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  • What makes a project big?

    - by Jonny
    Just out of curiosity what's the difference between a small, medium and large size project? Is it measured by lines of code or complexity or what? Im building a bartering system and so far have about 1000 lines of code for login/registration. Even though there's lots of LOC i wouldnt consider it a big project because its not that complex though this is my first project so im not sure. How is it measured?

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  • Indexing and Page Ranking Issues

    - by user631249
    Hi all I am on the first page of google for keywords concerned with MOVING, however i cant seem to break the carpet cleaning rankings. I have made changes and additions which havent been indexed yet. Should i wait for the run or please please can someone give me pointers on the carpet cleaning indexing. Also i have 53pages submitted and only 38 indexed, where could the problem be. Is there software to check indexing hiccups . Thanks.

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  • Speaking About SQL Server

    - by AllenMWhite
    There's a lot of excitement in the SQL Server world right now, with the RTM (Release to Manufacturing) release of SQL Server 2012 , and the availability of SQL Server Data Tools (SSDT) . My personal speaking schedule has exploded as well. Just this past Saturday I presented a session called Gather SQL Server Performance Data with PowerShell . There are a lot of events coming up, and I hope to see you at one or more of them. Here's a list of what's scheduled so far: First, I'll be presenting a session...(read more)

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  • SQL Server DMVs in Action - Sample Chapter

    Read the first chapter of this new book on DMVs. Free trial of SQL Backup™“SQL Backup was able to cut down my backup time significantly AND achieved a 90% compression at the same time!” Joe Cheng. Download a free trial now.

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  • Is there a way to suspend/sleep via bash?

    - by Brett Alton
    I have to get nine 46" LCD monitors (running Windows) to suspend/sleep at 8pm and wake at 8am every morning. It's been a bit of a mess trying to get the commands working, including the privileges. Since I'm an Ubuntu user first and foremost, I'm wondering how easy this would be in Ubuntu/Linux. I know cron would be able to run my suspend/sleep command at 8pm (what is the suspend/sleep command anyway?), but what about waking the machine up at 8am without using Wake-on-Lan or manual intervention?

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  • TechEd 2010 Twitter Book Give Away

    - by Scott Dorman
    If you’re going to TechEd North America this year, Sams Publishing will be giving away 9 advanced reader copies. In order to win a copy, be sure to follow the InformIT Twitter account and the #TechEd hash tag. Sporadically throughout the day a tweet will be sent out stating that the first person who comes to the booth and mentions my book will get a copy. The give away will probably occur over multiple days, so be sure to keep an eye on Twitter. Technorati Tags: Books,Sams Teach Yourself C# 2010

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  • yahoo media player not working

    - by luca590
    I have a yahoo media player embedded in my webpage. I am currently using Ruby on Rails to create/edit my web page. When i click the play button next to a track the YMP waits a while and then goes to the next track without playing the first one. I then get a warning on my second (last) track that its file could not be found. Does anyone has a better recommendation for an audio player or a way to fix this one?

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  • Unity won't load with proprietary drivers

    - by Nobita
    First time running Ubuntu 11.04 and getting used to Unity, I decided to install proprietary drivers for my Nvidia graphic card. The output of lspci | grep VGA is: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: nVidia Corporation Device 0df5 (rev a1) If I activate the driver that is "recommended", next time I try to login in a Unity session it just changes to the classic. How can that be happening? I attach the screenshoot of my proprietary driver screen:

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  • Is there a library that handles hexagon tiled 2D maps?

    - by Pete Mancini
    It would represent a map that is semi-square of arbitrary size. It would have a simple system for representation of the map coordinates such as 0101 (first column, 1st hex). I'd want the map to be able to tell me the distance between two points, and what other hexes lay between those two points as a list or array. I don't care as much about the language but c# or python would be ideal. Does one exist?

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  • Making a design for a Problem [closed]

    - by Vaibhav Agarwal
    I have written many codes using OOPS and I am still to understand when is a code good enough to be accepted by experts. The thought procedure of every man is different and so is the design. My question is should I do something in particular to design my programs in such a way that they are good enough to be accepted by people. Other thing I have also read Head First Object Oriented Design but at last I feel that the way they design the problems is much different I would have designed them.

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  • Microsoft Azure Storage Queues Part 1: Getting Started

    Microsoft Azure Queues are a ready-to-use service that loosely connects components or applications through the cloud. This article is the first part in a five-part series about Microsoft Azure Cloud Services by Roman Schacherl. "A real time saver" Andy Doyle, Head of IT ServicesAndy and his team saved time by automating backup and restores with SQL Backup Pro. Find out how much time you could save. Download a free trial now.

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  • PowerPivot FILTER condition optimizations

    - by Marco Russo (SQLBI)
    In the comments of a recent post from Alberto Ferrari there was an interesting note about different performance related to the order of conditions in a FILTER call. I investigated about that and Jeffrey Wang has been so nice to give me some info about actual implementation that I can share on a blog post. First of all, an important disclaimer: PowerPivot is intended to make life easier, not requiring the user to think how to write the order of elements in a formula just to get better performance....(read more)

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  • Quick run through of the WP7 Developer Tools January 2011

    - by mbcrump
    In case you haven’t heard the latest WP7 Developers Tool update was released yesterday and contains a few goodies. First you need to go and grab the bits here. You can install them in any order, but I installed the WindowsPhoneDeveloperResources_en-US_Patch1.msp first. Then the VS10-KB2486994-x86.exe. They install silently. In other words, you would need to check Programs and Features and look in Installed Updates to see if they installed successfully. Like the screenshot below: Once you get them installed you can try out a few new features. Like Copy and Paste. Just fire up your application and put a TextBox on it and Select the Text and you will have the option highlighted in red above the text. Once you select it you will have the option to paste it. (see red rectangle below). Another feature is the Windows Phone Capability Detection Tool – This tool detects the phone capabilities used by your application. This will prevent you from submitting an app to the marketplace that says it uses x feature but really does not. How do you use it? Well navigate out to either directory: %ProgramFiles%\Microsoft SDKs\Windows Phone\v7.0\Tools\CapDetect %ProgramFiles (x86)%\Microsoft SDKs\Windows Phone\v7.0\Tools\CapDetect and run the following command: CapabilityDetection.exe Rules.xml YOURWP7XAPFILEOUTPUTDIRECTORY So, in my example you will see my app only requires the ID_CAP_MICROPHONE. Let’s see what the WmAppManifest.xml says in our WP7 Project: Whoa! That’s a lot of extra stuff we don’t need. We can delete unused capabilities safely now. Some of the other fixes are: (Copied straight from Microsoft) Fixes a text selection bug in pivot and panorama controls. In applications that have pivot or panorama controls that contain text boxes, users can unintentionally change panes when trying to copy text. To prevent this problem, open your application, recompile it, and then resubmit it to the Windows Phone Marketplace. Windows Phone Connect Tool – Allows you to connect your phone to a PC when Zune® software is not running and debug applications that use media APIs. For more information, see How to: Use the Connect Tool. Updated Bing Maps Silverlight Control – Includes improvements to gesture performance when using Bing™ Maps Silverlight® Control. Windows Phone Developer Tools Fix allowing deployment of XAP files over 64 MB in size to physical phone devices for testing and debugging. That’s pretty much it. Thanks again for reading my blog!  Subscribe to my feed CodeProject

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  • T-SQL bits - ROW_NUMBER

    - by MartinIsti
    About a month ago I found the SQLShare site which provides useful, clear tutorial videos of how to use some SQL functions, or how to fine tune a query. Their videos are roughly 3-5 minutes long and have proved to be very good for me with a strong BI background with less first-hand T-SQL experience. I decided to make notes of the ones I watched and found useful and instead of putting them into a word document somewhere locally I'll publish them on this blog so. These would be very simple and short...(read more)

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  • Focusing on Mobile @ Oracle OpenWorld

    - by Carlos Chang
    Plenty of exciting trends in the industry today: Cloud, Big Data, Mobile, etc. The first two are amazing of course, but for me, it's mobile, mobile and... MOBILE.   Why? Think back to the mozilla browser (Marc Andreessen's mozilla, not today's mozilla.org), Netscape and the nascent beginnings of the World Wide Web. Amazing times. Companies were just starting to set up their home pages, basic HTML, hyperlinks, images, ooooh, aaaah.  Yahoo! was *the* search engine back then. :-\   Anywhoo, I would pose that mobile today, we are in a similar junction. Sure, there's millions of apps on Apple's App Store and Google Play, but within the enterprise, it's just getting started. I'm talking about going beyond the simple, tactical apps such as calendaring, contacts or directory service lookup. And while mobile first a common mantra, I'm referring to mobile plus which includes and looks upon the whole enterprise holistically and adds new parameters, such as your GPS location, perhaps even your vital signs. (Apple's health kit?)  Everything is going mobile. Everything connected. But with the enterprise - scalability, security, integration, app management, user management, etc. Amazing times ahead. Ok, got that off my mind. Oracle OpenWorld 2014 - Going Mobile!  If you're coming to the big dance, I've highlighted some key mobile sessions below. And if you see me around, and there's a bar within reach, high five me for a beer. I mean, if you read this far, and didn't already jump to the list below, I think you deserve one.   Cheers!  Monday, 9/29/14 at 10:15 AM - General Session: Time for You to Rethink Mobile? Oracle Mobile Strategy and Roadmap Tuesday, 9/30/14 @ 12:00 PM; MW3020 - Develop and Deploy Mobile Applications with Oracle’s Mobile Wednesday, 10/1/2014 @10:15 AM; MW 3022 Introduction to Oracle Mobile Application Framework Wednesday, 10/1/2014 @11:30 AM Accelerate Enterprise Mobility with Oracle Mobile Cloud Service Click here to view the complete Focus on Mobile sessions at this years Oracle OpenWorld 2014, and don't forget to follow @OracleMobile on Twitter. 

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  • Getting the right results with bcp and DTS with multiple versions of SQL Server installed.

    - by fatherjack
    I was using SSIS for the first time on an instance the other day and came across this error when I executed a package Package migration from version 3 to version 2 failed with error 0xC001700A. The version number in the package is not valid. The version number cannot be greater than current version number. This was a pain and wasn't something that I was expecting, however, the error message made sense - the package was being executed by the wrong version of the executable. Not impossible to...(read more)

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  • Lazy Initailization in .NET 4.0

    Lazy initialization or lazy instantiation means that an object is not created until it is first referenced. Lazy initialization is used to reduce wasteful computation, memory requirements. Following is an example where Lazy initialization is particularly useful.

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  • Determining relative velocities on impact?

    - by meds
    I'm trying to figure out a way to determine the relative velocity of a body colliding with another in a 2D environment. For example if one body is moving at (1,0) and another traveling behind it collides with it from behind at (2,0) the velocity of the impact relative to the first body was (1,0). I need a method which takes in two velocities, one velocity belonging to the body the velocity is being measured against, and the other for the impacting body and return the relative velocity.

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  • Script to create or drop all primary keys now on TechNet Wiki.

    - by John Paul Cook
    I posted my script to create or drop all primary keys on the TechNet Wiki. You can find it at http://social.technet.microsoft.com/wiki/contents/articles/script-to-create-or-drop-all-primary-keys.aspx . I first published the script here in 2009 and I've always wanted a way for the community to enhance it or correct it. The TechNet Wiki makes that possible. Visit the Wiki and see if you like this approach to publishing scripts....(read more)

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  • C# Dev - I've tried Lisps, but I don't get it.

    - by Jonathan Mitchem
    After a few months of learning about and playing with lisps, both CL and a bit of Clojure, I'm still not seeing a compelling reason to write anything in it instead of C#. I would really like some compelling reasons, or for someone to point out that I'm missing something really big. The strengths of a Lisp (per my research): Compact, expressive notation - More so than C#, yes... but I seem to be able to express those ideas in C# too. Implicit support for functional programming - C# with LINQ extension methods: mapcar = .Select( lambda ) mapcan = .Select( lambda ).Aggregate( (a,b) = a.Union(b) ) car/first = .First() cdr/rest = .Skip(1) .... etc. Lambda and higher-order function support - C# has this, and the syntax is arguably simpler: "(lambda (x) ( body ))" versus "x = ( body )" "#(" with "%", "%1", "%2" is nice in Clojure Method dispatch separated from the objects - C# has this through extension methods Multimethod dispatch - C# does not have this natively, but I could implement it as a function call in a few hours Code is Data (and Macros) - Maybe I haven't "gotten" macros, but I haven't seen a single example where the idea of a macro couldn't be implemented as a function; it doesn't change the "language", but I'm not sure that's a strength DSLs - Can only do it through function composition... but it works Untyped "exploratory" programming - for structs/classes, C#'s autoproperties and "object" work quite well, and you can easily escalate into stronger typing as you go along Runs on non-Windows hardware - Yeah, so? Outside of college, I've only known one person who doesn't run Windows at home, or at least a VM of Windows on *nix/Mac. (Then again, maybe this is more important than I thought and I've just been brainwashed...) The REPL for bottom-up design - Ok, I admit this is really really nice, and I miss it in C#. Things I'm missing in a Lisp (due to a mix of C#, .NET, Visual Studio, Resharper): Namespaces. Even with static methods, I like to tie them to a "class" to categorize their context (Clojure seems to have this, CL doesn't seem to.) Great compile and design-time support the type system allows me to determine "correctness" of the datastructures I pass around anything misspelled is underlined realtime; I don't have to wait until runtime to know code improvements (such as using an FP approach instead of an imperative one) are autosuggested GUI development tools: WinForms and WPF (I know Clojure has access to the Java GUI libraries, but they're entirely foreign to me.) GUI Debugging tools: breakpoints, step-in, step-over, value inspectors (text, xml, custom), watches, debug-by-thread, conditional breakpoints, call-stack window with the ability to jump to the code at any level in the stack (To be fair, my stint with Emacs+Slime seemed to provide some of this, but I'm partial to the VS GUI-driven approach) I really like the hype surrounding Lisps and I gave it a chance. But is there anything I can do in a Lisp that I can't do as well in C#? It might be a bit more verbose in C#, but I also have autocomplete. What am I missing? Why should I use Clojure/CL?

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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