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  • The Linux powered LAN Gaming House

    - by sachinghalot
    LAN parties offer the enjoyment of head to head gaming in a real-life social environment. In general, they are experiencing decline thanks to the convenience of Internet gaming, but Kenton Varda is a man who takes his LAN gaming very seriously. His LAN gaming house is a fascinating project, and best of all, Linux plays a part in making it all work.Varda has done his own write ups (short, long), so I'm only going to give an overview here. The setup is a large house with 12 gaming stations and a single server computer.The client computers themselves are rack mounted in a server room, and they are linked to the gaming stations on the floor above via extension cables (HDMI for video and audio and USB for mouse and keyboard). Each client computer, built into a 3U rack mount case, is a well specced gaming rig in its own right, sporting an Intel Core i5 processor, 4GB of RAM and an Nvidia GeForce 560 along with a 60GB SSD drive.Originally, the client computers ran Ubuntu Linux rather than Windows and the games executed under WINE, but Varda had to abandon this scheme. As he explains on his site:"Amazingly, a majority of games worked fine, although many had minor bugs (e.g. flickering mouse cursor, minor rendering artifacts, etc.). Some games, however, did not work, or had bad bugs that made them annoying to play."Subsequently, the gaming computers have been moved onto a more conventional gaming choice, Windows 7. It's a shame that WINE couldn't be made to work, but I can sympathize as it's rare to find modern games that work perfectly and at full native speed. Another problem with WINE is that it tends to suffer from regressions, which is hardly surprising when considering the difficulty of constantly improving the emulation of the Windows API. Varda points out that he preferred working with Linux clients as they were easier to modify and came with less licensing baggage.Linux still runs the server and all of the tools used are open source software. The hardware here is a Intel Xeon E3-1230 with 4GB of RAM. The storage hanging off this machine is a bit more complex than the clients. In addition to the 60GB SSD, it also has 2x1TB drives and a 240GB SDD.When the clients were running Linux, they booted over PXE using a toolchain that will be familiar to anyone who has setup Linux network booting. DHCP pointed the clients to the server which then supplied PXELINUX using TFTP. When booted, file access was accomplished through network block device (NBD). This is a very easy to use system that allows you to serve the contents of a file as a block device over the network. The client computer runs a user mode device driver and the device can be mounted within the file system using the mount command.One snag with offering file access via NBD is that it's difficult to impose any security restrictions on different areas of the file system as the server only sees a single file. The advantage is perfomance as the client operating system simply sees a block device, and besides, these security issues aren't relevant in this setup.Unfortunately, Windows 7 can't use NBD, so, Varda had to switch to iSCSI (which works in both server and client mode under Linux). His network cards are not compliant with this standard when doing a netboot, but fortunately, gPXE came to the rescue, and he boostraps it over PXE. gPXE is also available as an ISO image and is worth knowing about if you encounter an awkward machine that can't manage a network boot. It can also optionally boot from a HTTP server rather than the more traditional TFTP server.According to Varda, booting all 12 machines over the Gigabit Ethernet network is surprisingly fast, and once booted, the machines don't seem noticeably slower than if they were using local storage. Once loaded, most games attempt to load in as much data as possible, filling the RAM, and the the disk and network bandwidth required is small. It's worth noting that these are aspects of this project that might differ from some other thin client scenarios.At time of writing, it doesn't seem as though the local storage of the client machines is being utilized. Instead, the clients boot into Windows from an image on the server that contains the operating system and the games themselves. It uses the copy on write feature of LVM so that any writes from a client are added to a differencing image allocated to that client. As the administrator, Varda can log into the Linux server and authorize changes to the master image for updates etc.SummaryOverall, Varda estimates the total cost of the project at about $40,000, and of course, he needed a property that offered a large physical space in order to house the computers and the gaming workstations. Obviously, this project has stark differences to most thin client projects. The balance between storage, network usage, GPU power and security would not be typical of an office installation, for example. The only letdown is that WINE proved to be insufficiently compatible to run a wide variety of modern games, but that is, perhaps, asking too much of it, and hats off to Varda for trying to make it work.

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  • In writing games that deal with scancodes, what do I need to know to support international keyboards

    - by sludge
    I am writing an input system for a game that needs to be able to handle keyboard schemes that are not just qwerty. In designing the system, I must take into consideration: Two types of input: standard shooter controls (lots of buttons being pressed and raw samples collected) and flight sim controls (the button's label is what the user presses to toggle something) Alternative software keyboard layouts (dvorak, azerty, etc) as supplied by the OS Alternative hardware keyboard layouts that supply Unicode characters My initial inclination is to sample the USB HID unicode scancodes. Interested on thoughts on what I need to do to be compatible with the world's input devices and recommendation of input APIs on both platforms.

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  • How have popular iPhone games been ported to Android?

    - by Cirrostratus
    I am not asking how could they have been, I want to know the real answer. Doodle Jump, Paper Toss and some others have versions on the iPhone and Android that are nearly exactly the same, with the iPhone version coming first. There is a small Objective-C compiler project for Android's NDK but the timing isn't right for these apps. There's also an Android port of Cocos2d but I doubt Doodle Jump used that. Titanium? Doubtful. As their respective code bases grow, I figure it'd get harder and harder to do an exact port from Objective-C to Java every release so I wonder if there is a better way. Are they sharing C++ code for example?

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  • Is JavaFx suitable for creating online multiplayer board/card games?

    - by Piniu
    In JavaFx i can easy create animations, moving pieces etc., but as far as i see there is better to write program logic and communication in java. Worst i see at the moment is calling javafx part as a result of data incoming from server. Is there any convenient way to do it or its better to change to other technology (flex, qt?) assuming it is not important if program will run in browser or outside as a standalone application? I just started to learn javafx but can drop it and move to other technology and consider c++ + wxWidgets or Qt which im more comforatable with.

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • Rails: Auto-Detecting Database Adapter

    - by Dex
    The new version of the ar-extensions gem requires that you load the appropriate adapter yourself. On my development side I use mysql, however Heroku uses PostgreSQL. For example, on my development side I need to do this: require 'ar-extensions/adapters/mysql' require 'ar-extensions/import/mysql' How can I audo-detect which adapter to use?

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  • What -W values in gcc correspond to which actual warnings?

    - by SebastianK
    Preamble: I know, disabling warnings is not a good idea. Anyway, I have a technical question about this. Using GCC 3.3.6, I get the following warning: choosing ... over ... because conversion sequence for the argument is better. Now, I want to disable this warning as described in gcc warning options by providing an argument like -Wno-theNameOfTheWarning But I don't know the name of the warning. How can I find out the name of the option that disables this warning? I am not able to fix the warning, because it occurs in a header of an external library that can not be changed. It is in boost serialization (rx(s, count)): template<class Archive, class Container, class InputFunction, class R> inline void load_collection(Archive & ar, Container &s) { s.clear(); // retrieve number of elements collection_size_type count; unsigned int item_version; ar >> BOOST_SERIALIZATION_NVP(count); if(3 < ar.get_library_version()) ar >> BOOST_SERIALIZATION_NVP(item_version); else item_version = 0; R rx; rx(s, count); std::size_t c = count; InputFunction ifunc; while(c-- > 0){ ifunc(ar, s, item_version); } } I have already tried #pragma GCC system_header but this had no effect. Using -isystem instead of -I also does not work. The general question remains is: I know the text of the warning message. But I do not know the correlation to the gcc warning options.

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  • What category of combinatorial problems appear on the logic games section of the LSAT?

    - by Merjit
    There's a category of logic problem on the LSAT that goes like this: Seven consecutive time slots for a broadcast, numbered in chronological order I through 7, will be filled by six song tapes-G, H, L, O, P, S-and exactly one news tape. Each tape is to be assigned to a different time slot, and no tape is longer than any other tape. The broadcast is subject to the following restrictions: L must be played immediately before O. The news tape must be played at some time after L. There must be exactly two time slots between G and P, regardless of whether G comes before P or whether G comes after P. I'm interested in generating a list of permutations that satisfy the conditions as a way of studying for the test and as a programming challenge. However, I'm not sure what class of permutation problem this is. I've generalized the type problem as follows: Given an n-length array A: How many ways can a set of n unique items be arranged within A? Eg. How many ways are there to rearrange ABCDEFG? If the length of the set of unique items is less than the length of A, how many ways can the set be arranged within A if items in the set may occur more than once? Eg. ABCDEF = AABCDEF; ABBCDEF, etc. How many ways can a set of unique items be arranged within A if the items of the set are subject to "blocking conditions"? My thought is to encode the restrictions and then use something like Python's itertools to generate the permutations. Thoughts and suggestions are welcome.

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  • Level editor for 3D games with open format or API?

    - by furtelwart
    I would like to experiment with machine generated levels for a 3D game. I'm very open which game this will be. I just like the idea to run through a generated map. For this approach, it would be great if I can use an API or an open format for level designs. Is there an open source level system that can be used in several game engines (ego shooter or whatever)? I don't know if I explained my point clearly, so please add a comment with your question. I will try to clearify my point.

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  • In chrome with a greasemonkey extension, how can I modify an `<a...>` construct to strip out the onc

    - by Ross Rogers
    I want to modify an internal webpage to strip away some of the onclick behavior of certain links. The internal webpage has a bunch of links like: <a href="/slm/detail/ar/3116370" onclick="rallyPorthole.showDetail('/ar/view.sp','3116370','pj/b');return false;">foo de fa fa</a> How can I do an extension to Chrome so it does the following: for link in all_links: if link's href attribute matches '/slm/detail/ar/...': remove the onclick attribute

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  • Extract object (*.o) files from an iPhone static library

    - by Brett
    I have a set of iPhone static libraries (a *.a file) in which I only call a few of the classes from. I have used AR in the past (with linux libraries) to extract the object files from the static library, remove the unwanted object files and rearchive. However, when I try this with an iPhone compliled static library, I get the following error: ar: CustomiPhoneLib.a is a fat file (use libtool(1) or lipo(1) and ar(1) on it) ar: CustomiPhoneLib.a: Inappropriate file type or format Does anyone know how to extract the object files from an iphone compiled static library? Doing thie could potentially reduce the final file size.

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  • Rails 3 HABTM Strange Association: Project and Employee in a tree.

    - by Mauricio
    Hi guys I have to adapt an existing model to a new relation. I have this: A Project has many Employees. the Employees of a Project are organized in some kind of hierarchy (nothing fancy, I resolved this adding a parent_id for each employee to build the 'tree') class Employee < AR:Base belongs_to :project belongs_to :parent, :class_name => 'Employee' has_many :childs, :class_name => 'Employee', :foreign_column => 'parent_id' end class Project < AR:Base has_many :employees, end That worked like a charm, now the new requirement is: The Employees can belong to many Projects at the same time, and the hierarchy will be different according to the project. So I though I will need a new table to build the HABTM, and a new class to access the parent_id to build the tree. Something like class ProjectEmployee < AR:Base belongs_to :project belongs_to :employee belongs_to :parent, :class_name => 'Employee' # <--- ?????? end class Project < AR:Base has_many :project_employee has_many :employees, :through => :project_employee end class Employee < AR:Base has_many :project_employee has_many :projects, :through => :project_employee end How can I access the parent and the childs of an employee for a given project? I need to add and remove childs as wish from the employees of a project. Thank you!

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  • Setup for games animation: How do I know JFrame is finished setting itself up?

    - by Jokkel
    I'm using javax.swing.JFrame to draw game animations using double buffer strategy. First, I set up the frame. JFrame frame = new JFrame(); frame.setVisible(true); Now, I draw an object (let it be a circle, doesn't matter) like this. frame.createBufferStrategy(2); bufferStrategy = frame.getBufferStrategy(); Graphics g = bufferStrategy.getDrawGraphics(); circle.draw(g); bufferStrategy.show(); The problem is that the frame is not always fully set-up when the drawing takes place. Seems like JFrame needs up to three steps in resizing itself, until it reaches it's final size. That makes the drawing slide out of frame or hinders it to appear completely from time to time. I already managed to delay things using SwingUtilities.invokeLater(). While this improved the result, there are still times when the drawing slides away / looks prematurely draw. Any idea / strategy? Thanks in advance. EDIT: Ok thanks so far. I didn't mention that I write a little Pong game in the first place. Sorry for the confusion What I actually looked for was the right setup for accelerated game animations done in Java. While reading through the suggestions I found my question answered (though indirectly) here and this example made things clear for me. A resume for this might be that for animating game graphics in Java, the first step is to get rid of the GUI logic overhead.

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  • How to coerce type of ActiveRecord attribute returned by :select phrase on joined table?

    - by tribalvibes
    Having trouble with AR 2.3.5, e.g.: users = User.all( :select => "u.id, c.user_id", :from => "users u, connections c", :conditions => ... ) Returns, e.g.: => [#<User id: 1000>] >> users.first.attributes => {"id"=>1000, "user_id"=>"1000"} Note that AR returns the id of the model searched as numeric but the selected user_id of the joined model as a String, although both are int(11) in the database schema. How could I better form this type of query to select columns of tables backing multiple models and retrieving their natural type rather than String ? Seems like AR is punting on this somewhere. How could I coerce the returned types at AR load time and not have to tack .to_i (etc.) onto every post-hoc access?

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  • How to get exactly typeof is object/array/null..?

    - by 3gwebtrain
    var obj = {},ar = [],nothing=null,empty=undefined,word ='string',headorTail = true; console.log(typeof obj) //object console.log(typeof ar)//object console.log(typeof nothing)//object console.log(typeof empty)//undefined console.log(typeof word)//string console.log(typeof headorTail)//boolean But how can i get the type of obj,ar,nothing as "object, array,null" - what is the best way to achieve this?

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  • Freshen the RTS genre

    - by William Michael Thorley
    This isn't really a question, but a request for feedback. RPS (Rock, Paper, Scissors) RTS (Real Time Strategy) Demo version is out: The game is simple. It is an RTS. Why has it been made? Many if not most RTS’s are about economy and large numbers of unit types. The genre hasn’t actually developed the gameplay drastically from the very first RTS’s produced, some lesson have been learned, but the games are really very similar to how they have always been. RPS brings new gameplay to the RTS genre. Through three means: • New combat mechanics: RPS has two unique modes (as well as the old favourite) of resolving weapon fire. These change how combat happens, and make application of the correct units vital to success. From this comes the requirement to run Intel on your enemies. • Fixed Resource Economy: Each player has a fixed amount of energy, This means that there is a definite end to the game. You can attrition your enemy and try to outlast them, or try to outspend your opponent and destroy them. There is a limit to how fast ships can be built, through the generation of construction blocks, but energy is the fast limit on economy. • Game Modes: Game modes add victory conditions and new game pieces. The game is overseen by a controller which literally runs the game. Games are no longer line them up, gun them down. This means that new tactics must be played making skirmish games fresh with novel tactics without adding huge amounts of new game units to learn. I’ve produced RPS from the ground. I will be running a kickstarter in the near future, but right now I want feedback and input from the game developing community. Regarding the concepts, where RPS is going, the game modes, the combat mechanics. How it plays. RPS will give fresh gameplay to the genre so it must be right. It works over the internet or a LAN and supports single player games. Get it. Play it. Tell me about your games. Thank you Demo: https://dl.dropbox.com/u/51850113/RPS%20Playtest.zip Tutorials: https://dl.dropbox.com/u/51850113/RPSGamePlay.zip

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  • I need a js function that can sort state from Dropbox and gave me a phone number to call [on hold]

    - by User584
    AL West AR West CT EAST DC EAST Il West MN East player one groupe A player tow Groupe B player zero Groupe D if the Group is A and the State is AL then Phone = 0762154852 if the Group is B and the State is AR then phone = 2145632541 if the group is D and the state is MN then phone = 2589632541 if i player from a dropbox and then i select State from a dropbox I want the Field phone Show the right number

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  • Why are MVC & TDD not employed more in game architecture?

    - by secoif
    I will preface this by saying I haven't looked a huge amount of game source, nor built much in the way of games. But coming from trying to employ 'enterprise' coding practices in web apps, looking at game source code seriously hurts my head: "What is this view logic doing in with business logic? this needs refactoring... so does this, refactor, refactorrr" This worries me as I'm about to start a game project, and I'm not sure whether trying to mvc/tdd the dev process is going to hinder us or help us, as I don't see many game examples that use this or much push for better architectural practices it in the community. The following is an extract from a great article on prototyping games, though to me it seemed exactly the attitude many game devs seem to use when writing production game code: Mistake #4: Building a system, not a game ...if you ever find yourself working on something that isn’t directly moving your forward, stop right there. As programmers, we have a tendency to try to generalize our code, and make it elegant and be able to handle every situation. We find that an itch terribly hard not scratch, but we need to learn how. It took me many years to realize that it’s not about the code, it’s about the game you ship in the end. Don’t write an elegant game component system, skip the editor completely and hardwire the state in code, avoid the data-driven, self-parsing, XML craziness, and just code the damned thing. ... Just get stuff on the screen as quickly as you can. And don’t ever, ever, use the argument “if we take some extra time and do this the right way, we can reuse it in the game”. EVER. is it because games are (mostly) visually oriented so it makes sense that the code will be weighted heavily in the view, thus any benefits from moving stuff out to models/controllers, is fairly minimal, so why bother? I've heard the argument that MVC introduces a performance overhead, but this seems to me to be a premature optimisation, and that there'd more important performance issues to tackle before you worry about MVC overheads (eg render pipeline, AI algorithms, datastructure traversal, etc). Same thing regarding TDD. It's not often I see games employing test cases, but perhaps this is due to the design issues above (mixed view/business) and the fact that it's difficult to test visual components, or components that rely on probablistic results (eg operate within physics simulations). Perhaps I'm just looking at the wrong source code, but why do we not see more of these 'enterprise' practices employed in game design? Are games really so different in their requirements, or is a people/culture issue (ie game devs come from a different background and thus have different coding habits)?

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  • Legal concerns with orchestrating a music submission contest

    - by Amplify91
    My team and I are getting pretty far along in the development of our latest game and have been thinking about audio. We decided to host an audio submission contest where we will offer a little cash and some equity stake in the game as prizes. We are also giving away copies of the game to participants. We hope not only to find audio for our game, but to meet some cool sound artists and promote the game a bit through the process. First of all, is this even a good idea? What are some potential dangers in doing this? Will it even be well received among artists? Secondly, I wrote up some Terms and Conditions in my best legal-speak to try to protect us and clarify how the contest will be run. Are these sufficient to make sure everyone involved is treated fairly and is legally protected? They are as follows: All submissions (The Submission) must be licensed under a Creative Commons Attribution 3.0 Unported License (CC-BY-3.0) By applying a CC-BY-3.0 license, you (The Submitter) expressly give Detour Games (and all members wherein) permission to copy, distribute, transmit, modify, adapt, and make commercial use of The Submission. The Submitter must own all rights to The Submission and be within their rights to license it as specified and submit it. The Submitter claims responsibility for the legality of The Submission. If The Submission is found to infringe on the rights of a person or entity other than those of The Submitter, Detour Games will not be held liable as all responsibility and liability for the legality of The Submission is that of The Submitter's. No more than two free copies of The Game per submitter. All flat cash prizes will only be disbursed pending the success of our first $5,000 Kickstarter campaign. These prizes will be disbursed 30 days after Detour Games receives the Kickstarter funds. All equity prizes (percentage of profits) are defined as the given percent of total profits after costs for a period of one year (12 months) after the release of RAW. These prizes will be disbursed semi-annually. All prize money will be disbursed through either an electronic fund transfer through a service such as PayPal or by a mailed money order. It is The Submitter's responsibility to cooperate with Detour Games in the disbursement of the funds. Detour Games reserves the right to change these Terms and Conditions at any time without notice. By participating in the contest, The Submitter agrees to and accepts all terms and conditions listed. What else could I do (legally) to protect everyone involved?

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  • Best of both worlds: browser and desktop game?

    - by Ricket
    When considering a platform for a game, I've decided on multi-platform (Win/Lin/Mac) but can't make up my mind as far as browser vs. desktop. As I'm not all too far in development, and now having second thoughts, I'd like your opinion! Browser-based games using Java applets: market penetration is reasonably high (for version 6, it's somewhere around 60% I believe?) using JOGL, 3D performance/quality is decent; certainly good enough to render the crappy 3D graphics that I make there's the (small?) possibility of porting something to Android great for an audience of gamers who switch computers often; can sit down at any computer, load a webpage and play it also great for casual gamers or less knowledgeable gamers who are quite happy with playing games in a browser but don't want to install more things to their computer written in a high-level language which I am more familiar with than C++ - but at the same time, I would like to improve my skills with C++ as it is probably where I am headed in the game industry once I get out of school... easier update process: reload the page. Desktop games using good ol' C++ and OpenGL 100% market penetration, assuming complete cross-platform; however, that number reduces when you consider how many people will go through downloading and installing an executable compared to just browsing to a webpage and hitting "yes" to a security warning. more trouble to maintain the cross-platform; but again, for learning purposes I would embrace the challenge and the knowledge I would gain better performance all around true full screen, whereas browser games often struggle with smooth full screen graphics (especially on Linux, in my experience) can take advantage of distribution platforms such as Steam more likely to be considered a "real" game, whereas browser and Java games are often dismissed as not being real games and therefore not played by "hardcore gamers" installer can be large; don't have to worry so much about download times Is there a way to have the best of both worlds? I love Java applets, but I also really like the reasons to write a desktop game. I don't want to constantly port everything between a Java applet project and a C++ project; that would be twice the work! Unity chose to write their own web player plugin. I don't like this, because I am one of the people that will not install their web player for anything, and I don't see myself being able to convince my audience to install a browser plugin. What are my options? Are there other examples out there besides Unity, of games that have browser and desktop versions? Did I leave out anything in the pro/con lists above?

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  • Installing Windows 8 over Windows 7 with Ubuntu installed using wubi (both on `C:\`)

    - by peat-ar
    Current state I'm using both - Ubuntu (installed via Wubi on the same drive as Windows) and Windows 7 - quite frequently. I just bought the upgrade to Windows 8 and was curious to try it out, however I'm quite insecure whether Windows 8's "secure boot" will exclude my current Ubuntu installation and if it's even possible to keep it. So... is there any way to upgrade to Windows 8 without overwriting Ubuntu? (I really don't want to reinstall it, as a lot of customization has been done here and taking backups and all would get pretty wearing (same case for Windows 7 - if possible, I'd like to keep my files)) This is not a dublicate of Installing Windows 8 over Windows 7 with Ubuntu installed using wubi? because this question only deals with the case when Ubuntu has been installed on (e.g.) D:\ (while Windows is being installed on C:\)

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  • Does it mean video card is broken?

    - by Sejanus
    Hello, I've just installed some sort of relatively old video card and now computer freezes while playing certain video games (Civilization 4, HOMM V). Some other video games with far better graphics works well (Dawn of War I). Note that "freezing" games runs nicely and smoothly for about 10-15 mins, no lag or any other indication that video card may be not good enough. And then PC suddenly freezes, nothing works but rebooting. The question is, is this a normal behavior of a video card which is simply "not good enough" for the games in question, or is there something broken? Card itself or motherboard or whatever? OS is Windows 7 if that matters, and I don't know exact videocard specs but that probably doesn't matter for this sort of question... thanks in advance!

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  • On Windows 7, how do I fix my cmd.exe icon and remove cruft from the jumplist

    - by sb3700
    Hi. When installing drivers for my Gigabyte motherboard, I installed a "Games" link which ran from a batch file. This was pinned to the taskbar by default. As a result, it changed the icon for cmd.exe to the icon for Games. I uninstalled the Games and it got rid of the icon leaving it with a white rectangle thing (I can post screenshots on request). There is also a link on the jumplist to open Games, which just opens a cmd window. I've tried rebuilding my icon cache as per Changing Windows 7 pinned taskbar icons, but this only removed the white rectangle icon, leaving me with no real icon. c:\windows\system32\cmd.exe still has the appropriate icon in explorer, just not on the taskbar. Any ideas on how to fix this annoyance?

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