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  • Heading to GTC 2010

    - by Daniel Moth
    Next week the GPU Technology Conference (GTC) 2010 takes place in San Jose, CA and I am lucky enough to be attending the entire week. It has been an extremely long time (in fact, I can't remember the last time) where I am registered as an attendee at a conference (full pass/access) without being a speaker *and* without having any booth duty! Having said that, we (our team at Microsoft) will be running GPU debugging UX studies throughout the entire week (similar to what I had previously advertised). If you are attending GTC 2010 and you are interested, look for the related flyer in your conference bag. The conference is an excellent opportunity to connect in-person with various individuals that I have only met virtually. From an educational perspective there is a very long and interesting session list, with multiple concurrent slots, making it very hard to choose between them, but I have managed to create my (packed) schedule. I am most looking forward to sessions on the programming languages and tools, both from Microsoft and MS partners. For full conference details, visit the GTC 2010 official page. Comments about this post welcome at the original blog.

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  • Speaking at AMD Fusion conference

    - by Daniel Moth
    Next Wednesday at 2pm I will be presenting a session at the AMD Fusion developer summit in Bellevue, Washington State. For more on this conference please visit the official website. If you filter the catalog by 'Speaker Last Name' to "Moth", you'll find my talk. For your convenience, below is the title and abstract Blazing-fast code using GPUs and more, with Microsoft Visual C++ To get full performance out of mainstream hardware, high-performance code needs to harness, not only multi-core CPUs, but also GPUs (whether discrete cards or integrated in the processor) and other compute accelerators to achieve orders-of-magnitude speed-up for data parallel algorithms. How can you as a C++ developer fully utilize all that heterogeneous hardware from your Visual Studio environment? How can your code benefit from this tremendous performance boost without sacrificing your developer productivity or the portability of your solution? The answers will be presented in this session that introduces a new technology from Microsoft. Hope to see many of you there! Comments about this post welcome at the original blog.

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  • C++ Accelerated Massive Parallelism

    - by Daniel Moth
    At AMD's Fusion conference Herb Sutter announced in his keynote session a technology that our team has been working on that we call C++ Accelerated Massive Parallelism (C++ AMP) and during the keynote I showed a brief demo of an app built with our technology. After the keynote, I go deeper into the technology in my breakout session. If you read both those abstracts, you'll get some information about what C++ AMP is, without being too explicit since we published the abstracts before the technology was announced. You can find the official online announcement at Soma's blog post. Here, I just wanted to capture the key points about C++ AMP that can serve as an introduction and an FAQ. So, in no particular order… C++ AMP lowers the barrier to entry for heterogeneous hardware programmability and brings performance to the mainstream, without sacrificing developer productivity or solution portability. is designed not only to help you address today's massively parallel hardware (i.e. GPUs and APUs), but it also future proofs your code investments with a forward looking design. is part of Visual C++. You don't need to use a different compiler or learn different syntax. is modern C++. Not C or some other derivative. is integrated and supported fully in Visual Studio vNext. Editing, building, debugging, profiling and all the other goodness of Visual Studio work well with C++ AMP. provides an STL-like library as part of the existing concurrency namespace and delivered in the new amp.h header file. makes it extremely easy to work with large multi-dimensional data on heterogeneous hardware; in a manner that exposes parallelization. introduces only one core C++ language extension. builds on DirectX (and DirectCompute in particular) which offers a great hardware abstraction layer that is ubiquitous and reliable. The architecture is such, that this point can be thought of as an implementation detail that does not surface to the API layer. Stay tuned on my blog for more over the coming months where I will switch from just talking about C++ AMP to showing you how to use the API with code examples… Comments about this post welcome at the original blog.

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  • Join our team at Microsoft

    - by Daniel Moth
    If you are looking for a SDE or SDET job at Microsoft, keep on reading. Back in January I posted a Dev Lead opening on our team, which was quickly filled internally (by Maria Blees). Our team is part of the recently announced Microsoft Technical Computing group. Specifically, we are working on new debugger functionality, integrated with Visual Studio (we are starting work on the next version), aimed to address HPC and GPGPU scenarios (and continuing the Parallel Debugging scenarios we started addressing with VS2010). We now have many more openings on our debugger team. We posted three of those on the careers website: Software Development Engineer Software Development Engineer II Software Development Engineer in Test II (don't let the word "Test" fool you: An SDET on our team is no different than a developer in any way, including the skills required) Please do read the contents of the links above. Specifically, note that for both positions you need to be as proficient in writing C++ code as you are with managed code (WPF experience is a plus). If you think you have what it takes, you wish to join a quality and schedule driven project, and want to contribute features to a product that has global impact, then send me your resume and I'll pass it on to the hiring managers. Comments about this post welcome at the original blog.

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  • User eXperience

    - by Daniel Moth
    The last few months I have been spending a lot of time designing (and help design) the developer experience for the areas I contribute to (in future versions of Visual Studio). As a technical person who defines feature sets, it is easy to get engulfed in the pure technical side of things and ignore the details that ultimately make users "love" using the product to achieve their goal, instead of just "having to use" it. Engaging in UX design helps me escape that trap. In case you are also interested in the UX side of development, I thought I'd share an interesting site I came across: UX myths. In particular, I recommend reading myths 9, 10, 12, 13, 14, 15 and 21. Let me know if there are other UX resources you recommend… Comments about this post welcome at the original blog.

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  • "Hello World" in C++ AMP

    - by Daniel Moth
    Some say that the equivalent of "hello world" code in the data parallel world is matrix multiplication :) Below is the before C++ AMP and after C++ AMP code. For more on what it all means, watch the recording of my C++ AMP introduction (the example below is part of the session). void MatrixMultiply(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W ) { for (int y = 0; y < M; y++) { for (int x = 0; x < N; x++) { float sum = 0; for(int i = 0; i < W; i++) { sum += vA[y * W + i] * vB[i * N + x]; } vC[y * N + x] = sum; } } } Change the function to use C++ AMP and hence offload the computation to the GPU, and now the calling code (which I am not showing) needs no changes and the overall operation gives you really nice speed up for large datasets…  #include <amp.h> using namespace concurrency; void MatrixMultiply(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W ) { array_view<const float,2> a(M, W, vA); array_view<const float,2> b(W, N, vB); array_view<writeonly<float>,2> c(M, N, vC); parallel_for_each( c.grid, [=](index<2> idx) mutable restrict(direct3d) { float sum = 0; for(int i = 0; i < a.x; i++) { sum += a(idx.y, i) * b(i, idx.x); } c[idx] = sum; } ); } Again, you can understand the elements above, by using my C++ AMP presentation slides and recording… Stay tuned for more… Comments about this post welcome at the original blog.

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  • C++ AMP recording and slides

    - by Daniel Moth
    Yesterday we announced C++ Accelerated Massive Parallelism. Many of you want to know more about the API instead of just meta information. I will trickle more code over the coming months leading up to the date when we will share actual bits. Until you have bits in your hand, it is only your curiosity that is blocked, so I ask you to be patient with that and allow me to release this on our own schedule ;-) You can now watch my 45-minute session introducing C++ AMP on channel9. You will also want to download the slides (pdf), because they are not readable in the recording. Comments about this post welcome at the original blog.

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  • How to hide items under the options from one select box upon selection of an item in another select

    - by jl
    Hi, I am new to jQuery and would like to know how is it possible for me to hide an option in a selection box based on the selection of another selection box. I have 5 selection boxes, this is for the administrator to select the users of a limited criteria. The <options> are create dynamically from the results of a database query and php, and they all have the same <options>. e.g. this is an example of the selection boxes with their option values. userbox1 - Amy, Bosh, Cathy, Daniel, Ethan userbox2 - Amy, Bosh, Cathy, Daniel, Ethan userbox3 - Amy, Bosh, Cathy, Daniel, Ethan userbox4 - Amy, Bosh, Cathy, Daniel, Ethan userbox5 - Amy, Bosh, Cathy, Daniel, Ethan So if the administrator selects Cathy in userbox1, Cathy will be automatically be hidden from the selection on the rest of the userbox. And if the administrator changes his/her mind and reselect another user call Ethan. The userboxes should be able to show the availability of Cathy in the selection. I am not sure is hide/show the correct status to be used in such cases. May I know how is it possible to write the function as stated above? If I am missing some current references, kindly point me to it. Thanks in advance.

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  • Problem with RVM and gem that has an executable

    - by djhworld
    Hi there, I've recently made the plunge to use RVM on Ubuntu. Everything seems to have gone swimmingly...except for one thing. I'm in the process of developing a gem of mine that has a script placed within its own bin/ directory, all of the gemspec and things were generated by Jeweler. The bin/mygem file contains the following code: - #!/usr/bin/env ruby begin require 'mygem' rescue LoadError require 'rubygems' require 'mygem' end app = MyGem::Application.new app.run That was working fine on the system version of Ruby. Now...recently I've moved to RVM to manage my ruby versions a bit better, except now my gem doesn't appear to be working. Firstly I do this: - rvm 1.9.2 Then I do this: - rvm 1.9.2 gem install mygem Which installs fine, except...when I try to run the command for mygem mygem I just get the following exception: - daniel@daniel-VirtualBox:~$ mygem <internal:lib/rubygems/custom_require>:29:in `require': no such file to load -- mygem (LoadError) from <internal:lib/rubygems/custom_require>:29:in `require' from /home/daniel/.rvm/gems/ruby-1.9.2-p136/gems/mygem-0.1.4/bin/mygem:2:in `<top (required)>' from /home/daniel/.rvm/gems/ruby-1.9.2-p136/bin/mygem:19:in `load' from /home/daniel/.rvm/gems/ruby-1.9.2-p136/bin/mygem:19:in `<main>'mygem NOTE: I have a similar RVM setup on MAC OSX and my gem works fine there so I think this might be something to do with Ubuntu?

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  • What kind of steering behaviour or logic can I use to get mobiles to surround another?

    - by Vaughan Hilts
    I'm using path finding in my game to lead a mob to another player (to pursue them). This works to get them overtop of the player, but I want them to stop slightly before their destination (so picking the penultimate node works fine). However, when multiple mobs are pursuing the mobile they sometimes "stack on top of each other". What's the best way to avoid this? I don't want to treat the mobs as opaque and blocked (because they're not, you can walk through them) but I want the mobs to have some sense of structure. Example: Imagine that each snake guided itself to me and should surround "Setsuna". Notice how both snakes have chosen to prong me? This is not a strict requirement; even being slightly offset is okay. But they should "surround" Setsuna.

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  • Scripting for a C#, multiplayer game

    - by Vaughan Hilts
    I have a multiplayer game written in C# and we've recently been creating a lot of content but have been looking for a way to give our entities customization logic that the designers can hook into. I took a look at this post. With something like this in mind (using C# as a scripting language); I have a few questions. 1) Would one embed the script itself in the entity object before persisting to it to the disk? Is this okay? 2) Would I compile once per scripting then - this seems like a lot of overhead to store all these compiled Assemblies to execute. Any general advice on how to do thigns is welcome, too. These entities are generated on the fly inside the editor and could be composed of a lot of different things.

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  • Creating a level editor event system

    - by Vaughan Hilts
    I'm designing a level editor for game, and I'm trying to create sort of an 'event' system so I can chain together things. If anyone has used RPG Maker, I'm trying to do similar to their system. Right now, I have an 'EventTemplate' class and a bunch of sub-classed 'EventNodes' which basically just contain properties of their data. Orginally, the IAction and IExecute interface performed logic but it was moved into a DLL to share between the two projects. Question: How can I abstract logic from data in this case? Is my model wrong? Isn't cast typing expensive to parse these actions all the time? Should I write a 'Processor' class to execute these all? But then these actions that can do all sorts of things need to interact with all sorts of sub-systems.

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  • Creating a frozen bubble clone

    - by Vaughan Hilts
    This photo illustrates the environment: http://i.imgur.com/V4wbp.png I'll shoot the cannon, it'll bounce off the wall and it's SUPPOSED to stick to the bubble. It does at pretty much every other angle. The problem is always reproduced here, when hit off the wall into those bubbles. It also exists in other cases, but I'm not sure what triggers it. What actually happens: The ball will sometimes set to the wrong cell, and my "dropping" code will detect it as a loner and drop it off the stage. *There are many implementations of "Frozen Bubble" on the web, but I can't for the life of me find a good explanation as to how the algorithm for the "Bubble Sticking" works. * I see this: http://www.wikiflashed.com/wiki/BubbleBobble https://frozenbubblexna.svn.codeplex.com/svn/FrozenBubble/ But I can't figure out the algorithims... could anyone explain possibly the general idea behind getting the balls to stick? Code in question: //Counstruct our bounding rectangle for use var nX = currentBall.x + ballvX * gameTime; var nY = currentBall.y - ballvY * gameTime; var movingRect = new BoundingRectangle(nX, nY, 32, 32); var able = false; //Iterate over the cells and draw our bubbles for (var x = 0; x < 8; x++) { for (var y = 0; y < 12; y++) { //Get the bubble at this layout var bubble = bubbleLayout[x][y]; var rowHeight = 27; //If this slot isn't empty, draw if (bubble != null) { var bx = 0, by = 0; if (y % 2 == 0) { bx = x * 32 + 270; by = y * 32 + 45; } else { bx = x * 32 + 270 + 16; by = y * 32 + 45; } //Check var targetBox = new BoundingRectangle(bx, by, 32, 32); if (targetBox.intersects(movingRect)) { able = true; } } } } cellY = Math.round((currentBall.y - 45) / 32); if (cellY % 2 == 0) cellX = Math.round((currentBall.x - 270) / 32); else cellX = Math.round((currentBall.x - 270 - 16) / 32); Any ideas are very much welcome. Things I've tried: Flooring and Ceiling values Changing the wall bounce to a lower value Slowing down the ball None of these seem to affect it. Is there something in my math I'm not getting?

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  • Interpolating between two networked states?

    - by Vaughan Hilts
    I have many entities on the client side that are simulated (their velocities are added to their positions on a per frame basis) and I let them dead reckon themselves. They send updates about where they were last seen and their velocity changes. This works great and other players see this work find. However, after a while these players begin to desync after some time. This is because of latency. I'd like to know how I can interpolate between states so they appear to be in the correct position. I know where the player was LAST seen and their current velocity but interpolating to the last seen state causes the player to actually move -backwards-. I could not use velocity at all for other clients and simply 'lerp' them towards the appropriate direction but I feel this would cause jaggy movement. What are the alternatives?

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  • How can I achieve strong typing with a component messaging system?

    - by Vaughan Hilts
    I'm looking at implementing a messaging system in my entity component system. I've deduced that I can use an event / queue for passing messages, but right now, I just use a generic object and cast out the data I want. I also considered using a dictionary. I see a lot of information on this, but they all involve a lot of casting and guessing. Is there any way to do this elegantly and keep strong typing on my messages?

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  • What were the typical price range for a development kit?

    - by Vaughan Hilts
    A lot of these things are usually behind NDAs and tricky to gauge. Is there any information and ranges on how much these thing costs? For example, the PS1 had the "Net Yaroze", which according to Wikipedia was: "For about $750 USD, the Net Yaroze (DTL-H300x) package would contain a special black-colored debugging PlayStation unit with documentation, software, and no regional lockout." So, what were the prices of some game development kits? P.S: This might make a good community wiki

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  • Syncing properties across a game server

    - by Vaughan Hilts
    I'm beginning to implement a simple scripting system into my networked server, and I've hit a snag. Before, I've been wrapping my calls into functions on objects that manipulate objects, but lately I've been finding this to be a pain for simple things. For example, if I set 'player.HP = 1'.. this works server-side. But the player side never sees this change unless I explicitly send a packet to inform the client. For many things like map swapping that require more complicated changes, like change X, Y, Map and do this.. I have a function. That's fine. But what about these small properties I want to sync?

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  • Upgrade Ubuntu 11.10 to 12.10

    - by Daniel Minassian
    To whoever can help, I want to update the ubuntu on my laptop to 12.10 from the current version 11.10, when i click on the update manager i get a partial update gui, if i click cancel on that i get the gui for update which has three buttons check, install updates and upgrade. The upgrade button upgrades only to 12.04.1.LTS, when i press check it checks and gives me this error "W:Failed to fetch h t t p://lb.archive.ubuntu.com/ubuntu/dists/precise/main/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_main_i18n_Index , W:Failed to fetch h t t p://lb.archive.ubuntu.com/ubuntu/dists/precise/multiverse/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_multiverse_i18n_Index , W:Failed to fetch http://lb.archive.ubuntu.com/ubuntu/dists/precise/restricted/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_restricted_i18n_Index , W:Failed to fetch http://lb.archive.ubuntu.com/ubuntu/dists/precise/universe/i18n/Index No Hash entry in Release file /var/lib/apt/lists/partial/lb.archive.ubuntu.com_ubuntu_dists_precise_universe_i18n_Index , E:Some index files failed to download. They have been ignored, or old ones used instead." Thank you for your time and help, Daniel Minassian

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  • Network does not connect at boot

    - by Daniel Svozil
    I am on Ubuntu 12.04, fresh install. When I boot a machine, the boot screen says Connecting to network, later it is changed to something like Did not connect, trying for another 60s. However, the network does not connect at the boot. But I can then log in without a network connection, and if I start a network manager service manually from the terminal (sudo service network-manager start), the network is connected without any problems. Please, does anybody know where the problem could be? I don't want to wait more than two minutes every computer restart :-). I am new to Ubuntu (and also to upstart) so I am a bit lost. There is no /var/log/messages, in dmesg I found this record, though it may not be related: init: network-interface (eth1) pre-start process (492) terminated with status 1 init: network-interface (eth1) post-stop process (548) terminated with status 1 Thanks Daniel

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  • Adjust Terminal - (Arch-like Info-Screen)

    - by Daniel
    I use Ubuntu for many years but recently I discovered a nice feature in Arch. It is common to display system-information on headless servers on ssh-login, on Ubuntu its the landscape- package. I wounded if it's possible to create the same for the normal terminal in Ubuntu . Like the terminal in Arch I think it might be useful to have this information displayed, at the time one starts the terminal. Is it possible to create something like this for the terminal, and if so what would you suggest? I tried motd but these messages were not displayed. Daniel

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  • svn import, dont modify revision OR modify the list of files in a transaction

    - by Vaughan Durno
    Hi Ive gained so much knowledge/insight from this site in the past few years, now im actually hoping to get some enlightenment. The scenario is as follows: You have the general structure of the repo (trunk,branches,tags) but added to the layout you have another directory called 'db_revs'. Now in the pre-commit, you take a dump of a specific database (the specifics are irrelevant) into a temporary file, say /tmp/REV.sql (REV being the HEAD revision number of the repo, or the transaction). K all is well and you can just import that temp file into the repo at /db_revs/REV.sql Now obviously that import, even tho its happening during a commit, increments the revision of the repo. So when u do a commit at some point to say 'test.php' in the trunk and it completes at say revision 159, then the pre-commit runs as it should and the DB dump gets imported but then u r sitting with a tree in the repo-browser where 'trunk' is at revision 159, and 'db_revs', which has the imported dump, is at 158 (Ive made it so that the filename matches the revision ie: 159.sql but that file is then at revision 158). NB If you're doing an import in a pre-commit, you need to add some logic to not perform the import, say by checking first for the existence of the temp file, otherwise it will cause, um, a stack overflow and your PC will quickly crawl to a stand still So I wanted to know if it was possible to make an import to not commit its changes. I realise I might be barking up the wrong tree to begin with so I have another idea of doing this so that brings me to the 2nd part of my question, would it be possible to modify the list of files that the transaction is about to commit to the repo. I know this can be done to a WC but that wont help as a WC is a checked out copy of say the trunk so im not sure how u would add a file to the 'db_revs' folder which is above trunk? Any help is greatly appreciated Cheers Vaughan

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  • Allow Incoming Responses from Curl On Ubuntu 11.10 - Curl

    - by Daniel Adarve
    I'm trying to get a Curl Response from an outside server, however I noticed I cant neither PING the server in question nor connect to it. I tried disabling the iptables firewall but I had no success. My server is running behind a Cisco Linksys WRTN310N Router with the DD-wrt firmware Installed. In which I already disabled the firewall. Here are my network settings: Ifconfig eth0 Link encap:Ethernet HWaddr 00:26:b9:76:73:6b inet addr:192.168.1.120 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::226:b9ff:fe76:736b/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:49713 errors:0 dropped:0 overruns:0 frame:0 TX packets:30987 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:52829022 (52.8 MB) TX bytes:5438223 (5.4 MB) Interrupt:16 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:341 errors:0 dropped:0 overruns:0 frame:0 TX packets:341 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:27604 (27.6 KB) TX bytes:27604 (27.6 KB) /etc/resolv.conf nameserver 192.168.1.1 /etc/nsswitch.com passwd: compat group: compat shadow: compat hosts: files dns networks: files protocols: db files services: db files ethers: db files rpc: db files netgroup: nis /etc/host.conf order hosts,bind multi on /etc/hosts 127.0.0.1 localhost 127.0.0.1 callcenter # The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters /etc/network/interfaces # The loopback network interface auto lo iface lo inet loopback # The primary network interface auto eth0 iface eth0 inet static address 192.168.1.120 netmask 255.255.255.0 network 192.168.1.1 broadcast 192.168.1.255 gateway 192.168.1.1 The Url to which im trying to get a connection to is https://www.veripayment.com/integration/index.php When I ping it on terminal heres what I get daniel@callcenter:~$ ping www.veripayment.com PING www.veripayment.com (69.172.200.5) 56(84) bytes of data. --- www.veripayment.com ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms Thanks in Advance

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  • Game editor integration with the engine?

    - by Daniel
    What I am trying to figure out is what is the best way to integrate the editor(level, effects, model, etc...) in the most effective way? Now the first thing I thought would be to create the game engine(*) extremely modular. For example I took the example of game states. You could have multiple game states that all have their own update() and draw() methods among others. Each game state class would inherit from a base GameState class. This allows for a more modular approach and a useful one at that. Now would the most efficient approach be to implement the editor along with the modular engine, or create two different designs for both the game, and editor? I thought to take the game state example and extend it to window states, and well could be used for a lot more systems. Is there a better implementation of this design(game state) for use in other systems used in the engine? *: Now I know the term game engine is sorta irrelevant, and misused in many situations. What I am referring to as the "game engine" is the combination of the systems that the game must interact with for short. Also this is more of a theory / design question than an implementation. Even though both mix, i'd rather like to have a more general idea on how the editor is built in an efficient way and still using the same engine code as what the game uses. Thanks, Daniel P.S If you need more clarification or extra bits just leave a comment.

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  • How To Scale Canvas In Android

    - by Daniel Braithwaite
    I am writing a android game using Canvas as the way to draw everything, the problem is that when i run it on different android phones the canvas dosn't change size i tried using canvas.scale() but that didn't make a i difference. The code i use for drawing is ... public void draw( Canvas c, int score ) { Obstical2[] obstmp = Queue.toArray(this.o); Coin[] cointmp = QueueC.toArray(this.c); for( int i = 0; i < obstmp.length; i++ ) { obstmp[i].draw(c); } for( int i = 0; i < cointmp.length; i++ ) { cointmp[i].draw(c); } c.drawText(String.format("%d", score ), 20, 50, textPaint); if( isWon && isStarted ) c.drawText("YOU WON", 20, 400, resPaint); else if( isLost && isStarted ) c.drawText("YOU LOST", 20, 400, resPaint); } The function above calls the draw functions for the entity's on the screen, theses function are as follows Draw Function For Obstical : public void draw( Canvas c ) { Log.i("D", "COIN"); coin.draw(c); } Draw Function For Coin : public void draw( Canvas c ) { obstical.draw(c); } How could i make the canvas re-size to it would look the same on any screen ? Cheers Daniel

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  • Set default owner/user

    - by Daniel Hollands
    I'm a web developer, and so have set-up an old machine in the office as an Ubuntu Server, for the purposes of testing websites. I've set-up LAMP and have created a /var/www folder, from which all my local sites are served. The issue is that of user permissions, i.e. any files that I copy into that folder (from my Windows machine via the network) automatically take on me (daniel) as their owner. The problem is that I want www-data to become the owner. I did some research and saw that it should be possible to use setuid (and setgid) to automatically set www-data as the owner of all files put into /var/www automatically, so far I've not had any luck making it work. Can someone help please? Thank you UPDATE: Would this do what I want it to do? Default file permissions for php user www-data UPDATE 2: I've kinda fixed my issue by changing my samba settings. Using Webmin, I was able to go in and change the default settings (as seen here: http://imageshack.us/photo/my-images/521/captureon.png/)

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