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  • Reminder: GlassFish 3.1 Clustering Webinar Today!

    - by alexismp
    Quick reminder for those of you that missed the GlassFish Clustering Webinar from March, we have a new session today (June 28th, 2011). The session is planned at 10:00 a.m. PT / 1:00 p.m. ET / 19.00 CT and you'll need to register first. John Clingan, Principal Product Manager for GlassFish, will walk you through the various clustering features introduced and enhanced in version 3.1. This includes the SSH-based provisioning of clusters (never log in to any machine again), the centralized administration, High Availability and smart failover, load-balancer, Domain Admin Server (DAS) performance improvements, cluster deployments and more. Other than learning about these new product features this is also your chance to ask questions to John and other GlassFish team members. See you there!

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  • Need material for character anatomy in a 2D game. Spartan Like, See Picture

    - by Edwin Soho
    I'm creating my art for an 2d based IOS game. I know some basic anatomy as you can see by the picture but I have no idea how I will make draw the pics for animation of the character walking, attacking with his sword and protecting himself with shield. Is there any anatomy reference for 2d game out there, book or anything else? for your information, I did try to find but all of stuff I found are very amateur and incomplete The picture was my attempt of creating a example of the character walking, which I'm not happy with please help, thanks Update: Since I am in a hurry I decided I would copy the anatomy from other 2d games, it is not that clean but at least I wanna be able to start it. The question is still open.

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  • OpenGraph tags and HTML5 validity

    - by netmano
    I have a HTML5 based page, and I inculded the OpenGraph tags according to it's documentation. Also I checked with Facebook Debug, and it can parse the metadata. But when I use W3C Validator, it reports the OG tags as error: Attribute content not allowed on element meta at this point. <meta property="fb:admins" content="...." /> Attribute content not allowed on element meta at this point. <meta property="og:url" content="http://www...."> They are all in the <head>. I would need my page be "valid" HTML5 and OG tags, as well. Could you help me giving a hint how can it be achieved? UPDATE: The name version also invalid: <meta name='fb:admins' content=''>

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  • Developing OpenGLES2 apps for Ubuntu Software Center

    - by Bram
    I have a game for iOS and Android that I now want to port to Ubuntu. I plan to distribute it with Ubuntu Software Center. Preferrably for free with an in-app-purchase. My codebase is currently based on OpenGL ES2 and written in C++. I could rewrite to OpenGL, but having progammable shaders is a must. Fixed pipeline OpenGL will not suffice. Is there a feature in place that lets you specify OpenGL requirements in the Ubuntu Software Center? I want to make sure that only Ubuntu users with compatible hardware will be able to download my game. Any APIs I could use for getting a suitable OpenGL context, or am I expected to just use glx for this? Or is the use of GTK mandatory?

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  • Inspecting the model in a Rails application

    - by Matt Sherman
    I am learning some Ruby on Rails, and am a newbie. Most of my background is in ASP.net MVC on the back end. As I play with a basic scaffold project, I wonder about this case: you jump into an established Rails project and want to get to know the model. Based on what I have seen so far (again, simple scaffold), the properties for a given class are not immediately revealed. I don't see property accessors on the model classes. I do understand that this is because of the dynamic nature of Ruby and such things are not necessary or even perhaps desirable. Convention over code, I get that. (Am familiar with dynamic concepts, mostly via JS.) But if I am somewhere off in a view, and want to quickly know whether the (eg) Person object has a MiddleName property, how would I find that out? I don't have to go into the migrations, do I?

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  • SDL2 with OpenGL -- weird results, what's wrong?

    - by ber4444
    I'm porting an app to iOS, and therefore need to upgrade it to SDL2 from SDL1.2 (so far I'm testing it as an on OS X desktop app only). However, when running the code with SDL2, I'm getting weird results as shown on the second image below (the first image is how it looks with SDL, correctly). The single changeset that causes this is this one, do you see something obviously wrong there, or does SDL2 have some OpenGL nuances I'm unaware of? My SDL is based on changeset dd7e57847ea9 from HG (since then there is one "Allow specifying of OpenGL 3.2 Core Profile on Mac OS X" commit, not sure if that would help).

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  • Asynchronous update design/interaction patterns

    - by Andy Waite
    These days many apps support asynchronous updates. For example, if you're looking at a list of widgets and you delete one of them then rather than wait for the roundtrip to the server, the app can hide the one you deleted, giving immediate feedback. The actual deletion on the server will happen in the background. This can be seen in web apps, desktop apps, iOS apps, etc. But what about when the background operation fails. How should you feed back to the user? Should you restore the UI to the pre-deletion state? What about when multiple background operations fail together? Does this behaviour/pattern have a name? Perhaps something based on the Command pattern?

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  • window borders, menu bar missing over VNC

    - by zacaj
    I'm running Ubuntu 14.04 with Unity and Gnome3, however I don't have a screen hooked up anymore. I have installed x11vnc and run it with "-create" so that it will create a new X11 session, however when I VNC to it, the menu bar, window borders, etc are missing, windows are ordered based on creation time, and cannot be resized. Now, I don't really care if I end up with Ubuntu or Gnome's window manager, as long as this doesn't mess up my normal desktop stuff if I should happen to hook a monitor up again, and I'm not even attached to x11vnc if someone can point me to a good complete tutorial using something else, but I've been trying vino and tightvnc and rdp and x11vnc is the only one I've managed to get this far.

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  • A good way to build a game loop in OpenGL

    - by Jeff
    I'm currently beginning to learn OpenGL at school, and I've started making a simple game the other day (on my own, not for school). I'm using freeglut, and am building it in C, so for my game loop I had really just been using a function I made passed to glutIdleFunc to update all the drawing and physics in one pass. This was fine for simple animations that I didn't care too much about the frame rate, but since the game is mostly physics based, I really want to (need to) tie down how fast it's updating. So my first attempt was to have my function I pass to glutIdleFunc (myIdle()) to keep track of how much time has passed since the previous call to it, and update the physics (and currently graphics) every so many milliseconds. I used timeGetTime() to do this (by using <windows.h>). And this got me to thinking, is using the idle function really a good way of going about the game loop? My question is, what is a better way to implement the game loop in OpenGL? Should I avoid using the idle function?

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  • YouTube Scalability Lessons

    - by Bertrand Matthelié
    @font-face { font-family: "Arial"; }@font-face { font-family: "Courier New"; }@font-face { font-family: "Wingdings"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }h2 { margin: 12pt 0cm 3pt; page-break-after: avoid; font-size: 14pt; font-family: "Times New Roman"; font-style: italic; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }span.Heading2Char { font-family: Calibri; font-weight: bold; font-style: italic; }div.Section1 { page: Section1; }ol { margin-bottom: 0cm; }ul { margin-bottom: 0cm; } Very interesting blog post by Todd Hoff at highscalability.com presenting “7 Years of YouTube Scalability Lessons in 30 min” based on a presentation from Mike Solomon, one of the original engineers at YouTube: …. The key takeaway away of the talk for me was doing a lot with really simple tools. While many teams are moving on to more complex ecosystems, YouTube really does keep it simple. They program primarily in Python, use MySQL as their database, they’ve stuck with Apache, and even new features for such a massive site start as a very simple Python program. That doesn’t mean YouTube doesn’t do cool stuff, they do, but what makes everything work together is more a philosophy or a way of doing things than technological hocus pocus. What made YouTube into one of the world’s largest websites? Read on and see... Stats @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } 4 billion Views a day 60 hours of video is uploaded every minute 350+ million devices are YouTube enabled Revenue double in 2010 The number of videos has gone up 9 orders of magnitude and the number of developers has only gone up two orders of magnitude. 1 million lines of Python code Stack @font-face { font-family: "Arial"; }@font-face { font-family: "Cambria"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }div.Section1 { page: Section1; } Python - most of the lines of code for YouTube are still in Python. Everytime you watch a YouTube video you are executing a bunch of Python code. Apache - when you think you need to get rid of it, you don’t. Apache is a real rockstar technology at YouTube because they keep it simple. Every request goes through Apache. Linux - the benefit of Linux is there’s always a way to get in and see how your system is behaving. No matter how bad your app is behaving, you can take a look at it with Linux tools like strace and tcpdump. MySQL - is used a lot. When you watch a video you are getting data from MySQL. Sometime it’s used a relational database or a blob store. It’s about tuning and making choices about how you organize your data. Vitess- a  new project released by YouTube, written in Go, it’s a frontend to MySQL. It does a lot of optimization on the fly, it rewrites queries and acts as a proxy. Currently it serves every YouTube database request. It’s RPC based. Zookeeper - a distributed lock server. It’s used for configuration. Really interesting piece of technology. Hard to use correctly so read the manual Wiseguy - a CGI servlet container. Spitfire - a templating system. It has an abstract syntax tree that let’s them do transformations to make things go faster. Serialization formats - no matter which one you use, they are all expensive. Measure. Don’t use pickle. Not a good choice. Found protocol buffers slow. They wrote their own BSON implementation, which is 10-15 time faster than the one you can download. ...Contiues. Read the blog Watch the video

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  • Open Source Shopping Cart Software

    - by Cecil
    Ive come into a bit of an issue lately regarding shopping cart software, and i would like some recommendations. I have been an OsCommerce developer for years now, and im finding alot of my clients are wanting updated looking backends ... OSC is fantastic, but the fact that its not being updated anymore and that its clunky and table based is taking up quite a bit of my time. I have built a few sites on Magento, and although it gives quite a good backend, it is the slowest shopping cart i have ever come across in my time, that and the fact that modifying it takes years, has convinced me not to use that again. So, i like any input as to what people are finding good in todays open source shopping cart software.

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  • PL2303X driver for ubuntu

    - by kam
    I have 2 questions I hope someone is able to help me. I bought a usb/serial adapter based on PL2303X and not PL2303. 1- Do you know of any patches to make the PL2303X detectable and functional? 2- Assuming I got the patch, and before I apply it, I wanted to upgrade my kernel. I found this website http://www.unixmen.com/upgrade-your-kernel-the-safe-way-in-ubuntu-linuxmint/ to teach me to do so.. Is this a good procedure? and to what version you advise me to upgrade? Thanks.

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  • Ogre3D : seeking advices about game files management

    - by Tibor
    I'm working on a new game, and its related level editor, based on Ogre3D. I was thinking about how i could manage the game files, knowing that Ogre use .mesh files for models, .material for materials/texture information etc... . At first i thought about a common .zip folder decompressed at runtime (the same way Torchlight and Ogre samples do). But this way the game assets become a monolithic archive, loading takes time, and could be difficult to eventually patch them. So, let's say i have a game object named "Cube" i want to load in my program. Going for modularity, what if i create a compressed file (using zlib compression routines) named Cube.extname, containing its sub-files Cube.mesh, Cube.material and so on ? Are there any alternatives or should i stick with compressed objects? PS: Just to clear things, the answer is unrelated to my program code, at the moment i'm using "resources.cfg" pointing to the OgreSDK media directory.

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  • Where to start learning OpenGL with C++?

    - by NERDcustard
    I'm 16 years old and my name is Norbert. I have learnt C++ and made some cool text based games and such but I would love to start graphic's programming. I'm a decent artiest (I will have some of my work bellow) I know the base of C++ but I really would like to get into OpenGL. I need someone to show me some good tutorials for OpenGl with C++ so I can really get into game dev. My goal is to be able to program a simple 2d game by the end of the year and I have lots of time to do so. I'm en-rolled in a game dev next year and really need some help with starting off. http://imgur.com/QZjKX http://imgur.com/3CZy7

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  • AndEngine Sprite position

    - by Kirill Kulakov
    I had noticed the AndEngine a few days ago, and I tried to create basic game with a few Sprites.Sure, the engine makes the development process much more easier.However I found the sprite lacking a major functionally: Whenever there is a need to refer to the position of an Sprite the engine manipulates the position based on the top-left corner of sprite,this is not the best thing because there is a need to subtract/add the width/height to its position in order to refer to its center.However when we refer to he scale of the Sprite it scaled according to its center point (which is great) I find it very confusing to refer to its position each time differently.I solved that by extending the Sprite class and implementing my methods of setCenter and getCenter, I guess that not the best way to do so. Do you have any suggestion?

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  • Where to draw the line between front end and back end

    - by Twincascos
    I was recently contracted to develop a smarty theme for an automated SOHO phone answering service. The team who had built the backend wouldn't allow me access to any of the back end nor tell me anything about it, their smarty set up, smarty plugins, data base interface api, server set-up, nothing. Nor could I have access to the server nor a beta domain, basically zero co-operation. So I set up a local server with Smarty and built the template based on what I guessed would be their best practice, commented my code like crazy, wrote all the needed javascript, css, and template files. Then I sent them packaged to the backend team and hoped for the best. With half of a project team failing to cooperate or even communicate I am now concerned that they may reply saying that everything is wrong and they may refuse to implement the new front end. I'm curious to know if others encounter this type of situation and what you may have done to protect yourselves.

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  • Is it a waste of time to free resources before I exit a process?

    - by Martin
    Let's consider a fictional program that builds a linked list in the heap, and at the end of the program there is a loop that frees all the nodes, and then exits. For this case let's say the linked list is just 500K of memory, and no special space managing is required. Is that a wast of time, because the OS will do that anyway? Will there be a different behavior later? Is that different according to the OS version? I'm mainly interested in UNIX based systems, but any information will be appreciated. I had today my first lesson in OS course and I'm wondering about that now.

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  • What are the basic skills a beginner JavaScript programmer should have?

    - by Sanford
    In NYC, we are working on creating a collaborative community programming environment and trying to segment out software engineers into differing buckets. At present, we are trying to define: Beginners Intermediates Advanced Experts (and/or Masters) Similar to an apprenticeship, you would need to demonstrate specific skills to achieve different levels. Right now, we have identified beginner programming skills as: Object - method, attributes, inheritance Variable - math, string, array, boolean - all are objects Basic arithmetic functions - precedence of functions String manipulation Looping - flow control Conditionals - boolean algebra This is a first attempt, and it is a challenge since we know the natural tension between programming and software engineering. How would you create such a skills-based ranking for JavaScript in this manner? For example, what would be the beginner JavaScript skills that you would need to have to advance to the intermediate training? And so on.

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  • What are the downsides of leaving automation tags in production code?

    - by joshin4colours
    I've been setting up debug tags for automated testing of a GWT-based web application. This involves turning on custom debug id tags/attributes for elements in the source of the app. It's a non-trivial task, particularly for larger, more complex web applications. Recently there's been some discussion of whether enabling such debug ids is a good idea to do across the board. Currently the debug ids are only turned on in development and testing servers, not in production. There have been points raised that enabling debug ids does cause performance to take a hit, and that debug ids in production may lead to security issues. What are benefits of doing this? Are there any significant risks for turning on debug tags in production code?

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  • Best practice Java - String array constant and indexing it

    - by Pramod
    For string constants its usual to use a class with final String values. But whats the best practice for storing string array. I want to store different categories in a constant array and everytime a category has been selected, I want to know which category it belongs to and process based on that. Addition : To make it more clear, I have a categories A,B,C,D,E which is a constant array. Whenever a user clicks one of the items(button will have those texts) I should know which item was clicked and do processing on that. I can define an enum(say cat) and everytime do if clickedItem == cat.A .... else if clickedItem = cat.B .... else if .... or even register listeners for each item seperately. But I wanted to know the best practice for doing handling these kind of problems.

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  • Best way for a mailing list in Android

    - by Asgard
    I want to create a mailing list function based on an address book included in the application, (NOT the user's contacts) for example I have the addresses [email protected] [email protected] [email protected] [email protected] [email protected] every email addresses, must be associated with a specific section, the various section should be selected through a checkbox list. every section may have more than an email. I have yet created a working email sender that support the simultaneous sending to many email but I don't know what is the best way to store and load the address in the application and how realize this.

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  • YouTube Releases Native Wii App

    - by Jason Fitzpatrick
    Watching YouTube videos on the Wii just got a whole lot easier; YouTube’s native Wii app streamlines the process and cuts out the need for the Internet Channel browser. Previous to this release you had to use the $5 Internet Channel and the Opera Browser to access YouTube. It worked but it wasn’t elegant by any means. The new YouTube Wii app sports a clean interface, simple Wiimote-based controls, and all the great YouTube content you can handle. The app is free but currently U.S. only. According to the press release, the app will be rolled out to other countries in the coming months. YouTube App Now on Nintendo Wii in the U.S. [YouTube] How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Liverpool: Transfer Predictions

    - by BizTalk Visionary
    Some simple predictions based on one fact: Rafa Benitez stays at Liverpool 1. Torres leaves for 60 million – destination Man City 2. Gerrard leaves for 30 million – destination Real Madrid – Mourinho gets his man   3. Mascherano leaves for 25 million – destination Spain 4. Riera leaves for who knows where – 10 million 5. Aquilani leaves for who knows whre – 12 million 6. Yanks pay off 100 million of debt 7. Yanks give Rafa 37 million to spend – Rafa buys another load of dross from Spain, Italy and else where! That's it!

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  • How to create a reasonably sized urban area manually but efficiently

    - by Overv
    I have a game concept that only really works in an urban area that is of reasonable scale and diversity. In terms of what it should look like, think GTA, in terms of the size think more like a small neighbourhood with residents and a few local shops, perhaps a supermarket. I'm mostly experienced in programming and not at all with modelling, texturing or drawing, but I've found that SketchUp allows me to design interesting looking buildings that I model after real world buildings in my own neighbourhood. Designing these buildings and other objects can take from a few tens of minutes to a few hours. My question is: what is the best approach for a one man army like me who does manage to model buildings to create an interesting city environment in a reasonable amount of time? My game will not be based on procedural generation, the environment will actually be modelled like GTA cities.

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  • Deleting ASP.NET application subdirectories causes application recycle!

    - by geekrutherford
    This may not be news to most people, but was definitely a shock to me!   In the .NET 2.x framework a "feature" was implemented where by an ASP.NET application is automatically recycled if any subdirectory is deleted. This was apparently implemented to prevent stale content from appearing on a site.   The unfortunate side effect of this "feature" is that when using the "InProc" model for session management, all session data is lost if a subdirectory is deleted.   For those who progammatically may be adding/deleting directories within their application as inherent functionality, this causes a rather large problem.   The solution? Create your folder(s) which may be programmatically deleted outside of the root folder for the application. Alernatively, utilize a file based structure vs. folders since deleting files does not result in the same issue.

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