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  • Computer suddenly won't boot - stops at a flashing prompt

    - by Dave M G
    I have been running Ubuntu on my computer for a long time, and I have been using 11.10 since it became available in October. Suddenly, this morning, when I rebooted, the computer would not reach the log in screen. I go through the standard POST boot sequence, and I also get a splash screen for my Nvidia graphics card, so at least most of the hardware seems to be working. After that, all I get is a flashing text prompt - one blinking white underline character on a screen that is otherwise completely blank. I don't think it is even reaching GRUB. No key input is possible. I have tried various key combinations to try and initiate some kind of interface, be it command line or anything else. The only key combination that works is [CTRL]+[ALT]+[Delete] to reboot. I realize this is likely to be a hardware problem, but it could be an Ubuntu problem(?), so I'm hoping for a specific set of troubleshooting steps so I can diagnose and repair this issue. My current suspicion is that one of the drives in my 2 disk software RAID has failed (even though they should be too new for that). However, this computer is critical to my work, so I'd like to invite advice on any possibilities so as to waste as little time as possible in fixing this machine.

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  • Homepage not showing on Google

    - by MIke Mayberry
    About six weeks ago my homepage (mayberrykayakingdotcodotuk) disappeared from the google organic search for "kayaking pembrokeshire" despite it having been number 2 within a few weeks of it's launch last summer. My previous site (www.mikemayberrykayakingdotcodotuk) had been 2nd for about six years and has 301 redirects for all pages to the new site. Google toolbar still rates the homepage as 3/10 and the domain is still showing in search results, just not the homepage. A little research suggests that this is most likely to be due to an issue with google treating two pages as identical content (one with www. and one with not) since the changes in their algorithms around that time and that the way to fix this is to add some code somewhere. This makes sense to me as my print advertising doesn't have the www part of the address. I have cpanel access but a limited knowledge on web coding, having picked things up as I've gone along and paid for designers etc., when needed. Would someone be able to let me know where I have to go to add the code and what code I need to add to redirect the crawlers to one page? Or is there another issue that is causing this? Thanks in advance.

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  • Where is he now?

    - by Chris G. Williams
    A couple months ago, I announced I was leaving Magenic in order to take a break from consulting. I figured I'd post an update as to what I'm doing now, since I haven't exactly been slacking off.1) I accepted a position as a Lead Developer with RealPage. I work on a number of internal use applications for a subsidiary known as LevelOne. The majority of my work is in ASP.NET, a surprising amount of VB.NET, some C# and I'm picking up a few new tools for my belt... specifically Python, MongoDB and Perl.2) I am still the owner of Big Robot Games, a retail game store / coffee shop in the South Carolina upstate region. I'm not as involved in the day to day activity as I was, but I'm there most nights and weekends, when I'm not off doing other things, like #3.3) I am on the staff of Rock Revolt Magazine as a journalist, covering live performances as well as interviewing bands, providing album & video game reviews, fixing the website and the occasional prison ink. (Just kidding on that last one.)4) In whatever time is leftover, I still manage to bang out a little code on Heroic Adventure! (aka HA!) and talk about Windows Phone, XNA and whatever else suits me, wherever they'll let me.I guess that's about it.

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  • For an inexperienced VPS administrator, is Nginx a suitable alternative to Apache?

    - by James
    I couldn't think of the best way to set the title, so if somebody wants to edit it to something more appropriate, I'd be grateful ;) I'm what I would consider to be an inexperienced user/ administrator when it comes to running my VPS. I can get by with a few CLI commands, I can set up Webmin and I can set up Yum repos, but beyond the very basic stuff, I'm out of my depth. So far, I'm running Apache. I don't know it particularly well, but I can get by with editing httpd.conf if I'm told what to edit. I've heard good things about Nginx and that it's not as resource-hungry as Apache. I'd like to give it a go, but I can't find any information about its suitability for administrators like me, with little experience of sysadmin or web server config. Webmin now has support for Nginx, so getting it installed and running probably won't be too much of a problem. What I'm wondering is, from a site adminstrator perspective, is running Nginx as transparent as running Apache? IE, at the moment, I can just throw up Wordpress and Drupal sites without having much to worry about or having to make any config changes to Apache. Would Nginx be as transparent?

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  • Displaying a Grid of Data in ASP.NET MVC

    One of the most common tasks we face as a web developers is displaying data in a grid. In its simplest incarnation, a grid merely displays information about a set of records - the orders placed by a particular customer, perhaps; however, most grids offer features like sorting, paging, and filtering to present the data in a more useful and readable manner. In ASP.NET WebForms the GridView control offers a quick and easy way to display a set of records in a grid, and offers features like sorting, paging, editing, and deleting with just a little extra work. On page load, the GridView automatically renders as an HTML <table> element, freeing you from having to write any markup and letting you focus instead on retrieving and binding the data to display to the GridView. In an ASP.NET MVC application, however, developers are on the hook for generating the markup rendered by each view. This task can be a bit daunting for developers new to ASP.NET MVC, especially those who have a background in WebForms. This is the first in a series of articles that explore how to display grids in an ASP.NET MVC application. This installment starts with a walk through of creating the ASP.NET MVC application and data access code used throughout this series. Next, it shows how to display a set of records in a simple grid. Future installments examine how to create richer grids that include sorting, paging, filtering, and client-side enhancements. We'll also look at pre-built grid solutions, like the Grid component in the MvcContrib project and JavaScript-based grids like jqGrid. But first things first - let's create an ASP.NET MVC application and see how to display database records in a web page. Read on to learn more! Read More >

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  • Cheap ways to do scaling ops in shader?

    - by Nick Wiggill
    I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about how to reduce the amount of data uploaded to the GPU. For my terrain, which uses discrete / grid-based vertex positions in x and z, it's pretty clear that I can replace my vec3s (floats, really) with shorts, halving the per-vertex position attribute cost from 12 bytes each to 6 bytes. Considering I've got little enough other vertex data, and an enormous amount of terrain data to push into the world, it's a major gain. Currently in my code, one unit in GLSL shaders is equal to 1m in the world. I like that scale. If I move over to using shorts, though, I won't be able to use the same scale, as I would then have a very blocky world where every step in height is an entire metre. So I see these potential solutions to scale the positional data correctly once it arrives at the vertex shader stage: Use 10:1 scaling, i.e. 1 short unit = 1 decimetre in CPU-side code. Do a division by 10 in the vertex shader to scale incoming decimetre values back to metres. Arbirary (non-PoT) divisions tend to be slow, however. Use (some-power-of-two):1 scaling (eg. 8:1), which enables the use of a bitshift (eg. val >> 3) to do the division... not sure how performant this is in shaders, though. Not as intuitive to read values, but possibly quite a bit faster than div by a non-PoT value. Use a texture as lookup table. I've heard that this is really fast. Or whatever solutions others can offer to achieve the same results -- minimal vertex data with sensible scaling.

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  • suggestions for lonewolf dev setup

    - by d33j
    I'm looking for some suggestions for a better development setup. Background: I'm a crusty old software engineer (mostly java of late) and I have around 50 - 100 incomplete java projects scattered everywhere, usb keys, HDDs, and spanning across 5 or 6 computers etc, which have been put on hold for a few years (ie: family). I have no version control at home. I've been using IntelliJ for around 10 years, so that's the only constant. I'm thinking of nominating one machine as a headless server to put all my projects on, maybe a ubuntu box, that way It won't matter which device I'm on, all my projects can be accessed (and I don't have to waste time actually looking for them). I don't need to access code over the net. These are my own 'happy place' projects so I only work on them when I'm at home, however I can see the benefit of the tasking app being online, that way if I think of something while on public transport lets say, I can add it then & there, but it's not a requirement. I can wait until I get home to create tasks. Summary: So I need some sort of version control so I can rollback mistakes, and some sort of simple tasking software where I can assign tasks for myself later on when I get time. I use Subversion, Sonar, Jira and Crucible at work but I think it's a little bit of an overkill for me though. What do you suggest?

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  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

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  • Reduce weight in healthy way

    - by krnites
    This post is my daily summary of activities that I am going to take to reduce my overall weight by 15 lbs. I am not an overweight person as per my height of 5.11 I have decent weight of 178.4 and good body build. But from a long time(approx 3 month) I am thinking of getting 2-3 abs (note not 6 abs) and reducing my weight to below 170 ( which I was 2 years ago). This post will work as my daily diary of what I ate, what exercises I did, what apps/software I used to monitor my weight loss. Sometime it will not contain much information but some time when I will research will contain information for people who really want to reduce weight. My current target for next few week is to run 2.5 miles everyday under 30 minutes. Eat a lot of fruits and vegetable. No burger or tacos. No meat either fat or lean. And checking body weight after every four hour. Here are reading for today10:00 AM  - 178.22:00 PM    - 178.4I have already ran for 2 miles in 25 minutes, did a little bit of shoulder exercise and had eaten small bowl of vegetable biryani and two bread.I hope this post and all coming post will give the reader the first hand experience of a person who had read every blog and articles related to reducing weight and now trying to do it by implementing all of them by self. My approach will be a healthy way of reducing weight, I am not going to starve my self or going to eat only fruits all day. I will enjoy all the food item that I like to eat and will work hard on my body. This way I will / reduce the weight naturally and will increase the flexibility, durability and immunity of my system /body.

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  • How to implement Restricted access to application features

    - by DroidUser
    I'm currently developing a web application, that provides some 'service' to the user. The user will have to select a 'plan' according to which she/he will be allowed to perform application specific actions but up to a limit defined by the plan. A Plan will also limit access to certain features, which will not be available at all for some plans. As an example : say there are 3 plans, 2 actions throughout the application users in plan-1 can perform action-1 3 times, and they can't perform action-2 at all users in plan-2 can perform action-1 10 times, action-2 5 times users in plan-3 can perform action-1 20 times, action-2 10 times So i'm looking for the best way to get this done, and my main concerns besides implementing it, are the following(in no particular order) maintainability/changeability : the number of plans, and type of features/actions will change in the final product industry standard/best practice : for future readiness!! efficiency : ofcourse, i want fast code!! I have never done anything like this before, so i have no clue about how do i go about implementing these functionalities. Any tips/guides/patterns/resources/examples? I did read a little about ACL, RBAC, are they the patterns that i need to follow? Really any sort of feedback will help.

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  • Smoothing rotation

    - by Lewis
    I've spent the last three days trying to work out how to rotate a sprite smoothly depending on the velocity.x value of the sprite. I'm using this: float Proportion = 9.5; float maxDiff = 200; float rotation = fmaxf(fminf(playerVelocity.x * Proportion, maxDiff), -maxDiff); player.rotation = rotation; The behaviour is what I required but if the velocity changes rapidly then it will look like the sprite will jump to face left or jump to face right. I'll go into the behaviour in a little more detail: 0 velocity = sprite faces forwards negative velocity = sprite faces left depending on value. positive velocity = sprite faces right (higher velocity the more it faces right) same as above. I've read about using interpolation rather than an absolute angle to rotate it to but I don't know how to implement that. I have a physics engine available. There is one other way to get around this: to use += on the rotation angle. The thing is that I would then have to change the equation to produce positive and negative values then to make sure the sprite faces 0 once it reaches 0 velocity again. If I add that in now, it keeps the previous angle even after the velocity has dropped / is dropping. Any ideas/code snippets would be greatly appreciated.

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  • What should I recommend a small company looking for C# developers

    - by Coder
    Here is the issue. I am a senior developer, and one of the start-ups I designed the system (management system/database/web) a long time ago, have grown and need software updates. I have left their system to another developer long time ago, but apparently he has left the job, and so they are asking me if I can suggest them where to find a new one. The problem is that the company has no clue that the IT is not cheap. They expect multiple features to be added for 40$, so that's an issue. Actually one of the reasons why I left the project when I did. Lots of expectations, little pay, also I know those people outside work, so I decided to avoided stressing the nonwork-relationships and left the project gracefully. Today they asked me for an advice, and I told them that the feature list they want is probably going to cost some if they'll get a senior developer for the job. So I guess their best bet is to find someone who loves coding and has just finished the school. Which would give someone a chance to code for money which is good for a student, and at the same time, allow the student to get some hands on experience. Then again, the system is not exactly 20 line console program, there is an MSSQL database, ASP.NET web page and content management system with all the AJAX stuff and some other things. So student straight out of school could have some problems with that. But, I thought about the issue some more, and I think that junior developer is a tricky deal, without mentoring, he can either screw up royally, or just do what's asked. Also, it seems no one is coming to interviews at all, which is weird, or maybe not. What should I suggest them?

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  • Beginners guide to developing optimization software

    - by Florenc
    I am novice in "serious" programming i.e. applications that deal with real-life applications and software projects that go beyond school assignments. My interests include optimization, operations research, algorithms and lately i discovered how much I do like software design/development/engineering. I have already developed some simple desktop applications for some "famous" problems like TSP using heuristc approaches, a VRP solver (in progress) and so on. While developing this kind of software I actually used basic concepts taught at school such as object-orientation analysis and design. But, I found these courses rather elementary and quite boring (for my expectations). So I decided to go a little further and start developing "real" software (and this is where I realized how important and interesting software engineering/design is.) Now, here's my issue: I can not find a "study guide" for developing software of this kind. Currently, there are numerous resources out there (books, websites, tutorials) in designing and developing complex IS, web applications, smartphone apps but I can't find a book for example entitled "optimization software development". Definetly, someone could claim that "design patterns apply to software in general" but that's not my point. My point is that I could simply use my imagination for "simple" implementations, but what happens, when my imagination can not go further? In other words I'm looking for a guide/path to bridge the gap between: Mathematics-Algorithm Design-Software Engineering-Optimization-Software development

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  • What is the best way to exploit multicores when making multithread games?

    - by Keeper
    Many people suggest to write a program, and then start optimizing it. But I think that when it's coming to multithreading with multicore, a little think ahead is required. I've read about using threads, and experienced it myself during some courses at the university (still a student). The big question is simple, but a bit abstract: What thread related steps in game design do I need to take, before implementation? Now trying to be more specific. Let's say, as an example, that I'm making a small board game (like Monopoly) that I want to be multithreaded. My goal Is that this multithreaded game will exploit the best of the multicore system, lets say 4-6 cores (like in i7 processors). My answer to this question at the moment is, one thread for each of these four basic components: GUI User Input / Output AI (computer rival) Other game related calculations (like shortest path from A to B, or level up status change) I'm not an expert (yet!), and I'm sure there are better answers out there. Any suggestion, answer, different approach will be helpful. Some thoughts: Maybe splitting the main database is a good way.. (or total disaster.. )

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  • Simple Interactive Search with jQuery and ASP.Net MVC

    - by Doug Lampe
    Google now has a feature where the search updates as you type in the search box.  You can implement the same feature in your MVC site with a little jQuery and MVC Ajax.  Here's how: Create a javascript global variable to hold the previous value of your search box. Use setTimeout to check to see if the search box has changed after some interval.  (Note: Don't use setInterval since we don't want to have to turn the timer off while Ajax is processing.) Submit the form if the value is changed. Set the update target to display your results. Set the on success callback to "start" the timer again.  This, along with step 2 above will make sure that you don't sent multipe requests until the initial request has finished processing. Here is the code: <script type="text/javascript"> var searchValue = $('#Search').val(); $(function () {     setTimeout(checkSearchChanged, 0.1); }); function checkSearchChanged() {     var currentValue = $('#Search').val();     if ((currentValue) && currentValue != searchValue && currentValue != '') {         searchValue = $('#Search').val();         $('#submit').click();     }     else {         setTimeout(checkSearchChanged, 0.1);     } } </script> <h2>Search</h2> <% using (Ajax.BeginForm("SearchResults", new AjaxOptions { UpdateTargetId = "searchResults", OnSuccess = "checkSearchChanged" })) { %>     Search: <%   = Html.TextBox("Search", null, new { @class = "wide" })%><input id="submit" type="submit" value="Search" /> <% } %> <div id="searchResults"></div> That's it!

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  • Kickstarter and 2D smartphone games

    - by mm24
    I am about to launch a Kickstarter project as, after 14 months of full time development on my first iOS game, I run out of money. I developed an iOS game that needs few more months to be ready (the game structure is there but haven't yet worked on balancing the difficulty of the various levels). I have a feeling that most of the computer games founded on Kickstarter are for console, PC or Mac and not for smartphones. The category that many people seem to like is RPG style games. I have done tons of work over a year and collaborated with musicians and illustrators to get top quality graphics and music. The game looks cool to be an iOS 2D game but, compared to what I've seen on Kickstarter, I feel so little and humbled. I have searched for smartphone game projects on Kickstarter but haven't found many. I believe that the reason is that people are not keen in backing an APP that is normally sold for 0.99$ as they perceive is not something big. Am I the only one having this feeling? Could anyone please share a list of references to some successfully backed kickstarter smartphone game projects? (In this way the question will not become a "chat" and will fulfill the requirements to be a gamedev question). Any other article or authoritative answer will be welcome.

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  • phpBB - display a public message when the whole board is private

    - by Sparky672
    In my installation all discussion forums/boards are private and can only be seen after a user registers and admin approves their membership. This is working. When a user first comes to the main phpBB page and they're not logged in, they can see very little except for the login and registration functions. Now I'm trying to configure phpBB to display a Read Me posting that is available to general public before registration or login. The problem is that I'd have to create a whole "public" forum and it would likely contain only one topic thread called "Read Me". The users would have to click into the public forum and then click again to get into the Topic called "Read Me". Is it possible to have a Topic thread outside of a forum? If not, is there another, better, way to achieve this? I just want to display a message, maybe a few short paragraphs to the public, explaining the purpose of the Forum and that they must register and wait for approval in order to gain additional access. I'm not seeing anything like this in the ACP. Thank-you.

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  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

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  • Queueing up character actions

    - by TheBroodian
    I'm developing a 2D platformer with action-fighter elements. Currently things are working relatively smoothly but I'm having difficulty sorting something out. For the time, keeping my character's states and actions separated and preventing them from stepping on each others' toes is working out well and properly, but I would like to add a feature to my character to get him to behave a little bit more fluidly for the player. At the moment, he has numerous attacks and abilities that he can execute, all of them being executed with button presses. Here lies the problem: Being as everything is executed through button presses, while an action is in progress I flag the game to disregard further button presses until the action has completed. Therefore, consecutive actions cannot be performed until after the previous action has completed entirely. In runtime this behavior feels very icky, and very ungamelike. In games that rest most memorably at the forefront of my mind the player is able to execute button commands during the process of actions, and at the end of the current action, the following action is executed (seems like some sort of a queue system or something) Can anybody offer any guidance with this?

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Neural network input preprocessing

    - by TND
    It's clear that the effectiveness of a neural network depends strongly on the format you give it to work with. You want to preprocess it into the most convenient form you can algorithmically get to, so that the neural network doesn't have to account for that itself. I'm working on a little project that (surprise!) is going to be using neural networks. My future goal is to eventually use NEAT, which I'm really excited about. Anyway, one of my ideas involves moving entities in continuous 2D space, from a top-down perspective (this would be a really cool game AI). Of course, unless these guys are blind, they're going to be able to see the world around them. There's a lot of different ways this information could be fed into the network. One interesting but expensive way is to simply render a top-down "view" of things, with the entities as dots on the picture, and feed that in. I was hoping for something much simpler to use (at least at first), such as a list of the x (maybe 7 or so) nearest entities and their position in relative polar coordinates, orientation, health, etc., but I'm trying to think of the best way to do it. My first instinct was to order them by distance, which would inherently also train the neural network to consider those more "important". However, I was thinking- what if there's two entities that are nearly the same distance away? They could easily alternate indexes in that list, confusing the network. My question is, is there a better way of representing this? Essentially, the issue is the network needs a good way of keeping track of who's who, while knowing (by being inputted) relevant information about the list of entities it can see. Thanks!

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  • How to sync client and server at the first frame

    - by wheelinlight
    I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to set a destination for the character, much like in the Diablo series. I've read most information I can find online about interpolation, reconciliation, and general networking architecture (Valve's for instance). I think I understand everything but one thing seems to be missing in every article I read. Let say we have an interpolation delay of 100ms, server tickrate=50ms, latency=200ms; How do I know when 100ms has past on the client? If the server sends the first update on t=0, can I assume it arrives at t=200, therefore assuming that all packets takes the same amount of time to reach the client? What if the first packet arrives a little quick, for instance at t=150. I would then be starting the client with t=150 and at t=250 it will think it has past 100ms since its connect to the server when it in fact only 50ms has past. Hopefully the above paragraph is understandable. The summarized question would be: How do I know at what tick to start simulating the client? EDIT: This is how I ended up doing it: The client keeps a clock (approximately) in sync with the server. The client then simulates the world at simulationTime = syncedTime - avg(RTT)/2 - interpolationTime The round-trip time can fluctuate so therefore I average it out over time. By only keeping the most recent values when calculating the average I hope to adapt to more permanent changes in latency. It's still to early to draw any conclusion. I'm currently simulating bad network connections, but it's looking good so far. Anyone see any possible problems?

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  • how do I fix ati driver issue

    - by Michael
    I have little knowledge about ubuntu, but I am learning. Recently, my ubuntu 12.04 required that I update. I noticed that it was updating xorg and other things, after the update I was asked to reboot. I did. now when I start that computer up, it cannot detect any display and refuses to boot from usb. I have no idea how to recover my computer. It simply starts in what is akin to the terminal program and ask for my username and password. After that, I can enter commands. The problem may be because I manually installed drivers by copy pasting from some instructional that I now have no idea where they are, but what it amounts to is that I "built" the drivers. They were working GREAT until this update. I did this because otherwise I was unable to have sound through my hdmi. After I hand built the drivers, they worked great. After this update Ka-blam! nothing... Also, I had okay-ed lots of update sources (though all of them [xorg and such] were the stable versions, not the unstable update sources) Please help and thank you in advance. (if this is posted incorrectly or misplace, please let me know what to do)

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  • Cities from Space: A Tour of Urban Planning Patterns

    - by Jason Fitzpatrick
    While many cities developed haphazardly and organically with little structured planning, other cities were developed following strict organization–organization that reveals itself beautifully when seen from space. Wired magazine shares a roundup of ten well-planned cities viewed with a satellite’s eye. Among the roundup our favorite is the oldest, seen in the photo above: This nine-pointed fortress is perhaps the best example of a planned city from the Renaissance. Palmanova was built in 1593 and is located in the northeastern corner of Italy near the border with Slovenia. It was intended to be home to a completely self-reliant utopian community that could also defend itself against the Ottomans. It had three guarded entrances, ramparts between each of the star points and eventually a moat. Sadly, nobody was willing to move there. Eventually it was used as free housing for pardoned criminals. Today it is a national monument, a tourist destination and home to around 5,000 people. Hit up the link below to check out the other nine well-planned entries in the roundup. How To Boot Your Android Phone or Tablet Into Safe Mode HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices

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  • Sorting Algorithm : output

    - by Aaditya
    I faced this problem on a website and I quite can't understand the output, please help me understand it :- Bogosort, is a dumb algorithm which shuffles the sequence randomly until it is sorted. But here we have tweaked it a little, so that if after the last shuffle several first elements end up in the right places we will fix them and don't shuffle those elements furthermore. We will do the same for the last elements if they are in the right places. For example, if the initial sequence is (3, 5, 1, 6, 4, 2) and after one shuffle we get (1, 2, 5, 4, 3, 6) we will keep 1, 2 and 6 and proceed with sorting (5, 4, 3) using the same algorithm. Calculate the expected amount of shuffles for the improved algorithm to sort the sequence of the first n natural numbers given that no elements are in the right places initially. Input: 2 6 10 Output: 2 1826/189 877318/35343 For each test case output the expected amount of shuffles needed for the improved algorithm to sort the sequence of first n natural numbers in the form of irreducible fractions. I just can't understand the output.

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