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  • Changing the rendering resolution while maintaining the design layout

    - by Coyote
    I would like to increase the FPS of my project. Currently I would like to try reducing the resolution at which the scenes are rendered. Let's say I never want to draw more than 1280*720. What ever the real resolution is. How should I proceed? I tried pEGLView->setFrameSize(1280, 720); but only reduces the displayed size of the frame on screen (boxing). In my activity I tried setting the size of the "surface" but this seems to completely break the layout (as defined by setDesignResolutionSize). @Override public Cocos2dxGLSurfaceView onCreateView() { Cocos2dxGLSurfaceView surfaceView = new Cocos2dxGLSurfaceView(this); surfaceView.getHolder().setFixedSize(1280, 720); return surfaceView; } Is there a way to simply change the rendered

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  • Microsoft Advisory Services Engagement Scenario - BizTalk Server Solutions Design

    982880 ... Microsoft Advisory Services Engagement Scenario - BizTalk Server Solutions DesignThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Microsoft Advisory Services Engagement Scenario - BizTalk Server Solutions Design

    982880 ... Microsoft Advisory Services Engagement Scenario - BizTalk Server Solutions DesignThis RSS feed provided by kbAlerz.com.Visit kbAlertz.com to subscribe. It's 100% free and you'll be able to recieve e-mail or RSS updates for the technologies you pick from the Microsoft Knowledge Base....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Need some advice on CLI design, I need to provide simple but powerful command line options

    - by howtechstuffworks
    I am writing a utility that runs on RHEL5 command line. I need my command line options to be simple but powerful. I looked at the various UNIX utilities to get an idea of how simple command line utilities have to be. Do you guys suggest any documents/links that talk about command line etiquette? I am modelling my utility on top of LVM (that's all the info I can give for now). I know it's a software engineering question, but I thought it would be appropriate to post here. Please advise.... PS: I am not asking for details about getopt or command line utility parsers.....

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  • Choosing the correct network protocol for my type of game (its Wc3 Warlock style)

    - by Moritz
    I need to code a little game for a school project. The type of the game is like the Warcraft 3 map "Warlock", if anyone doesnt know it, here is a short description: up to ten players spawn into an arena filled with lava, the goal of each player is to push the other players into the lava with spells (basically variations of missiles, aoe nukes, moba spells etc) http://www.youtube.com/watch?v=c3PoO-gcJik&feature=related we need to provide multiplayer-support over the internet, for that reason I am looking for the best network protocol for this type of game (udp, tcp, lock step, client-server...) what the requirements are: - same/stable simulation on all clients - up to ten players - up to ~100 missiles on the field - very low latency since its reaction based (i dont know the method wc3 used, but it was playable with the old servers) what would be nice (if even possible, since the traffic might be too big): - support for soft bodies over the network (with bullet physics), but this is no real requirement I read several articles about the lock step method used for RTS games, this seems to be great, but does it fit for real-time action games too (ping-related)? If anyone has run into the same problems/questions like me, I would be very happy about any help

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  • How to Monitor Network in Medium-Sized Company?

    - by Kyle Lowry
    I work at a medium sized company (100+ employees). An issue that has been cropping up is network performance, internet access in particular. We have about 70 or more computers, a mix of Mac OS X and Windows XP & 7 machines. We have several servers (Exchange server, PC file servers, MS SQL, Blackberry, FTP, Mac server, etc). There are four main switches, a SonicWall firewall, and probably a couple routers in the server room with a dozen or so more scattered around the building. The network structure has grown organically over a number of years; and, as far as I know, there really isn't a monitoring solution in place. When we experience network issues (slow connections, dropped packets, and so on), our general solution is to power cycle some hardware or go around to each employee and ask them if they are uploading/downloading any large files. This is really inefficient and time consuming, and it does not allow us to monitor the network, tackling potential problems proactively. I would like to find a solution that would allow me to monitor network usage company-wide in real time, with detail going down to the individual computer, ideally. Given the hodgepodge of equipment and operating systems, what would be the best way to set up some kind of monitoring solution? Hardware, software, restructuring our network architecture?

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  • The legal aspect of website design/application [closed]

    - by tunmise fasipe
    I have got a site to develop for a medium-sized company and I want to make sure it's being done professionally. I understand the following: Terms of Use: tells the users how the content on the website should and should not be used Privacy Policy: assuring the users that their information is safe on the site and will not be exposed without their permission. Also telling the which could be viewed by others Disclaimer (the client asked for this): tells the users the wrong/right use of the contents in the site is not the responsibility of the company My Questions are: How does copyright comes in? More light on the Disclaimer? - the client specifically asked for this What other legal actions one needs to take? Do you need to see a lawyer? How can you prevent others from having a counterfeit of your site - the client specifically asked for this too Thanks

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  • Joomla Web Design

    Internet entrepreneurs may find Joomla is an excellent tool for them. This open source software is designed to be a content management system (CMS) which enables even the most novice of website builders to manage all of the content on their websites with ease. This includes all of the text, images, audio, video, quizzes, surveys and other applications available on the website.

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  • Interface design where functions need to be called in a specific sequence

    - by Vorac
    The task is to configure a piece of hardware within the device, according to some input specification. This should be achieved as follows: 1) Collect the configuration information. This can happen at different times and places. For example, module A and module B can both request (at different times) some resources from my module. Those 'resources' are actually what the configuration is. 2) After it is clear that no more requests are going to be realized, a startup command, giving a summary of the requested resources, needs to be sent to the hardware. 3) Only after that, can (and must) detailed configuration of said resources be done. 4) Also, only after 2), can (and must) routing of selected resources to the declared callers be done. A common cause for bugs, even for me, who wrote the thing, is mistaking this order. What naming conventions, designs or mechanisms can I employ to make the interface usable by someone who sees the code for the first time?

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  • Stairway to Database Design STEP 2: Domains, Constraints and Defaults

    A clear understanding of SQL Data Types and domains is a fundamental requirement for the Database Developer, but it is not elementary. If you select the most appropriate data type, it can sidestep a variety of errors. Furthermore, if you then define the data domains as exactly as possible via constraints, you can catch a variety of those problems that would otherwise bedevil the work of the application programmer.

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  • Interface hierarchy design for separate domains

    - by jerzi
    There are businesses and people. People could be liked and businesses could be commented on: class Like class Comment class Person implements iLikeTarget class Business implements iCommentTarget Likes and comments are performed by a user(person) so they are authored: class Like implements iAuthored class Comment implements iAuthored People's like could also be used in their history: class history class Like implements iAuthored, iHistoryTarget Now, a smart developer comes and says each history is attached to a user so history should be authored: interface iHistoryTarget extends iAuthored so it could be removed from class Like: class Person implements iLikeTarget class Business implements iCommentTarget class Like implements iHistoryTarget class Comment implements iAuthored class history interface iHistoryTarget extends iAuthored Here, another smart guy comes with a question: How could I capture the Authored fact in Like and Comment classes? He may knows nothing about history concept in the project. By scalling these kind of functionallities, interfaces may goes to their encapsulated types which cause more type strength, on the other hand explicitness suffered and also code end users will face much pain to process. So here is the question: Should I encapsulate those dependant types to their parent types (interface hierarchies) or not or explicitly repeat each type for every single level of my type system or ...?

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  • Flash VS HTML 5 - A Web Design Agency's Dilemma

    The iPad was released on the Australian market last week to the usual Apple hype. People lining up outside the iconic Apple store to be the first get to play with the new toy. Regarded as a revolution in the way we browse the web, it has brought with it a new headache for all designers and developers of websites.

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  • Design Better, Rich Internet Applications

    As you know, Rich Internet Applications are web-based software programs that behave and operate like a desktop application. These may be delivered through a site-specific browser, a browser plug-in, or through other methods; they are especially useful for massively-multiplayer online role-playing games (MMORPGs). RIA training can be especially useful in learning the tools that are used for designing and developing these increasingly-necessary additions to Internet Web Sites.

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  • networking without port forwarding

    - by Wallacoloo
    I'm trying to add networking functionality to my game. I want any user to be able to host the game, and anyone to be able to connect as a client. The client sends info to the host about their player's position, etc. When the host receives a message, it validates it and then broadcasts it to its other clients. I will primarily be dealing with UDP, but will also need TCP for chat & lobby stuff. The problem is that I can't seem to get a packet sent from the client to the host or the other way around without enabling port forwarding on my router. But I don't think this is necessary. I believe the reason I need port forwarding is because I want to send a packet from 1 computer on a LAN to another computer on a different LAN, but neither of them have a global ip address since they're in a LAN. So really, I can only send packets targeting the other network's router, which must forward it on to the machine I want to reach. So how can I do this without port forwarding? Somehow a web server can communicate with my computer, which doesn't have a global ip, without port forwarding. And I've played plenty of multi-player games that don't require me to enable port forwarding. So it must be possible. Btw, I'm using SDL_Net. I don't think this will change anything though.

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  • Protobuf design patterns

    - by Monster Truck
    I am evaluating Google Protocol Buffers for a Java based service (but am expecting language agnostic patterns). I have two questions: The first is a broad general question: What patterns are we seeing people use? Said patterns being related to class organization (e.g., messages per .proto file, packaging, and distribution) and message definition (e.g., repeated fields vs. repeated encapsulated fields*) etc. There is very little information of this sort on the Google Protobuf Help pages and public blogs while there is a ton of information for established protocols such as XML. I also have specific questions over the following two different patterns: Represent messages in .proto files, package them as a separate jar, and ship it to target consumers of the service --which is basically the default approach I guess. Do the same but also include hand crafted wrappers (not sub-classes!) around each message that implement a contract supporting at least these two methods (T is the wrapper class, V is the message class (using generics but simplified syntax for brevity): public V toProtobufMessage() { V.Builder builder = V.newBuilder(); for (Item item : getItemList()) { builder.addItem(item); } return builder.setAmountPayable(getAmountPayable()). setShippingAddress(getShippingAddress()). build(); } public static T fromProtobufMessage(V message_) { return new T(message_.getShippingAddress(), message_.getItemList(), message_.getAmountPayable()); } One advantage I see with (2) is that I can hide away the complexities introduced by V.newBuilder().addField().build() and add some meaningful methods such as isOpenForTrade() or isAddressInFreeDeliveryZone() etc. in my wrappers. The second advantage I see with (2) is that my clients deal with immutable objects (something I can enforce in the wrapper class). One disadvantage I see with (2) is that I duplicate code and have to sync up my wrapper classes with .proto files. Does anyone have better techniques or further critiques on any of the two approaches? *By encapsulating a repeated field I mean messages such as this one: message ItemList { repeated item = 1; } message CustomerInvoice { required ShippingAddress address = 1; required ItemList = 2; required double amountPayable = 3; } instead of messages such as this one: message CustomerInvoice { required ShippingAddress address = 1; repeated Item item = 2; required double amountPayable = 3; } I like the latter but am happy to hear arguments against it.

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