, and Boutiques.com continue to impact the e-commerce scene. Google Leverages Like.com Facebook -- While the movie The Social Network certainly made Facebook a household name, Connect, Places, and seeing the "like" button all over the Web really pushed Facebook everywhere. 2010 set the foundations for f-commerce. Facebook Participatory Promotions Crowd Savers What's the value of a Facebook fan? Step Aside Google Leveraging Social Networks for Retail Social Shopping at Nine West Groupon -- This newcomer executed on a simple concept flawlessly, making them the fasted company to reach $1B in revenue. (See cool chart from Silicon Alley Insider.) Google's offer of $5-6B wasn't enough, so now they are raising an additional $1B in funding, presumably to buy-up all the copycats across the globe. Changing the Way We Shop Amazon -- As if leading the e-commerce charge wasn't enough, Amazon shook things up with their purchase of Woot and release of their Price Checker mobile app. They continue to push boundaries with Kindle, and don't seem worried about the iPad at all. You Can't Win on Price Amazon Looks at Your Social Graph eBay -- Acquiring Skype didn't exactly work out, but eBay's purchase of PayPal and RedLaser are driving the company forward. They are still a major force. Bump the Bill Oracle, SAP, HP, IBM, and Cisco left their marks on the retail industry as well with various acquisitions and CxO shake-ups. We'll just have to wait and see what 2011 brings next.

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  • Proven Approach to Financial Progress Using Modern Best Practice

    - by Oracle Accelerate for Midsize Companies
    Normal 0 false false false EN-US X-NONE X-NONE by Larry Simcox, Sr. Director, Oracle Midsize Programs Top performing organizations generate 25 percent higher profit margins and grow at twice the rate of their competitors. How do they do it? Recently, Dr. Stephen G. Timme, President of FinListics Solutions and Adjunct Professor at the Georgia Institute of Technology, joined me on a webcast to answer that question. I've know Dr. Timme since my days at G-log when we worked together to help customers determine the ROI of transportation management solutions. We were also joined by Steve Cox, Vice President of Oracle Midsize Programs, who recently published an Oracle E-book, "Modern Best Practice Explained". In this webcast, Cox provides his perspective on how best performing companies are moving from best practice to modern best practice.  Watch the webcast replay and you'll learn about the easy to follow, top down approach to: Identify processes that should be targeted for improvement Leverage a modern best practice maturity model to start a path to progress Link financial performance gaps to operational KPIs Improve cash flow by benchmarking key financial metrics Develop intelligent estimates of achievable cash flow benefits Click HERE to watch a replay of the webcast. You might also be interested in the following: Video: Modern Best Practices Defined  AppCast: Modern Best Practices for Growing Companies Looking for more news and information about Oracle Solutions for Midsize Companies? Read the latest Oracle for Midsize Companies Newsletter Sign-up to receive the latest communications from Oracle’s industry leaders and experts Larry Simcox Senior Director, Oracle Midsize Programs responsible for supporting and creating marketing content ,communications, sales and partner program support for Oracle's go to market activities for midsize companies. I have over 17 years experience helping customers identify the value and ROI from their IT investment. I live in Charlotte NC with my family and my dog Dingo. The views expressed here are my own, and not necessarily those of Oracle. /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;}

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  • Is Innovation Dead?

    - by wulfers
    My question is has innovation died?  For large businesses that do not have a vibrant, and fearless leadership (see Apple under Steve jobs), I think is has.  If you look at the organizational charts for many of the large corporate megaliths you will see a plethora of middle managers who are so risk averse that innovation (any change involves risk) is choked off since there are no innovation champions in the middle layers.  And innovation driven top down can only happen when you have a visionary in the top ranks, and that is also very rare.So where is actual innovation happening, at the bottom layer, the people who live in the trenches…   The people who live for a challenge. So how can big business leverage this innovation layer?  Remove the middle management layer.   Provide an innovation champion who has an R&D budget and is tasked with working with the bottom layer of a company, the engineers, developers  and business analysts that live on the edge (Where the corporate tires meet the road). Here are two innovation failures I will tell you about, and both have been impacted by a company so risk averse it is starting to fail in its primary business ventures: This company initiated an innovation process several years ago.  The process was driven companywide with team managers being the central points of collection of innovative ideas.  These managers were given no budget to do anything with these ideas.  There was no process or incentive for these managers to drive it about their team.  This lasted close to a year and the innovation program slowly slipped into oblivion…. A second example:  This same company failed an attempt to market a consumer product in a line where there was already a major market leader.  This product was under development for several years and needed to provide some major device differentiation form the current market leader.  This same company had a large Lead Technologist community made up of real innovators in all areas of technology.  Did this same company leverage the skills and experience of this internal community,   NO!!! So to wrap this up, if large companies really want to survive, then they need to start acting like a small company.  Support those innovators and risk takers!  Reward them by implementing their innovative ideas.  Champion (from the top down) innovation (found at the bottom) in your companies.  Remember if you stand still you are really falling behind.Do it now!  Take a risk!

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • 3 Monitors, Ubuntu 12.04, Gnome 3, 2 nvidia cards, WITH xrandr or xinerama?

    - by Josh
    Ok. I have been banging my head against the wall for over a week now trying to get 3 monitors to work. I have: 1 - Nvidia 8600 GT 512MB PCIEx16 1 - Nvidia GT 240 1GB PCIEx16 They are not running in SLI (obviously). I have tried to use everything from tutorials to a few templates, all the way up to nvidia-settings, etc etc etc.. From what I hear, Xinerama doesnt like gnome 3 because of the compositing, although I have read a lot about using Xrandr instead, and getting the compositing working, but alas, I cannot. It always either crashes X and I have to replace the xorg.conf with my backup, or it defaults to the gnome-classic desktop, and on top of that, when it does default, it keeps adding more and more panels. Basically, I want to be able to use all 3 monitors (yes, just like in windows) to drag and drop from different windows. I have xorg-edit, but I am still not too sure on how to set this up? Is there any way to: A Get compositing working with 3 monitors, 2 nvidia cards, xinerama, and gnome 3? or BUse twinview with 3 monitors (I have heard it can be done by manually editing xorg.conf) or CSet up Xrandr to draw all 3 monitors with compositing. or DUse separate X for each monitor, and be able to use gnome with compositing, as well as drag between all 3 or EANYTHING. lol. I just want this to work. Any help you can provide would be greatly appreciated. BTW, I am running an ubuntu mini install with gnome. Everything works great but this. I can run it fine with 2 monitors and compositing, but not with 3. Also, what is the best GUI tool for editing xorg.conf? Im not finding anything that is up to date at all, and also is understandable by humans. haha. Im actually an engineer by trade, and have been working with computers a LONG time, but this xorg.conf stuff is really confusing the crap out of me. lol Thanks!

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  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

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  • Designing Snake AI

    - by Ronald
    I'm new to this gamedev stackechange but have used the math and cs sites before. So, I'm in a competition to create AI for a snake that will compete with 3 other snakes in 5 minute rounds where the rules are much like the traditional Nokia snake game except that there are 4 snakes, the board is 50x50 and there are a number of small obstacles on the field. Like the Nokia game, your snake grows when you get to the fruit and if you crash into yourself, another snake or the wall you die. The game runs with a 50ms delay between moves and the server sends the new game state every 50ms which the code must analyze and what not and output the next move. The winner is the snake who had the longest length at any point in the game. Tie breakers are decided by kills. So far what I have done is implemented an A* graph search from each snake to determine if my snake is the closest to the apple and if it is, it goes for the apple. Otherwise, I made a neat little algorithm to determine the emptiest area of the board, which my snake goes for, to anticipate the next apple. Other than this I have some small survivability checks to ensure my snake isn't walking into a trap that it can't get out and if it does get stuck, I have something to give it a better chance of getting out. ... Anyway, I've tested my snake on a test server and it does quite well. Generally, my strategy of only going for the apple when its a sure thing and finding space when its not makes it grow faster than any other snakes (some snakes do a similar thing but often just go to the middle or a corner) sometimes it wins these trial games but is more often than not beaten by the same snake who seems to have the edge on survivability(my snake grows quicker but then dies somehow and this other snake just plods slowly along and wins on consistency. So I was wondering about any ideas anyone has to try and improve my snake. Or maybe ideas at a new approach to take. My functions and classes are good so changes that might seem drastic shouldn't be too bad. I encourage all ideas. Any thoughts ??

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  • How can I tweak this A* search pathfinding algorithm to handle different terrain movement values?

    - by user422318
    I'm creating a 2D map-based action game with similar interaction design as Diablo II. In other words, the player clicks around a map to move their player. I just finished player movement and am moving on to pathfinding. In the game, enemies should charge the player's character. There are also five different terrain types that give different movement bonuses. I want the AI to take advantage of these terrain bonuses as they try to reach the player. I was told to check out the A* search algorithm (http://en.wikipedia.org/wiki/A*_search_algorithm). I'm doing this game in HTML5 and JavaScript, and found a version in JavaScript: http://www.briangrinstead.com/blog/astar-search-algorithm-in-javascript I'm trying to figure out how to tweak it though. Below are my ideas about what I need to change. What else do I need to worry about? When I create a graph, I will need to initialize the 2D array I pass in passed on with a traversal of a map that corresponds to the different terrain types. in graph.js: "GraphNodeType" definition needs to be modified to handle the 5 terrain types. There will be no walls. in astar.js: The g and h scoring will need to be modified. How should I do this? in astar.js: isWall() should probably be removed. My game doesn't have walls. in astar.js: I'm not sure what this is. I think it indicates a node that isn't valid to be processed. When would this happen, though? At a high level, how do I change this algorithm from "oh, is there a wall there?" to "will this terrain get me to the player faster than the terrain around me?" Because of time, I'm also debating reusing my Bresenham algorithm for the enemies. Unfortunately, the different terrain movement bonuses won't be used by the AI, which will make the game suck. :/ I'd really like to have this in for the prototype, but I'm not a developer by trade nor am I a computer scientist. :D If you know of any code that does what I'm looking for, please share! Sanity check tips for this are also appreciated.

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  • Keeping the meshes "thickness" the same when scaling an object

    - by user1806687
    I've been bashing my head for the past couple of weeks trying to find a way to help me accomplish, on first look very easy task. So, I got this one object currently made out of 5 cuboids (2 sides, 1 top, 1 bottom, 1 back), this is just for an example, later on there will be whole range of different set ups. Now, the thing is when the user chooses to scale the whole object this is what should happen: X scale: top and bottom cuboids should get scaled by a scale factor, sides should get moved so they are positioned just like they were before(in this case at both ends of top and bottom cuboids), back should get scaled so it fits like before(if I simply scale it by a scale factor it will leave gaps on each side). Y scale: sides should get scaled by a scale factor, top and bottom cuboid should get moved, and back should also get scaled. Z scale: sides, top and bottom cuboids should get scaled, back should get moved. Hope you can help, EDIT: So, I've decided to explain the situation once more, this time more detailed(hopefully). I've also made some pictures of how the scaling should look like, where is the problem and the wrong way of scaling. I this example I will be using a thick walled box, with one face missing, where each wall is made by a cuboid(but later on there will be diffrent shapes of objects, where a one of the face might be roundish, or triangle or even under some angle), scaling will be 2x on X axis. 1.This is how the default object without any scaling applied looks like: http://img856.imageshack.us/img856/4293/defaulttz.png 2.If I scale the whole object(all of the meshes) by some scale factor, the problem becomes that the "thickness" of the object walls also change(which I do not want): http://img822.imageshack.us/img822/9073/wrongwaytoscale.png 3.This is how the correct scaling should look like. Appropriate faces gets caled in this case where the scale is on X axis(top, bottom, back): http://imageshack.us/photo/my-images/163/rightwayxscale1.png/ 4.But the scale factor might not be the same for all object all of the times. In this case the back has to get scaled a bit more or it leaves gaps: http://imageshack.us/photo/my-images/9/problemwhenscaling.png/ 5.If everything goes well this is how the final object should look like: http://imageshack.us/photo/my-images/856/rightwayxscale2.png/ So, as you have might noticed there are quite a bit of things to look out when scaling. I am asking you, if any of you have any idea on how to accomplish this scaling. I have tried whole bunch of things, from scaling all of the object by the same scale factor, to subtracting and adding sizes to get the right size. But nothing I tried worked, if one mesh got scaled correctly then others didnt. Donwload the example object. English is not my first language, so I am really sorry if its hard to understand what I am saying.

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  • Multiple Problems Installing 12.04, now can't use Windows

    - by user87997
    First I tried using the 32-bit wubi.exe installer from the main Ubuntu website. It worked fine, dual booted with Windows 7 and all. I tried installing several applications and got errors. After searching for a little while for a fix, I found that someone else had solved the problem by uninstalling the 32-bit version and installing 64-bit Ubuntu. Apparently there is no wubi.exe installer for the 64-bit version, so I used LinuxLive to put the iso file onto a USB drive. I changed my the boot order in BIOS to check the USB first. It did, and I got into the Ubuntu installer just fine. Everything was working fine, but then I got an error that GRUB could not be installed. I chose "install manually later" or something like that. Immediately, the installer said it was done and ready for a reboot. At this point, my USB is still in the computer. The computer reboots...and it's back at the installer for the USB. I look up what's going on here, and someone says in a thread they solved it by selecting "Try Ubuntu" then installing it via a shortcut on the desktop. I assumed that Ubuntu simply hadn't installed and it would be safe to try again, so I did. It finished installing, this time I chose a different partition that wasn't being used. The thread also said to reinstall grub to the mounted drive, so I did that. Next I took out my USB and rebooted. I get stuck on the GRUB GNU loader, v.1.99 or something I believe it says at the top. I can't do anything, and it doesn't detect Windows 7 OR Ubuntu. When I check partitions, I have two 43 GB partitions that both have the same files in them (I'm assuming those are the two Ubuntu installations), and can only run Ubuntu off of my USB-- and can't run Windows 7 at all, however from within Ubuntu the windows 7 filesystem and files can still be seen. I have no idea what to do now. I used Ubuntu in the past (9.xx) and never had these sorts of problems! Please help. And sorry for the wall of text.

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  • multiple monitor, ATI EyeFinity vs NVidia Mosaic on HDMI

    - by user1531897
    i have been googling much for answer but only someone with real experience can help here. my aim is to have 5 monitors connected to one computer in 2x2 full screen on all 4 monitors (video wall) with same resolution, 4xfullHD for example, plus one -5th monitor as controling. Ati have example picture of this configuration here. I have no gaming nor 3d needs here. Simple desktop applications plus video streams. So because graphic cards for this are expensive, i need to find out before buying pros and cons of 2 possible solutions (1) Ati Eyefinity capable card(s) ...and (2) Nvidia Quadro/NVS card(s) with mosaic and/or nvidia surround technology. For example i can find that current good cards for this can be: Ati's 7870 eyefinity6 card, link here pros: one card can handle all 5 displays, cons: active DP adapters needed (sometimes with aditional usb-powering complication) Nvidia Qudro NVS 450, link here Both cards have DisplayPorts as outputs (my targets are HDMI displays), but as far i saw information is that Eyefinity needs "active DP-DVI/hdmi adapters" for outputs and they are little expensive...? Does nvidia have this limitation (active adapters) ??? And final question, is Ati Eyefinity still better for this purpose than Nvidia-mosaic by someone's real experience there.

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  • Why do I get "unsupported architecture" errors trying to install a Python library in OSX?

    - by Emma518
    I am trying to install a Python library in the Presto package, source http://www.cv.nrao.edu/~sransom/presto/ Using 'gmake fftfit' I get the following error: cd fftfit_src ; f2py-2.7 -c fftfit.pyf *.f running build running config_cc unifing config_cc, config, build_clib, build_ext, build commands --compiler options running config_fc unifing config_fc, config, build_clib, build_ext, build commands --fcompiler options running build_src build_src building extension "fftfit" sources creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 f2py options: [] f2py: fftfit.pyf Reading fortran codes... Reading file 'fftfit.pyf' (format:free) Post-processing... Block: fftfit Block: cprof Block: fftfit Post-processing (stage 2)... Building modules... Building module "fftfit"... Constructing wrapper function "cprof"... c,amp,pha = cprof(y,[nmax,nh]) Constructing wrapper function "fftfit"... shift,eshift,snr,esnr,b,errb,ngood = fftfit(prof,s,phi,[nmax]) Wrote C/API module "fftfit" to file "/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64- 2.7/fftfitmodule.c" adding '/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fortranobject.c' to sources. adding '/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7' to include_dirs. copying /Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/f2py/src/fortranobject.c -> /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 copying /Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9-intel.egg/numpy/f2py/src/fortranobject.h -> /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 build_src: building npy-pkg config files running build_ext customize UnixCCompiler customize UnixCCompiler using build_ext customize Gnu95FCompiler Found executable /usr/local/bin/gfortran customize Gnu95FCompiler customize Gnu95FCompiler using build_ext building 'fftfit' extension compiling C sources C compiler: /usr/bin/clang -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -arch ppc -arch i386 -arch x86_64 -g -O2 creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8 creating /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7 compile options: '-I/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9- x86_64-2.7 -I/Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/core/include - I/opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c' clang: /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64- 2.7/fftfitmodule.c In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:63: /usr/include/sys/cdefs.h:658:2: error: Unsupported architecture #error Unsupported architecture ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:64: /usr/include/machine/limits.h:8:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: In file included from /usr/include/sys/_types.h:33: /usr/include/machine/_types.h:34:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ ^ /usr/include/sys/_types.h:107:9: error: unknown type name '__darwin_natural_t' typedef __darwin_natural_t __darwin_mach_port_name_t; /* Used by mach */ ^ /usr/include/sys/_types.h:109:9: error: unknown type name '__uint16_t' typedef __uint16_t __darwin_mode_t; /* [???] Some file attributes */ ^ /usr/include/sys/_types.h:110:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_off_t; /* [???] Used for file sizes */ ^ /usr/include/sys/_types.h:111:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_pid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:131:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_sigset_t; /* [???] signal set */ ^ /usr/include/sys/_types.h:132:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_suseconds_t; /* [???] microseconds */ ^ /usr/include/sys/_types.h:133:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_uid_t; /* [???] user IDs */ ^ /usr/include/sys/_types.h:134:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_useconds_t; /* [???] microseconds */ ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:71: /usr/include/sys/_types/_va_list.h:31:9: error: unknown type name '__darwin_va_list'; did you mean '__builtin_va_list'? typedef __darwin_va_list va_list; ^ note: '__builtin_va_list' declared here In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:72: /usr/include/sys/_types/_size_t.h:30:9: error: unknown type name '__darwin_size_t'; did you mean '__darwin_ino_t'? typedef __darwin_size_t size_t; ^ /usr/include/sys/_types.h:103:26: note: '__darwin_ino_t' declared here typedef __darwin_ino64_t __darwin_ino_t; /* [???] Used for inodes */ ^ fatal error: too many errors emitted, stopping now [-ferror-limit=] 20 errors generated. In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/5.1/include/limits.h:38: In file included from /usr/include/limits.h:63: /usr/include/sys/cdefs.h:658:2: error: Unsupported architecture #error Unsupported architecture ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:19: In file included from /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/clang/ 5.1/include/limits.h:38: In file included from /usr/include/limits.h:64: /usr/include/machine/limits.h:8:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: In file included from /usr/include/sys/_types.h:33: /usr/include/machine/_types.h:34:2: error: architecture not supported #error architecture not supported ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:67: In file included from /usr/include/_types.h:27: /usr/include/sys/_types.h:94:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_blkcnt_t; /* total blocks */ ^ /usr/include/sys/_types.h:95:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_blksize_t; /* preferred block size */ ^ /usr/include/sys/_types.h:96:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_dev_t; /* dev_t */ ^ /usr/include/sys/_types.h:99:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_gid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:100:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_id_t; /* [XSI] pid_t, uid_t, or gid_t*/ ^ /usr/include/sys/_types.h:101:9: error: unknown type name '__uint64_t' typedef __uint64_t __darwin_ino64_t; /* [???] Used for 64 bit inodes */ ^ /usr/include/sys/_types.h:107:9: error: unknown type name '__darwin_natural_t' typedef __darwin_natural_t __darwin_mach_port_name_t; /* Used by mach */ ^ /usr/include/sys/_types.h:109:9: error: unknown type name '__uint16_t' typedef __uint16_t __darwin_mode_t; /* [???] Some file attributes */ ^ /usr/include/sys/_types.h:110:9: error: unknown type name '__int64_t' typedef __int64_t __darwin_off_t; /* [???] Used for file sizes */ ^ /usr/include/sys/_types.h:111:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_pid_t; /* [???] process and group IDs */ ^ /usr/include/sys/_types.h:131:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_sigset_t; /* [???] signal set */ ^ /usr/include/sys/_types.h:132:9: error: unknown type name '__int32_t' typedef __int32_t __darwin_suseconds_t; /* [???] microseconds */ ^ /usr/include/sys/_types.h:133:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_uid_t; /* [???] user IDs */ ^ /usr/include/sys/_types.h:134:9: error: unknown type name '__uint32_t' typedef __uint32_t __darwin_useconds_t; /* [???] microseconds */ ^ In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:71: /usr/include/sys/_types/_va_list.h:31:9: error: unknown type name '__darwin_va_list'; did you mean '__builtin_va_list'? typedef __darwin_va_list va_list; ^ note: '__builtin_va_list' declared here In file included from /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c:16: In file included from /opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7/Python.h:33: In file included from /usr/include/stdio.h:72: /usr/include/sys/_types/_size_t.h:30:9: error: unknown type name '__darwin_size_t'; did you mean '__darwin_ino_t'? typedef __darwin_size_t size_t; ^ /usr/include/sys/_types.h:103:26: note: '__darwin_ino_t' declared here typedef __darwin_ino64_t __darwin_ino_t; /* [???] Used for inodes */ ^ fatal error: too many errors emitted, stopping now [-ferror-limit=] 20 errors generated. error: Command "/usr/bin/clang -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -arch ppc -arch i386 -arch x86_64 -g -O2 -I/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx- 10.9-x86_64-2.7 -I/Library/Python/2.7/site-packages/numpy-1.8.2-py2.7-macosx-10.9- intel.egg/numpy/core/include - I/opt/local/Library/Frameworks/Python.framework/Versions/2.7/include/python2.7 -c /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.c -o /var/folders/sx/j_l_qvys4bv00_38pfvy3m8h0000gp/T/tmp9MmLz8/var/folders/sx/j_l_qvys4bv00_38pfvy3m8h00 00gp/T/tmp9MmLz8/src.macosx-10.9-x86_64-2.7/fftfitmodule.o" failed with exit status 1 Makefile:5: recipe for target 'fftfit' failed gmake: *** [fftfit] Error 1 How can I solve this architecture problem?

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  • IIS URL Rewrite HTTP to HTTPS with Port

    - by Andy Arismendi
    My website has two bindings: 1000 and 1443 (port 80/443 are in use by another website on the same IIS instance). Port 1000 is HTTP, port 1443 is HTTPS. What I want to do is redirect any incoming request using "htt p://server:1000" to "htt ps://server:1443". I'm playing around with IIS 7 rewrite module 2.0 but I'm banging my head against the wall. Any insight is appreciated! BTW the rewrite configuration below works great with a site that has an HTTP binding on port 80 and HTTPS binding on port 443, but it doesn't work with my ports. P.S. My URLs intentionally have spaces because the 'spam prevention mechanism' kicked in. For some reason google login doesn't work anymore so I had to create an OpenID account (No Script could be the culprit). I'm not sure how to get XML to display nicely so I added spaces after the opening brackets. < ?xml version="1.0" encoding="utf-8"? < configuration < system.webServer < rewrite < rules < rule name="HTTP to HTTPS redirect" stopProcessing="true" < match url="(.*)" / < conditions trackAllCaptures="true" < add input="{HTTPS}" pattern="off" / < /conditions < action type="Redirect" redirectType="Found" url="htt ps: // {HTTP_HOST}/{R:1}" / < /rule < /rules < /rewrite < /system.webServer < /configuration

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  • How do I force Windows 7 to recognize my Projector?

    - by user63564
    I have a new Dell XPS with an NVIDIA GeForce GT 445M and an old (several years) Epson PowerLite Cinema 550 projector. Windows 7 refuses to recognize that the projector is connected under normal conditions (I'll get to the strange condition in a moment). Here are some things that I have already tried: Confirm that the projector continues to work well on my old Windows XP laptop. Confirm that the video cable (HDMI to HDMI) is connected Make sure the Dell laptop is plugged in to wall power at all times Reboot both the computer and the projector Click "Detect" under the "Connect to an External Display" Windows dialog (no reaction) Click "Rigorous Display Detection" under NVIDIA Control Panel (dialog: none found) Checked "Force Television Detection on startup" under "My display is not shown..." in NVIDIA Control Panel (no effect) Here's where it gets weird... My projector has three states: off, standby and on. Standby means the power switch on the back is on, but the projector is effectively off (no picture, no access to menu or controls). When I plug in the HDMI cable while the projector is in standby, Windows detects the projector! It lets me switch to Duplicate, Extend, or Project Only mode, and adjusts the resolution appropriately. A new Generic Plug-n-Play monitor shows up in my device manager. A "Seiko EPSON PJ" display shows up in my NVIDIA control panel. Then if I turn my projector on, Windows no longer recognizes the display. This is true whether I turn the projector on while the HDMI cable is plugged in, or if I unplug the HDMI cable while turning on the projector. Anyone have any ideas, because I'm completely stumped...?

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  • Exchange 2007 two node cluster setup on Windows 2008 Enterprise, install error

    - by Shadow00Caster
    I am installing Microsoft Exchange 2007 x64 in a two node environment using Microsoft Windows 2008 Enterprise x64. The Failover Cluster is all setup properly and following best practices for setting up the windows clustering for use with Exchange 2007. All the validation tests pass on the cluster and all of that portion is working fine. The problem is when I go to install the first Exchange node as an Active mailbox in configuration for a two node CCR. It gets all the way through the first 3 steps (Copy Exchange Files, Management Tools, Mailbox Role) and then fails on the 4th step 'Clustered Mailbox Server' with the following error: Error: The clustered mailbox server's group 'XXXX' was not found, and should already exist. Firewalls are all disabled, DNS is all setup properly, the environment has 3 domain controllers all 2k8 ent x64, all replication works. The name I pick for the CCR cluster (XXX) does not exist in AD or in DNS. I have attempted this install from both of the two Exchange nodes and multiple times .. tried with different names. I have been banging my head against the wall for days working on this and would appreciate any feedback on the issue.

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  • Azure can't ping or telnet VM from client

    - by Raif
    I have a VM on Azure with an instance sqlserver 2012 running on it. From my work computer and my home computer I can't get sqlserver management studio connect to it. I have looked at ALL the settings recommended in numerous articles. everything is setup correctly. endpoint 1433 Private and public sqlserver tcp enabled. sqlserver tcp listening on right port sqlserver using mixed auth windows fire wall, holes poked and then disabled on both client and VM can log in from VM using the credentials that I'm trying to use remotely further more I can't ping the dns or ip or tellnet address from my local machines. I can however hit the iis from a browser using the ip. strange. CS asked me to download MS Network Monitor, which I did and pinged and telneted. I have the results saved but can't really make heads or tails of them. CS hasn't responded yet. I can post some info here that would help. EDIT Never one to shrink from a challenge, I deleted my VM and re-did everything. Now it works although my confidence azure is somewhat shaken.

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  • Multiple vlans access to shared pbx system

    - by Matt
    I'm new to networking and was looking for some assistance. First off I'm using packet tracer to diagram my scenario as I will be receiving my equipment next week to deploy. Hardware to be used: 2 catalyst 3560 switches all connect to a sonic wall router I have two companies that work in the same office space. I need to keep these companies separate on their own vlan. They will however need to share the phone system. (Packet tracer file uploaded to give those who have the time to see what I put together.) http://dl.dropbox.com/u/86234623/network%20build.pkt Here is my current test scenario: on switch 0 I have: company A on vlan 2 computers 172.16.1.100 and 101 255.255.0.0 FA0/10 FA0/11 company B on vlan 3 computers 172.16.2.102, 255.255.0.0 FA0/12 PBX on a trunk port 172.16.0.5, 255.255.0.0 FA0/5 trunk port on FA0/1 to connect the switches on switch 1 I have: company A on vlan 2 computers 172.16.1.102, 255.255.0.0 company B on vlan 3 computers 172.16.2.100 and 101, 255.255.0.0 trunk port on FA0/1 to connect the switches I can ping the respective computers on the same vlan but cant ping company A to B which is what I want. However neither company can talk (ping) the PBX. Here are the commands I used to configure what I have: switch 0 en conf t vlan 2 name A vlan 3 name B int fa0/10 switchport mode access switchport access vlan 2 int fa0/11 switchport mode access switchport access vlan 2 int fa0/12 switchport mode access switchport access vlan 3 int fa0/5 switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3 int fa0/1 (to connect the switches) switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3 Switch 1 en conf t vlan 2 name A vlan 3 name B int fa0/10 switchport mode access switchport access vlan 3 int fa0/11 switchport mode access switchport access vlan 3 int fa0/12 switchport mode access switchport access vlan 2 int fa0/1 (to connect the switches) switchport trunk encapsulation dot1q switchport mode trunk switchport trunk allowed vlan 1-3

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