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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • Efficiency concerning thread granularity

    - by MaelmDev
    Lately, I've been thinking of ways to use multithreading to improve the speed of different parts of a game engine. What confuses me is the appropriate granularity of threads, especially when dealing with single-instruction-multiple-data (SIMD) tasks. Let's use line-of-sight detection as an example. Each AI actor must be able to detect objects of interest around them and mark them. There are three basic ways to go about this with multithreading: Don't use threading at all. Create a thread for each actor. Create a thread for each actor-object combination. Option 1 is obviously going to be the least efficient method. However, choosing between the next two options is more difficult. Only using one thread per actor is still running through every object in series instead of in parallel. However, are CPU's able to create and join threads in the granularity posed in Option 3 efficiently? It seems like that many calls to the OS could be really slow, and varying enormously between different hardware.

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  • Simple issue tracker for 1-2 developers

    - by devoured elysium
    (I'm not sure whether this pertains to the realm of programmers@se or so@se) I'm currently working mostly alone on a project (in Java). I'm mostly alone as I have an advisor that gives me high level instructions on what to do, and will seldom make any code contribution. She will code in a couple of acceptance tests from time to time, though. I've never used an Issue Tracker before, and was thinking about starting to use one now, as I'd like to have a place where I can log possible bugs I find and keep track of them in a centralized manner. Would it be possible to integrate the issue tracker with Eclipse, better yet. So here are the constraints: It's NOT a open-source project. Our code is not to be shared with anyone! we are and will be using Subversion; we have our own Subversion server and we will keep using this same Subversion server; it must be free; it must allow at least 2 users. What is your advice on what to pick? I'm looking for the simplest solution available!

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  • Dualboot harddisk encryption

    - by amfcosta
    I have a system with both Ubuntu 11.10 and Windows 7 and I want to encrypt the whole harddisk or at least some of my partitions. My partition table is something like this (the ones marked with * are the ones that need to be encrypted): Windows boot reserved partition *Windows system partition (ntfs) *Windows data partition (ntfs) Ubuntu root partition (ext4) *Ubuntu home partition (ext4) Ubuntu swap As I said I don't need to encrypt the whole disk. What is the best way to accomplish this? Maybe something (TrueCrypt?) where I enter the password before the system boots so that it decrypts the whole hdd? Or maybe individual encryption using Windows-only encryption (for Windows partitions) and Ubuntu home encryption (well, for Ubuntu home partition)? By the way, I almost always use Ubuntu, so it would be nice if I could continue to boot Ubuntu by default but have an option to boot Windows too (like in grub). EDIT: I was thinking of doing this: encrypting ubuntu home with eCryptfs (I think this is used to encrypt home when selected during installation). Encrypting Windows partitions with TrueCrypt. Still having Grub as a bootloader, when I choose ubuntu everything goes as normal (home is decrypted when login in). When I choose windows the TrueCrypt password prompt shows and windows boots.

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  • Low-level game engine renderer design

    - by Mark Ingram
    I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but as this is my first outing into game engines, I've got the feeling I'm overlooking things. I'm familiar with compartmentalising larger portions of the code so that individual sub-systems don't overly interact with each other, but I'm thinking more of the low-level stuff, starting from vertices working up. So if I have a Vertex class, I can combine that with a list of indices to make a Mesh class. How does the engine determine identical meshes for objects? Or is that left to the level designer? Once we have a Mesh, that can be contained in the SceneObject class. And a list of SceneObject can be placed into the Scene to be drawn. Right now I'm only using OpenGL, but I'm aware that I don't want to be tying OpenGL calls right in to base classes (such as updating the vertices in the Mesh, I don't want to be calling glBufferData etc). Are there any good resources that discuss these issues? Are there any "common" heirachies which should be used?

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  • How do you explain to an "agile" team that they still need to plan the software they write?

    - by user23157
    This week at work I got agiled yet again. Having gone through the standard agile, TDD, shared ownership, ad hoc development methodology of never planning anything beyond a few user stories on a piece of card, verbally chewing the cud over the technicallities of a 3rd party integration ad nauseam without ever doing any real thinking or due dilligence and architecturally coupling all production code to the first test that comes into anyone's head for the past few months we reach the end of a release cycle and lo and behold the main externally visible feature that we have been developing is too slow to use, buggy, becoming labyrinthinly complex and completely inflexible. During this process "spikes" were done but never documented and not a single architectural design was ever produced (there was no FS, so what the hell eh, if you don't know what you are developing, how can you plan or research it?) - the project passed from pair to pair, each of whom only ever focused on a single user story at a time and well the result was inevitable. To resolve this I went off the radar, went (the dreaded) waterfall, planned, coded and basically didn't swap off the pair and tried as much as I could to work alone - focusing on solid architecture and specifications rather than unit tests which will come later once everything is pinned down. The code is now much better and is actually totally usable, flexible and fast. Certain people seem to have really resented me doing this and have gone out of their way to sabotage my efforts (possibly unconsciously) because it goes against the holy process of agile. So how do you, as a developer, explain to the team that it is not "un-agile" to plan their work, and how do you fit planning into the agile process? (I'm not talking about the IPM; I'm talking about sitting down with a problem and sketching out an end-to-end design that says how a problem should be solved in sufficient detail that anyone who works on the problem knows what architecture and patterns they should be using and where the new code should integrate into existing code)

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  • New York Alt.NET Dinner

    - by Liam McLennan
    While I was in the New York area Stephen Bohlen graciously organised an Alt.NET dinner. I left Rockville Centre on the 17:15 train, thinking I had plenty of time to get to Toloache Mexican Bistro on W 50th St. However, when I changed at Penn Station I took the service downtown, instead of uptown. I corrected that mistake and made it to 51st St, but then ended up in completely the wrong place because I did not understand the street numbering system. For future reference I now have the following rules for NYC navigation: Uptown means North, Downtown means South Streets run East-West, Avenues North-South Street number are symmetrical on the 5th Avenue axis. That is, street numbers increase from zero both east and west of 5th Av. Having gotten totally confused I called Steve, who helped me find the restaurant. I still had my luggage, which we stowed in a corner. Over some descent Mexican food we had some great discussions about Alt.NET, the 2010 conference, and other things of interest to Alt.NET folks. Thanks to Steve for organising and to all the guys who turned up.

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  • Running multiple box2D world objects on a server

    - by CharbelAbdo
    I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out that the server should handle important tasks like collision detection, hits, characters dying etc... Based on some articles (like the excellent Gabriel Gambetta Fast paced multiplayer series), I also know that the client should work in parallel to avoid the lag while the server responds to commands. Physics wise, each game will have 2 players, and any projectiles fired. What I'm thinking of doing is the following: Create a physics world on the client When the game is signaled to start, I create the same physics world on the server (without any rendering obviously). Whenever the player issues a command (move or fire), I send the command to the server and immediately start processing it on the client. When the server receives the command, it applies it on the server's world (set velocity etc...) Each 100ms, the server sends the new state to the client which corrects what was calculated locally. Any critical action (hit, death, level up) is calculated only on the server and sent to the client. Essentially, I would have a Box2d World object running on the server for each game in progress, in sync with the worlds running on the clients. The alternative would be to do my own calculations on the server instead of relying on Box2D to do them for me, but I'm trying to avoid that. My question is: Is it wise to have, for example, 1000 instances of the World object running and executing steps on the server? Tomcat used around 750 MBytes of memory when trying it without any object added to the world. Anybody tried that before? If not, is there any alternative? Google did not help me, are there any guidelines to use when you want to have physics on both the client and the server? Thanks for any help.

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  • Overriding component behavior

    - by deft_code
    I was thinking of how to implement overriding of behaviors in a component based entity system. A concrete example, an entity has a heath component that can be damaged, healed, killed etc. The entity also has an armor component that limits the amount of damage a character receives. Has anyone implemented behaviors like this in a component based system before? How did you do it? If no one has ever done this before why do you think that is. Is there anything particularly wrong headed about overriding component behaviors? Below is rough sketch up of how I imagine it would work. Components in an entity are ordered. Those at the front get a chance to service an interface first. I don't detail how that is done, just assume it uses evil dynamic_casts (it doesn't but the end effect is the same without the need for RTTI). class IHealth { public: float get_health( void ) const = 0; void do_damage( float amount ) = 0; }; class Health : public Component, public IHealth { public: void do_damage( float amount ) { m_damage -= amount; } private: float m_health; }; class Armor : public Component, public IHealth { public: float get_health( void ) const { return next<IHealth>().get_health(); } void do_damage( float amount ) { next<IHealth>().do_damage( amount / 2 ); } }; entity.add( new Health( 100 ) ); entity.add( new Armor() ); assert( entity.get<IHealth>().get_health() == 100 ); entity.get<IHealth>().do_damage( 10 ); assert( entity.get<IHealth>().get_health() == 95 ); Is there anything particularly naive about the way I'm proposing to do this?

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  • RESTFul: state changing actions

    - by Miro Svrtan
    I'am planning to build RESTfull API but there are some architectural questions that are creating some problems in my head. Adding backend bussiness logic to clients is option that I would like to avoid since updating multiple client platforms is hard to maintain in real time when bussiness logic can rapidly change. Lets say we have article as a resource ( api/article ), how should we implement actions like publish, unpublish,activate or deactivate and so on but to try to keep it as simple as possible? 1) Should we use api/article/{id}/{action} since a lot of backend logic can happen there like pushing to remote locations or change of multiple properties. Probably the hardest thing here is that we need to send all article data back to API for updating and multiuser work could not be implemented. For instance editor could send 5 seconds older data and overwrite fix that some other journalist just did 2 seconds ago and there is no way that I could explain to clients this since those publishing an article is really not in any way connected to updating the content. 2) Creating new resource can also be an option, api/article-{action}/id , but then returned resource would not be article-{action} but article which I'am not sure if this is proper. Also in server side code article class is handling actuall work on both resource and I'm not sure if this goes against RESTfull thinking Any suggestions are welcomed..

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  • How to properly structure a project in winform?

    - by user850010
    A while ago I started to create a winform application and at that time it was small and I did not give any thought of how to structure the project. Since then I added additional features as I needed and the project folder is getting bigger and bigger and now I think it is time to structure the project in some way, but I am not sure what is the proper way, so I have few questions. How to properly restructure the project folder? At the moment I am thinking of something like this: Create Folder for Forms Create Folder for Utility classes Create Folder for Classes that contain only data What is the naming convention when adding classes? Should I also rename classes so that their functionality can be identified by just looking at their name? For example renaming all forms classes, so that their name ends with Form. Or is this not necessary if special folders for them are created? What to do, so that not all the code for main form ends up in Form1.cs Another problem I encountered is that as the main form is getting more massive with each feature I add, the code file (Form1.cs) is getting really big. I have for example a TabControl and each tab has bunch of controls and all the code ended up in Form1.cs. How to avoid this? Also, Do you know any articles or books that deal with these problems?

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  • Desktop application, dependency injection

    - by liori
    I am thinking of applying a real dependency injection library to my toy C#/GTK# desktop application. I chose NInject, but I think this is irrelevant to my question. There is a database object, a main window and several utility window classes. It's clear that I can inject the database into every window object, so here DI is useful. But does it make sense to inject utility window classes into other window classes? Example: I have classes such as: class MainWindow {…} class AddItemWindow {…} class AddAttachmentWindow {…} class BrowseItemsWindow {…} class QueryBuilderWindow {…} class QueryBrowserWindow {…} class PreferencesWindow {…} … Each of the utility classes can be opened from MainWindow. Some utility windows can also be opened from other utility windows. Generally, there might be a really complex graph of who can open whom. So each of those classes might need quite a lot of other window classes injected. I'm worried that such usage will go against the suggestion not to inject too many classes at once and become a code smell. Should I use some kind of a service locator object here?

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  • JavaScript loaded external content SEO

    - by user005569871
    I wonder what is the best way to have Javascript loaded content indexed by search engines. I know that search engines don't execute Javascript, but I am thinking more of an progressive enchantment. I am creating a responsive website, and on the home page I will have some sections about most visited products and recommended product that I plan to load depending on the device detected. These products will be in sliders with thumbnail images and names of the products. If mobile is detected slider content will not load, ant the link to the external page will be shown. I know that external content will be indexed via link to those resources. Where will the users be directed from search in this case? To the external page or home page? Will it be bad for SEO if I show only product names on front page so they can be indexed and hide them with CSS? What is the best way to index that content and possibly direct users from search to home page? Also, i've seen the Ajax crawling but iI would like not to use that if there is any better way.

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  • How can I tell GoogleBot that a subdirectory is now a subdomain?

    - by cwd
    I had about a million pages of a catalog indexed under a subdirectory, and now that's moved to a subdomain. GoogleBot is crawling each one of them and getting a 301 redirect to the new location. Even though I have set up the redirect rule in the apache sites-enabled configuration file, (i.e. it's early on when apache does the redirect - PHP is not even getting loaded), even though I have done that, the server isn't handling the load well. GoogleBot is making around 5 requests per second, and on top of my normal traffic that is hiking up the CPU for a few hours at a time. I checked in Webmaster Tools and the corresponding documentation for a way to let Google know that the content had been moved from a subdirectory to a subdomain, but with little luck. Basically the most helpful thing I saw said to just send 301 headers for the new location. How can I tell GoogleBot that a subdirectory is now a subdomain? If that is not an option, how can I more efficiently send 301 redirects out for a particular subdomain? I was thinking perhaps the Nginx server but I'm not sure that I can run both Apache and Nginx side by side on port 80 for different subdomains.

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • I'm stuck on User Defined Session destop environment

    - by Dan
    I just installed Ubuntu for the first time dual boot so I get to choose Ubuntu or windows. I then changed the setting where is doesn't ask for my password when booting up. I then installed Edubuntu desktop package. I then hit system and logged out that way i could be at the loggin screen that also lets you select the desktop environment. Edubuntu was not there but User defined session was so i clicked that thinking that might be Edubuntu and logged in. Now im totally stuck. Only walpaper on the screen as i realize now that is normal for user defined session but there is no log out button to change desktop environments now and since I set it to not ask for password at boot up there is no option to change it at start up. If i hit ctrl+alt+del it only lets you shutdown, restart, suspend, or hybernate.... no logg out. I have hit every key on the keybourd hoping something will pop up. I thought this must be a simple noob mistake that there must be endless artiles about this so did searches on google and forums and was shocked to find nothing about this. My next step unless someone can help is to uninstall and reinstall.

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  • Why create a Huffman tree per character instead of a Node?

    - by Omega
    For a school assignment we're supposed to make a Java implementation of a compressor/decompresser using Huffman's algorithm. I've been reading a bit about it, specially this C++ tutorial: http://www.cprogramming.com/tutorial/computersciencetheory/huffman.html In my program, I've been thinking about having Nodes that have the following properties: Total Frequency Character (if a leaf) Right child (if any) Left child (if any) Parent (if any) So when building the Huffman tree, it is just a matter of linking a node to others, etc. However, I'm a bit confused with the following quote (emphasis mine): First, every letter starts off as part of its own tree and the trees are ordered by the frequency of the letters in the original string. Then the two least-frequently used letters are combined into a single tree, and the frequency of that tree is set to be the combined frequency of the two trees that it links together. My question: why should I create a tree per letter, instead of just a node per letter and then do the linking later? I have not begun coding, I'm just studying the algorithm first, so I guess I'm missing an important detail. What is it?

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  • Basics of Website development [closed]

    - by user975234
    I have read this post: What should every programmer know about web development? but I have some more questions... I will be developing a content related website very soon and I am confused about some technology stuff. I am thinking about developing the site using ruby on rails. So when I'll be buying hosting, do I need to ask for something special? Like for example, we need to specify what kind of hosting we need, windows or linux. So for ruby on rails do I need some extra facilities from the hosting provider? Is ruby on rails a good choice for a large content related website? This may be a bit stupid but how do I choose my backend, scripting languages etc? Thing is I am really new to website development. And the flow of making websites is not clear. Any links will be helpful. EDIT: I know this question has been voted as non constructive. But if any one still has some precise knowledge about how the flow of website development goes, please comment your views.. That will be helpful!

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  • Which Graphics/Geometry abstraction to choose?

    - by Robz
    I've been thinking about the design for a browser app on the HTML5 canvas that simulates a 2D robot zooming around, sensing the world around it. I decided to do this from scratch just for fun. I need shapes, like polygons, circles, and lines in order to model the robot and the world it lives in. These shapes need to be drawn with different appearance attributes, like border/fill style/width/color. I also need to have geometry functions to detect intersections and containment for the robot's sensors and so that the robot doesn't go inside stuff. One idea for functions is to have two totally separate libraries, one to implement graphics (like drawShape(context, shape)) and one for geometry operations (like shapeIntersectsShape(shape1, shape2)). Or, in a more object-oriented approach, the shape objects themselves could implement methods to do their own graphics (shape.draw(context)) and geometry operations (shape1.intersects(shape2)). Then there is the data itself: whether the data to draw a shape and the data to do geometric operations on that shape should be encapsulated within the same object, or be separate structures (where one would contain the other, or both be contained inside another structure). How do existing applications that do graphics/geometry stuff deal with this? Is there one model that is best, or is each good for certain applications? Should the fact that I'm using Javascript instead of a more classical language change how I approach the design?

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  • OpenGL ES 2.0 texture distortion on large geometry

    - by Spruce
    OpenGL ES 2.0 has serious precision issues with texture sampling - I've seen topics with a similar problem, but I haven't seen a real solution to this "distorted OpenGL ES 2.0 texture" problem yet. This is not related to the texture's image format or OpenGL color buffers, it seems like it's a precision error. I don't know what specifically causes the precision to fail - it doesn't seem like it's just the size of geometry that causes this distortion, because simply scaling vertex position passed to the the vertex shader does not solve the issue. Here are some examples of the texture distortion: Distorted Texture (on OpenGL ES 2.0): http://i47.tinypic.com/3322h6d.png What the texture normally looks like (also on OpenGL ES 2.0): http://i49.tinypic.com/b4jc6c.png The texture issue is limited to small scale geometry on OpenGL ES 2.0, otherwise the texture sampling appears normal, but the grainy effect gradually worsens the further the vertex data is from the origin of XYZ(0,0,0) These texture issues do not occur on desktop OpenGL (works fine under Windows XP, Windows 7, and Mac OS X) I've only seen the problem occur on Android, iPhone, or WebGL(which is similar to OpenGL ES 2.0) All textures are power of 2 but the problem still occurs Scaling the vertex data - The values of a vertex's X Y Z location are in the range of: -65536 to +65536 floating point I realized this was large, so I tried dividing the vertex positions by 1024 to shrink the geometry and hopefully get more accurate floating point precision, but this didn't fix or lessen the texture distortion issue Scaling the modelview or scaling the projection matrix does not help Changing texture filtering options does not help Disabling mipmapping, or using GL_NEAREST/GL_LINEAR does nothing Enabling/disabling anisotropic does nothing The banding effect still occurs even when using GL_CLAMP Dividing the texture coords passed to the vertex shader and then multiplying them back to the correct values in the fragment shader, also does not work precision highp sampler2D, highp float, highp int - in the fragment or the vertex shader didn't change anything (lowp/mediump did not work either) I'm thinking this problem has to have been solved at one point - Seeing that OpenGL ES 2.0 -based games have been able to render large-scale, highly detailed geometry

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  • Working with fubar/refuctored code

    - by Keyo
    I'm working with some code which was written by a contractor who left a year ago leaving a number of projects with buggy, disgustingly bad code. This is what I call cowboy PHP, say no more. Ideally I'd like to leave the project as is and never touch it again. Things break, requirements change and it needs to be maintained. Part A needs to be changed. There is a bug I cannot reproduce. Part A is connect to parts B D and E. This kind of work gives me a headache and makes me die a little inside. It kills my motivation and productivity. To be honest I'd say it's affecting my mental health. Perhaps being at the start of my career I'm being naive to think production code should be reasonably clean. I would like to hear from anyone else who has been in this situation before. What did you do to get out of it? I'm thinking long term I might have to find another job. Edit I've moved on from this company now, to a place where idiots are not employed. The code isn't perfect but it's at least manageable and peer reviewed. There are a lot of people in the comments below telling me that software is messy like this. Sure I don't agree with the way some programmers do things but this code was seriously mangled. The guy who wrote it tried to reinvent every wheel he could, and badly. He stopped getting work from us because of his bad code that nobody on the team could stand. If it were easy to refactor I would have. Eventually after many 'just do this small 10minute change' situations had ballooned into hours of lost time (regardless of who on the team was doing the work) my boss finally caved in it was rewritten.

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  • The best way to have a pointer to several methods - critique requested

    - by user827992
    I'm starting with a short introduction of what i know from the C language: a pointer is a type that stores an adress or a NULL the * operator reads the left value of the variable on its right and use this value as address and reads the value of the variable at that address the & operator generate a pointer to the variable on its right so i was thinking that in C++ the pointers can work this way too, but i was wrong, to generate a pointer to a static method i have to do this: #include <iostream> class Foo{ public: static void dummy(void){ std::cout << "I'm dummy" << std::endl; }; }; int main(){ void (*p)(); p = Foo::dummy; // step 1 p(); p = &(Foo::dummy); // step 2 p(); p = Foo; // step 3 p->dummy(); return(0); } now i have several questions: why step 1 works why step 2 works too, looks like a "pointer to pointer" for p to me, very different from step 1 why step 3 is the only one that doesn't work and is the only one that makes some sort of sense to me, honestly how can i write an array of pointers or a pointer to pointers structure to store methods ( static or non-static from real objects ) what is the best syntax and coding style for generating a pointer to a method?

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  • How do you get past the Analysis to Paralysis when working on a new project?

    - by Cape Cod Gunny
    I've been struggling with how to get my project going. I've got an old software package that is in need of desparate rewrite. I haven't compiled the source code since 2004. It still sells, it's stable but does require the “Run this program in compatibility mode for:” on a lot of the newer windows systems. It's also one of those hard coded 640 X 480 screen resolution programs. Yuck! I can't seem to get started with this rewrite. I'm constantly fiddling around with different things. I'll play around with different fluid layouts for a while. Then I start looking around at how the main menu should work/look. I quickly find out that there's this thing called "Cool Bars" and I'll spend hours playing with that. Then I start thinking about stuff like "Oh I need to make sure that the screen sizes are preserved so when the application gets relaunched it remebers how the screens were positioned." Which leads to what happens if they have two monitors? Which leads to what happens if they have a quad screen? Yikes it's got to stop. I have always been a slow starter. I think about stuff long and hard up front. This has always plagued me. Once I get my mind made up then bam... I'm off and running. I'm looking for advice from some other one-person software companies that can help someone like me get off to a quicker start?

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  • How to set up an inter-OS partition?

    - by Confuzzled Persun
    I need a working partition configuration for use and accessibility on both Ubuntu and Windows. I have an 8GB USB flash drive onto which I am installing Ubuntu 11.10 so that I can have a personal bootable OS wherever I go. I've installed Ubuntu several times, but I just can't seem to get this one partition right. This is my own configuration: Partition 1: Primary - 200MB - Beginning - Ext4 - /boot Partition 2: Primary - 1300MB - End - swap area Partition 3: Logical - 5200MB - Beginning - Ext4 - / Partition 4: Logical - 1258MB - Beginning - Ext4 - /home Partition 5: Logical - 42MB - End - FAT32? - /windows? What I want to do is to get partition 5 configured so I can access it on both the installed Ubuntu system and a Windows system (when the USB drive is connected while Windows is booted). Basically, what I want is Ubuntu installed on the USB drive along with a partition that I can access with other operating systems. I'm thinking I just need the technical configuration of "Use as:" and "Mount point:" for my final partition. But I don't know. Any help with this is appreciated. And any other tips are appreciated as well.

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  • Producer-consumer pattern with consumer restrictions

    - by Dan
    I have a processing problem that I am thinking is a classic producer-consumer problem with the two added wrinkles that there may be a variable number of producers and there is the restriction that no more than one item per producer may be consumed at any one time. I will generally have 50-100 producers and as many consumers as CPU cores on the server. I want to maximize the throughput of the consumers while ensuring that there are never more than one work item in process from any single producer. This is more complicated than the classic producer-consumer problem which I think assumes a single producer and no restriction on which work items may be in progress at any one time. I think the problem of multiple producers is relatively easily solved by enqueuing all work items on a single work queue protected by a critical section. I think the restriction on simultaneously processing work items from any single producer is harder because I cannot think of any solution that does not require each consumer to notify some kind of work dispatcher that a particular work item has been completed so as to lift the restriction on work items from that producer. In other words, if Consumer2 has just completed WorkItem42 from Producer53, there needs to be some kind of callback or notification from Consumer2 to a work dispatcher to allow the work dispatcher to release the next work item from Producer53 to the next available consumer (whether Consumer2 or otherwise). Am I overlooking something simple here? Is there a known pattern for this problem? I would appreciate any pointers.

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