Binary option robot indonesia forum

Some Game Balance Thoughts from an Eve Veteran

Hi everyone,
I've been passionate about sandbox games and how they are designed into a functioning coherent environment. I developed most of this passion in Eve and served as a CSM last year. I'm hopeful that DU will be the future of sandbox sci-fi games. I wanted to note down how I think NQ can better some of the game's most important aspects. Some of their staff probably read here too. The forums have this "one idea per thread" rule, so I decided to put them here. Here are some problems, and how I would solve them.
PvP
1) Cube Meta: Need viability for non-cubes.
2) Small vs Big Ships: Need drastic balance.
3) Non-Consensual PvP:
The current non-consensual PvP is very binary and unsustainable. If you can find some people careless enough to go in a direct path between two planets with no radars, you kill them. People will wake up (or they already did) to this very fast, plus warp drives will become abundant, and pretty soon no such PvP will be possible. Meanwhile, if you are a new player with no knowledge and you get caught to pirates like this, you basically have zero options to protect yourself.
Economy
1) There is no need to trade.
2) Resource Hexes are too disposable.
3) No mining robots please.
Overall I have great hopes but also concerns about the game. One major concern/test was whether the server tech will hold. It has improved a lot and that's great news for NQ. The next concern is whether NQ is spread too thin. The game's development was probably too early to commit to a non-wipe environment, and NQ might be underestimating how much it lacks vs an actually functioning ecosystem. Not to mention customer support is pretty nonexistent (god forbid you have a problem that's beyond the Discord staff's abilities). People will get bored of cool looking handcrafted ships pretty fast unless they have meaningful stuff to do in them very soon.
Let's see how things develop.
o7
submitted by Olmeca_Gold to DualUniverse [link] [comments]

AJ ALMENDINGER

glimpse into the future of Roblox

Our vision to bring the world together through play has never been more relevant than it is now. As our founder and CEO, David Baszucki (a.k.a. Builderman), mentioned in his keynote, more and more people are using Roblox to stay connected with their friends and loved ones. He hinted at a future where, with our automatic machine translation technology, Roblox will one day act as a universal translator, enabling people from different cultures and backgrounds to connect and learn from each other.
During his keynote, Builderman also elaborated upon our vision to build the Metaverse; the future of avatar creation on the platform (infinitely customizable avatars that allow any body, any clothing, and any animation to come together seamlessly); more personalized game discovery; and simulating large social gatherings (like concerts, graduations, conferences, etc.) with tens of thousands of participants all in one server. We’re still very early on in this journey, but if these past five months have shown us anything, it’s clear that there is a growing need for human co-experience platforms like Roblox that allow people to play, create, learn, work, and share experiences together in a safe, civil 3D immersive space.
Up next, our VP of Developer Relations, Matt Curtis (a.k.a. m4rrh3w), shared an update on all the things we’re doing to continue empowering developers to create innovative and exciting content through collaboration, support, and expertise. He also highlighted some of the impressive milestones our creator community has achieved since last year’s RDC. Here are a few key takeaways:
And lastly, our VP of Engineering, Technology, Adam Miller (a.k.a. rbadam), unveiled a myriad of cool and upcoming features developers will someday be able to sink their teeth into. We saw a glimpse of procedural skies, skinned meshes, more high-quality materials, new terrain types, more fonts in Studio, a new asset type for in-game videos, haptic feedback on mobile, real-time CSG operations, and many more awesome tools that will unlock the potential for even bigger, more immersive experiences on Roblox.

Vibin’

Despite the virtual setting, RDC just wouldn’t have been the same without any fun party activities and networking opportunities. So, we invited special guests DJ Hyper Potions and cyber mentalist Colin Cloud for some truly awesome, truly mind-bending entertainment. Yoga instructor Erin Gilmore also swung by to inspire attendees to get out of their chair and get their body moving. And of course, we even had virtual rooms dedicated to karaoke and head-to-head social games, like trivia and Pictionary.
Over on the networking side, Team Adopt Me, Red Manta, StyLiS Studios, and Summit Studios hosted a virtual booth for attendees to ask questions, submit resumes, and more. We also had a networking session where three participants would be randomly grouped together to get to know each other.

What does Roblox mean to you?

We all know how talented the Roblox community is from your creations. We’ve heard plenty of stories over the years about how Roblox has touched your lives, how you’ve made friendships, learned new skills, or simply found a place where you can be yourself. We wanted to hear more. So, we asked attendees: What does Roblox mean to you? How has Roblox connected you? How has Roblox changed your life? Then, over the course of RDC, we incorporated your responses into this awesome mural.
📷
Created by Alece Birnbach at Graphic Recording Studio

Knowledge is power

This year’s breakout sessions included presentations from Roblox developers and staff members on the latest game development strategies, a deep dive into the Roblox engine, learning how to animate with Blender, tools for working together in teams, building performant game worlds, and the new Creator Dashboard. Dr. Michael Rich, Associate Professor at Harvard Medical School and Physician at Boston Children’s Hospital, also led attendees through a discussion on mental health and how to best take care of you and your friends’ emotional well-being, especially now during these challenging times.
📷
Making the Dream Work with Teamwork (presented by Roblox developer Myzta)
In addition to our traditional Q&A panel with top product and engineering leaders at Roblox, we also held a special session with Builderman himself to answer the community’s biggest questions.
📷
Roblox Product and Engineering Q&A Panel

2020 Game Jam

The Game Jam is always one of our favorite events of RDC. It’s a chance for folks to come together, flex their development skills, and come up with wildly inventive game ideas that really push the boundaries of what’s possible on Roblox. We had over 60 submissions this year—a new RDC record.
Once again, teams of up to six people from around the world had less than 24 hours to conceptualize, design, and publish a game based on the theme “2020 Vision,” all while working remotely no less! To achieve such a feat is nothing short of awe-inspiring, but as always, our dev community was more than up for the challenge. I’ve got to say, these were some of the finest creations we’ve seen.
WINNERS
Best in Show: Shapescape Created By: GhettoMilkMan, dayzeedog, maplestick, theloudscream, Brick_man, ilyannna You awaken in a strange laboratory, seemingly with no way out. Using a pair of special glasses, players must solve a series of anamorphic puzzles and optical illusions to make their escape.
Excellence in Visual Art: agn●sia Created By: boatbomber, thisfall, Elttob An obby experience unlike any other, this game is all about seeing the world through a different lens. Reveal platforms by switching between different colored lenses and make your way to the end.
Most Creative Gameplay: Visions of a perspective reality Created By: Noble_Draconian and Spathi Sometimes all it takes is a change in perspective to solve challenges. By switching between 2D and 3D perspectives, players can maneuver around obstacles or find new ways to reach the end of each level.
Outstanding Use of Tech: The Eyes of Providence Created By: Quenty, Arch_Mage, AlgyLacey, xJennyBeanx, Zomebody, Crykee This action/strategy game comes with a unique VR twist. While teams fight to construct the superior monument, two VR players can support their minions by collecting resources and manipulating the map.
Best Use of Theme: Sticker Situation Created By: dragonfrosting and Yozoh Set in a mysterious art gallery, players must solve puzzles by manipulating the environment using a magic camera and stickers. Snap a photograph, place down a sticker, and see how it changes the world.
OTHER TOP PICKS
HONORABLE MENTIONS
For the rest of the 2020 Game Jam submissions, check out the list below:
20-20 Vision | 20/20 Vision | 2020 Vision, A Crazy Perspective | 2020 Vision: Nyon | A Wild Trip! | Acuity | Best Year Ever | Better Half | Bloxlabs | Climb Stairs to 2021 | Double Vision (Team hey apple) | Eyebrawl | Eyeworm Exam | FIRE 2020 | HACKED | Hyperspective | Lucid Scream | Mystery Mansion | New Years at the Museum | New Year’s Bash | Poor Vision | Predict 2020 | RBC News | Retrovertigo | Second Wave | see no evil | Sight Fight | Sight Stealers | Spectacles Struggle | Specter Spectrum | Survive 2020 | The Lost Chicken Leg | The Outbreak | The Spyglass | Time Heist | Tunnel Vision | Virtual RDC – The Story | Vision (Team Freepunk) | Vision (Team VIP People ####) | Vision Developers Conference 2020 | Vision Is Key | Vision Perspective | Vision Racer | Visions | Zepto
And last but not least, we wanted to give a special shout out to Starboard Studios. Though they didn’t quite make it on time for our judges, we just had to include Dave’s Vision for good measure. 📷
Thanks to everyone who participated in the Game Jam, and congrats to all those who took home the dub in each of our categories this year. As the winners of Best in Show, the developers of Shapescape will have their names forever engraved on the RDC Game Jam trophy back at Roblox HQ. Great work!

‘Til next year

And that about wraps up our coverage of the first-ever digital RDC. Thanks to all who attended! Before we go, we wanted to share a special “behind the scenes” video from the 2020 RDC photoshoot.
Check it out:
It was absolutely bonkers. Getting 350 of us all in one server was so much fun and really brought back the feeling of being together with everyone again. That being said, we can’t wait to see you all—for real this time—at RDC next year. It’s going to be well worth the wait. ‘Til we meet again, my friends.
© 2020 Roblox Corporation. All Rights Reserved.

Improving Simulation and Performance with an Advanced Physics Solver

August

05, 2020

by chefdeletat
PRODUCT & TECH
📷In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver.
In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver.
We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS.
In 2019, the performance was further improved using multi-threading that splits the simulation into jobs consisting of connected islands of simulating parts. We still had performance issues related to the LDL that we finally resolved in early 2020.
The physics engine is still being improved and optimized for performance, and we plan on adding new features for the foreseeable future.

Implementing the Laws of Physics

📷
The main objective of a physics engine is to simulate the motion of bodies in a virtual environment. In our physics engine, we care about bodies that are rigid, that collide and have constraints with each other.
A physics engine is organized into two phases: collision detection and solving. Collision detection finds intersections between geometries associated with the rigid bodies, generating appropriate collision information such as collision points, normals and penetration depths. Then a solver updates the motion of rigid bodies under the influence of the collisions that were detected and constraints that were provided by the user.
📷
The motion is the result of the solver interpreting the laws of physics, such as conservation of energy and momentum. But doing this 100% accurately is prohibitively expensive, and the trick to simulating it in real-time is to approximate to increase performance, as long as the result is physically realistic. As long as the basic laws of motion are maintained within a reasonable tolerance, this tradeoff is completely acceptable for a computer game simulation.

Taking Small Steps

The main idea of the physics engine is to discretize the motion using time-stepping. The equations of motion of constrained and unconstrained rigid bodies are very difficult to integrate directly and accurately. The discretization subdivides the motion into small time increments, where the equations are simplified and linearized making it possible to solve them approximately. This means that during each time step the motion of the relevant parts of rigid bodies that are involved in a constraint is linearly approximated.
📷📷
Although a linearized problem is easier to solve, it produces drift in a simulation containing non-linear behaviors, like rotational motion. Later we’ll see mitigation methods that help reduce the drift and make the simulation more plausible.

Solving

📷
Having linearized the equations of motion for a time step, we end up needing to solve a linear system or linear complementarity problem (LCP). These systems can be arbitrarily large and can still be quite expensive to solve exactly. Again the trick is to find an approximate solution using a faster method. A modern method to approximately solve an LCP with good convergence properties is the Projected Gauss-Seidel (PGS). It is an iterative method, meaning that with each iteration the approximate solution is brought closer to the true solution, and its final accuracy depends on the number of iterations.
📷
This animation shows how a PGS solver changes the positions of the bodies at each step of the iteration process, the objective being to find the positions that respect the ball and socket constraints while preserving the center of mass at each step (this is a type of positional solver used by the IK dragger). Although this example has a simple analytical solution, it’s a good demonstration of the idea behind the PGS. At each step, the solver fixes one of the constraints and lets the other be violated. After a few iterations, the bodies are very close to their correct positions. A characteristic of this method is how some rigid bodies seem to vibrate around their final position, especially when coupling interactions with heavier bodies. If we don’t do enough iterations, the yellow part might be left in a visibly invalid state where one of its two constraints is dramatically violated. This is called the high mass ratio problem, and it has been the bane of physics engines as it causes instabilities and explosions. If we do too many iterations, the solver becomes too slow, if we don’t it becomes unstable. Balancing the two sides has been a painful and long process.

Mitigation Strategies

📷A solver has two major sources of inaccuracies: time-stepping and iterative solving (there is also floating point drift but it’s minor compared to the first two). These inaccuracies introduce errors in the simulation causing it to drift from the correct path. Some of this drift is tolerable like slightly different velocities or energy loss, but some are not like instabilities, large energy gains or dislocated constraints.
Therefore a lot of the complexity in the solver comes from the implementation of methods to minimize the impact of computational inaccuracies. Our final implementation uses some traditional and some novel mitigation strategies:
  1. Warm starting: starting with the solution from a previous time-step to increase the convergence rate of the iterative solver
  2. Post-stabilization: reprojecting the system back to the constraint manifold to prevent constraint drift
  3. Regularization: adding compliance to the constraints ensuring a solution exists and is unique
  4. Pre-conditioning: using an exact solution to a linear subsystem, improving the stability of complex mechanisms
Strategies 1, 2 and 3 are pretty traditional, but 3 has been improved and perfected by us. Also, although 4 is not unheard of, we haven’t seen any practical implementation of it. We use an original factorization method for large sparse constraint matrices and a new efficient way of combining it with the PGS. The resulting implementation is only slightly slower compared to pure PGS but ensures that the linear system coming from equality constraints is solved exactly. Consequently, the equality constraints suffer only from drift coming from the time discretization. Details on our methods are contained in my GDC 2020 presentation. Currently, we are investigating direct methods applied to inequality constraints and collisions.

Getting More Details

Traditionally there are two mathematical models for articulated mechanisms: there are reduced coordinate methods spearheaded by Featherstone, that parametrize the degrees of freedom at each joint, and there are full coordinate methods that use a Lagrangian formulation.
We use the second formulation as it is less restrictive and requires much simpler mathematics and implementation.
The Roblox engine uses analytical methods to compute the dynamic response of constraints, as opposed to penalty methods that were used before. Analytics methods were initially introduced in Baraff 1989, where they are used to treat both equality and non-equality constraints in a consistent manner. Baraff observed that the contact model can be formulated using quadratic programming, and he provided a heuristic solution method (which is not the method we use in our solver).
Instead of using force-based formulation, we use an impulse-based formulation in velocity space, originally introduced by Mirtich-Canny 1995 and further improved by Stewart-Trinkle 1996, which unifies the treatment of different contact types and guarantees the existence of a solution for contacts with friction. At each timestep, the constraints and collisions are maintained by applying instantaneous changes in velocities due to constraint impulses. An excellent explanation of why impulse-based simulation is superior is contained in the GDC presentation of Catto 2014.
The frictionless contacts are modeled using a linear complementarity problem (LCP) as described in Baraff 1994. Friction is added as a non-linear projection onto the friction cone, interleaved with the iterations of the Projected Gauss-Seidel.
The numerical drift that introduces positional errors in the constraints is resolved using a post-stabilization technique using pseudo-velocities introduced by Cline-Pai 2003. It involves solving a second LCP in the position space, which projects the system back to the constraint manifold.
The LCPs are solved using a PGS / Impulse Solver popularized by Catto 2005 (also see Catto 2009). This method is iterative and considers each individual constraints in sequence and resolves it independently. Over many iterations, and in ideal conditions, the system converges to a global solution.
Additionally, high mass ratio issues in equality constraints are ironed out by preconditioning the PGS using the sparse LDL decomposition of the constraint matrix of equality constraints. Dense submatrices of the constraint matrix are sparsified using a method we call Body Splitting. This is similar to the LDL decomposition used in Baraff 1996, but allows more general mechanical systems, and solves the system in constraint space. For more information, you can see my GDC 2020 presentation.
The architecture of our solver follows the idea of Guendelman-Bridson-Fedkiw, where the velocity and position stepping are separated by the constraint resolution. Our time sequencing is:
  1. Advance velocities
  2. Constraint resolution in velocity space and position space
  3. Advance positions
This scheme has the advantage of integrating only valid velocities, and limiting latency in external force application but allowing a small amount of perceived constraint violation due to numerical drift.
An excellent reference for rigid body simulation is the book Erleben 2005 that was recently made freely available. You can find online lectures about physics-based animation, a blog by Nilson Souto on building a physics engine, a very good GDC presentation by Erin Catto on modern solver methods, and forums like the Bullet Physics Forum and GameDev which are excellent places to ask questions.

In Conclusion

The field of game physics simulation presents many interesting problems that are both exciting and challenging. There are opportunities to learn a substantial amount of cool mathematics and physics and to use modern optimizations techniques. It’s an area of game development that tightly marries mathematics, physics and software engineering.
Even if Roblox has a good rigid body physics engine, there are areas where it can be improved and optimized. Also, we are working on exciting new projects like fracturing, deformation, softbody, cloth, aerodynamics and water simulation.
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
This blog post was originally published on the Roblox Tech Blog.
© 2020 Roblox Corporation. All Rights Reserved.

Using Clang to Minimize Global Variable Use

July

23, 2020

by RandomTruffle
PRODUCT & TECH
Every non-trivial program has at least some amount of global state, but too much can be a bad thing. In C++ (which constitutes close to 100% of Roblox’s engine code) this global state is initialized before main() and destroyed after returning from main(), and this happens in a mostly non-deterministic order. In addition to leading to confusing startup and shutdown semantics that are difficult to reason about (or change), it can also lead to severe instability.
Roblox code also creates a lot of long-running detached threads (threads which are never joined and just run until they decide to stop, which might be never). These two things together have a very serious negative interaction on shutdown, because long-running threads continue accessing the global state that is being destroyed. This can lead to elevated crash rates, test suite flakiness, and just general instability.
The first step to digging yourself out of a mess like this is to understand the extent of the problem, so in this post I’m going to talk about one technique you can use to gain visibility into your global startup flow. I’m also going to discuss how we are using this to improve stability across the entire Roblox game engine platform by decreasing our use of global variables.

Introducing -finstrument-functions

Nothing excites me more than learning about a new obscure compiler option that I’ve never had a use for before, so I was pretty happy when a colleague pointed me to this option in the Clang Command Line Reference. I’d never used it before, but it sounded very cool. The idea being that if we could get the compiler to tell us every time it entered and exited a function, we could filter this information through a symbolizer of some kind and generate a report of functions that a) occur before main(), and b) are the very first function in the call-stack (indicating it’s a global).
Unfortunately, the documentation basically just tells you that the option exists with no mention of how to use it or if it even actually does what it sounds like it does. There’s also two different options that sound similar to each other (-finstrument-functions and -finstrument-functions-after-inlining), and I still wasn’t entirely sure what the difference was. So I decided to throw up a quick sample on godbolt to see what happened, which you can see here. Note there are two assembly outputs for the same source listing. One uses the first option and the other uses the second option, and we can compare the assembly output to understand the differences. We can gather a few takeaways from this sample:
  1. The compiler is injecting calls to __cyg_profile_func_enter and __cyg_profile_func_exit inside of every function, inline or not.
  2. The only difference between the two options occurs at the call-site of an inline function.
  3. With -finstrument-functions, the instrumentation for the inlined function is inserted at the call-site, whereas with -finstrument-functions-after-inlining we only have instrumentation for the outer function. This means that when using-finstrument-functions-after-inlining you won’t be able to determine which functions are inlined and where.
Of course, this sounds exactly like what the documentation said it did, but sometimes you just need to look under the hood to convince yourself.
To put all of this another way, if we want to know about calls to inline functions in this trace we need to use -finstrument-functions because otherwise their instrumentation is silently removed by the compiler. Sadly, I was never able to get -finstrument-functions to work on a real example. I would always end up with linker errors deep in the Standard C++ Library which I was unable to figure out. My best guess is that inlining is often a heuristic, and this can somehow lead to subtle ODR (one-definition rule) violations when the optimizer makes different inlining decisions from different translation units. Luckily global constructors (which is what we care about) cannot possibly be inlined anyway, so this wasn’t a problem.
I suppose I should also mention that I still got tons of linker errors with -finstrument-functions-after-inlining as well, but I did figure those out. As best as I can tell, this option seems to imply –whole-archive linker semantics. Discussion of –whole-archive is outside the scope of this blog post, but suffice it to say that I fixed it by using linker groups (e.g. -Wl,–start-group and -Wl,–end-group) on the compiler command line. I was a bit surprised that we didn’t get these same linker errors without this option and still don’t totally understand why. If you happen to know why this option would change linker semantics, please let me know in the comments!

Implementing the Callback Hooks

If you’re astute, you may be wondering what in the world __cyg_profile_func_enter and __cyg_profile_func_exit are and why the program is even successfully linking in the first without giving undefined symbol reference errors, since the compiler is apparently trying to call some function we’ve never defined. Luckily, there are some options that allow us to see inside the linker’s algorithm so we can find out where it’s getting this symbol from to begin with. Specifically, -y should tell us how the linker is resolving . We’ll try it with a dummy program first and a symbol that we’ve defined ourselves, then we’ll try it with __cyg_profile_func_enter .
[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of main
No surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enter
Now, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
  1. We don’t want to do this for a full run of the program. We want to stop as soon as we reach main.
  2. We need a way to symbolize this trace.
The first problem is easy to solve. All we need to do is compare the address of the function being called to the address of main, and set a flag indicating we should stop tracing henceforth. (Note that taking the address of main is undefined behavior[1], but for our purposes it gets the job done, and we aren’t shipping this code, so ¯\_(ツ)_/¯). The second problem probably deserves a little more discussion though.

Symbolizing the Traces

In order to symbolize these traces, we need two things. First, we need to store the trace somewhere on persistent storage. We can’t expect to symbolize in real time with any kind of reasonable performance. You can write some C code to save the trace to some magic filename, or you can do what I did and just write it to stderr (this way you can pipe stderr to some file when you run it).
Second, and perhaps more importantly, for every address we need to write out the full path to the module the address belongs to. Your program loads many shared libraries, and in order to translate an address into a symbol, we have to know which shared library or executable the address actually belongs to. In addition, we have to be careful to write out the address of the symbol in the file on disk. When your program is running, the operating system could have loaded it anywhere in memory. And if we’re going to symbolize it after the fact we need to make sure we can still reference it after the information about where it was loaded in memory is lost. The linux function dladdr() gives us both pieces of information we need. A working godbolt sample with the exact implementation of our instrumentation hooks as they appear in our codebase can be found here.

Putting it All Together

Now that we have a file in this format saved on disk, all we need to do is symbolize the addresses. addr2line is one option, but I went with llvm-symbolizer as I find it more robust. I wrote a Python script to parse the file and symbolize each address, then print it in the same “visual” hierarchical format that the original output file is in. There are various options for filtering the resulting symbol list so that you can clean up the output to include only things that are interesting for your case. For example, I filtered out any globals that have boost:: in their name, because I can’t exactly go rewrite boost to not use global variables.
The script isn’t as simple as you would think, because simply crawling each line and symbolizing it would be unacceptably slow (when I tried this, it took over 2 hours before I finally killed the process). This is because the same address might appear thousands of times, and there’s no reason to run llvm-symbolizer against the same address multiple times. So there’s a lot of smarts in there to pre-process the address list and eliminate duplicates. I won’t discuss the implementation in more detail because it isn’t super interesting. But I’ll do even better and provide the source!
So after all of this, we can run any one of our internal targets to get the call tree, run it through the script, and then get output like this (actual output from a Roblox process, source file information removed):
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()
So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.

Future Work

It occurred to me sometime after implementing this that we could make a general purpose profiling hook that exposed some public symbols (dllexport’ed if you speak Windows), and allowed a plugin module to hook into this dynamically. This plugin module could filter addresses using whatever arbitrary logic that it was interested in. One interesting use case I came up for this is that it could look up the debug information, check if the current address maps to the constructor of a function local static, and write out the address if so. This effectively allows us to gain a deeper understanding of the order in which our lazy statics are initialized. The possibilities are endless here.

Further Reading

If you’re interested in this kind of thing, I’ve collected a couple of my favorite references for this kind of topic.
  1. Various: The C++ Language Standard
  2. Matt Godbolt: The Bits Between the Bits: How We Get to main()
  3. Ryan O’Neill: Learning Linux Binary Analysis
  4. Linkers and Loaders: John R. Levine
  5. https://eel.is/c++draft/basic.exec#basic.start.main-3
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
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[FO4] (Support) Fallout 4 CTD on game start, no mod or load order changes made.

Mod list and system specs at the end of this post.
Hi everyone, I'm suddenly having a CTD issue and I simply can't figure out what's causing the problem. I've started a fresh install of fo4 + mods using Vortex (NMM), and for a few weeks have been playing without issue. Last night the game started loading to a black screen for roughly 2 seconds, then crashing with no error, the only change I've made since my last session was to create a merged patch via fo4edit, issue persists with the merged patch disabled.
Troubleshooting steps I've taken so far:
Reinstall fo4 script extender
opened all mods on fo4edit and simply closed (suggested somewhere in the nexus forums)
restoring .ini backups that were auto created
--
I'm in the process of disabling one mod at a time to find the problem, but so far I've had no luck, or simply can't find the combination of mods that might be causing the issue. My loadlist is below, I know there are a few conflicts but other than a little minor weirdness I've had no ctd issues until this started.
At this point I'm at a loss on what to try other than a fresh install of the game and all mods, I'm saving this as my last step since I have very little time to play in any given day, and need to fill my fo4 itch =P.
Any help or advice at all would be greatly appreciated, and thanks in advance.
Mod list is as follows:
DLCCoast.esm DLCNukaWorld.esm DLCRobot.esm DLCworkshop01.esm DLCworkshop02.esm DLCworkshop03.esm AnS Wearable Backpacks and Pouches.esp APC_Mobile_Base_v1.3.esp ArmorKeywords.esm Armorsmith Extended.esp AzarPonytailHairstyles.esp BetterBostonAirport.esp BetterSettlers.esp BetterSettlersCleanFacePack.esp BetterSettlersMortalPack.esp BetterSettlersNoLollygagging.esp Binary Speech Checks V.4.esp BOUNTIESFORYOU.esp Brotherhood Power Armor Overhaul.esp BTB- Beyond the Borders FO4.esp BTInteriors_Project.esp Campsite.esp CBBE.esp CombatZoneRestored.esp ConcordEXPANDED.esp Consistent Power Armor Overhaul.esp CraftableAmmo.esp CraftableAmmo_plus.esp Crafting Workbench.esp Crafting Workbenches - Automatron DLC.esp Crafting Workbenches - Power Armor.esp Crimsomrider's 1950s Feminine Outfits.esp CROSS_Jetpack.esp CWSS Redux.esp dD-Enhanced Blood Basic.esp DOOMMerged.esp DV-Armored Pilots.esp DV-Durable Vertibirds.esp DV-No Levelled Vertibirds.esp Eli_Armour_Compendium.esp EveryonesBestFriend.esp Faster Terminal Displays (20x).esp Fr4nssonsLightTweaks.esp Gunners Overhaul 1.1.esm HagenEXPANDED.esp HelmetToggle.esp Homemaker.esm HUDFramework.esm Immersive Fallout (DLC).esp ImmersiveVendors.esp JonsMod.esm Journal.esp Leaders Of The Commonwealth.esp LegendaryModification.esp LegendaryModificationCSA.esp LegendaryModificationGroknak.esp LegendaryModificationMisc.esp Loads of Ammo - Leveled Lists.esp Loads.esm Locksmith.esp LongerPowerLines3x.esp LooksMenu Customization Compendium.esp LooksMenu.esp Minuteman Watchtowers.esp More Power Armour Mods - Automatron.esp More Power Armour Mods.esp More Where That Came From Diamond City.esp MoreUniques.esp moreXplore.esp Move (Get Out the Way).esp NEST_BUNKER_PROJECT.esp NewCalibers.esp PA-Quick Animations.esp PAMAP.esp PD_VisualReload.esp Pip-Boy Flashlight.esp PreWarSafes.esp Rangergearnew.esp RAW INPUT.esp Realistic Death Physics - ALL DLC.esp Realistic_conversations.esp Robot Home Defence.esm SalemEXPANDED.esp Scrap Everything - Ultimate Edition.esp SettlementMenuManager.esp ShellRain.esp SimSettlements.esm SimSettlements_XPAC_RiseOfTheCommonwealth.esp SkibsWeapons-REDUX.esp Some Assembly Required (Legendary Patch).esp Some Assembly Required.esp SOTS.esp SSEX.esp StartMeUp.esp Stm_DiamondCityExpansion.esp subwayrunnnerdynamiclighting.esp SurvivalOptions.esp SwampsEXPANDED.esp TakeCover.esp The Eyes Of Beauty.esp The Lost Vault.esp The_Prydwen_Overhaul.esp Third Person Movement Speed Fix.esp TrueStormsFO4-EarlierSunsets.esp TrueStormsFO4-EarlierSunsetsFH.esp TrueStormsFO4-FarHarbor.esp TrueStormsFO4-FarHarborExtraRads.esp TrueStormsFO4-GlowingSeaExtraRads.esp TrueStormsFO4.esm UniqueUniques.esp Unofficial Fallout 4 Patch.esp ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp Vivid Fallout - All in One - Best Choice.esp WastelandFashion.esp WastelandFashionAccessories.esp Weapons of Fate.esp WIPAG_Contraptions_DLC_Addon.esp WIPAG_FarHarbor_DLC_Addon.esp WIPAG_NukaWorld_DLC_Addon.esp WIPAG_Power Armor Overhaul.esp 3dscopes-takecoverpatch.esp 3dscopes.esp AnimChemRedux.esp Arbitration - Recommended Core.esp BetterNightVision.esp BOS1 (normal).esp ConsoleEnable.esp Craftable Armor Size - Fix Material Requirements.esp Craftable Armor Size.esp D.E.C.A.Y.esp DarkerNights.esp DarkerNightsDetection.esp DeadlierDeathclaws.esp Enclave Resurgent.esp GunnerOverhaul_UniqueNPCs.esp Hard Legendary Giant Creatures.esp OCDecorator.esp OCDecoratorDLC.esp OCDispenser.esp OutfitSwitcher.esp Quieter Settlements - Contraptions.esp Quieter Settlements - Vanilla.esp Quieter Settlements - Wasteland Workshop.esp Respawnable Legendary Bosses.esp SuperMutantRedux.esp SuperMutantRedux_ArmorSmithExtended.esp Unique NPCs - Creatures and Monsters.esp Unique NPCs FarHarbor.esp Unique NPCs.esp Unique_NPCs_SuperMutantRedux.esp W.A.T.Minutemen.esp WestTekTacticalOptics.esp Workshop_Planters.esp Scavver's Toolbox.esp Better Power Armor - Normal.esp GCM.esp NPCGreetingTweak50.esp P90.esp P90NPC.esp QuickTrade.esp WheelMenu.esp ASmallAdditionStandaloneDrivablesTRUCK.esp BuildYourOwnVault.esp Conquest.esp Deadly Fog.esp EasyHacking.esp Goodfellow's Glorified Goodneighbor.esp SKKGlobalStashScrapping.esp TrucksCraftableParts.esp Backpacks of the Commonwealth.esp SettlementKeywords.esm WorkshopFramework.esm WorkshopPlus.esp mergedpatch 7-1-20.esp SmartLoadOut-DLC.esp SmartLoadOut-SK.esp SmartLoadOut.esp 
System specs -
Microsoft Windows 10 Home Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz, 2801 Mhz, 4 Core(s), 8 Logical Processor(s) (RAM)16.0 GB NVIDIA GeForce GTX 1060 
submitted by SirKrotchKickington to FalloutMods [link] [comments]

Factorio Multi Assembler

Factorio Multi Assembler
What do you want this factory to produce? Yes.
Multi Assembler in current multiplayer session

tl;dr;

I wanted to tinker around with the microcontroller mod and i "hate" the pre robotics gameplay when it comes to non bulk recipes (laser turrets, production buildings, specialized ammo...), handcrafting is slow, automation is tedious - so i engineered an factory design to produce virtually any recipe dynamically.

Demo Video

The production queue can be seen on the right with Q being the number of recipes queued at the moment.
https://streamable.com/ygnvs0

How does it work?

This screenshot provides an overview of the mostly vanilla proof of concept, only the microcontroller mod and the recipe combinator mod are required here.
Subsystem Overview
Resource provider
Source of raw resources (Iron, Wood...)
Multi Assembler
Dynamic assemblers with one microcontroller and two recipe combinators each, one reading the assemblers status, the other one setting the recipe delivered by the microcontroller, which in turn gets the recipe from the "wanted recipes" red signal network connecting the different subsystems.
Multi Assembler Microcontroller Code explained
  • See linked factorio forum post
Possible improvements / features
  • Avoid the "180 tick do while" and react to events instead, eg. inserter read hand content
  • Invert the sorting logic, removing the "set 2000" part in the code and making the red assembler network semantically more logical "the higher the signal the more i want this recipe"
Quirks and remarks
  • An mostly vanilla build as shown in the PoC above is not feasible for larger quantities, but should be possible if combined with techniques like sushi belting and increasing the initial delay of the "do while". This is not covered in the demo map as i am using the warehouse mod to work around this.
Recipe Logic
Defines what recipes can be produced based on the given resources and the recipes configured in the "production targets" constant combinators.In essence this subsystem will emit a constant signal of "1" for each recipe which a.) should and b.) can be produced to the red multi assembler network.
At the moment this subsystem is rather basic and can be improved upon (see quirks and remarks).
Recipe Logic Microcontroller Code (TOP) explained
  • See linked factorio forum post
Possible improvements / features
  • Add configurable recipe priorities aka "I want laser turrets before walls, and belts before everything else"
  • Better recipe priorities based on recipe complexity / production targets, "I want 5 assemblers to produce cables needed in bulk for circuits, while i only want one assembler at max producing power armor"
  • Possible solution: Calculate the priority based on the distance to the production target. The higher the difference between production target and in stock items, the lower the signal to the red multi assembler network.
Quirks and remarks
  • If intermediate products go missing or cannot be produced (say you manually provide blue circuits, and remove them again after an recipe with blue circuits was added to the production queue), the recipe will be stuck indefinitely in the production queue. In order to solve this, simply reset the cache combinator of this subsystem.
  • Items with large stack sizes may lead to problems if the steel chest contains less than (number of assemblers * item stack size + 1). That's because the assemblers will "eat up" all the resources of the steel chest, which in turn leads to the system thinking no resources of this type are available, and thus aborting the production.
  • Slow raw resource input or intermediate recipe production will lead to an slow flipping binary state of "I can produce this higher tier recipe" and "I no longer have enough resources for this recipe", ultimately this is a resource input problem, but it could be handled in a more graceful way for other queued recipes.
  • Depending on the setup, production targets are not hit exactly because of an production target evaluation delay when checking if the recipe should still be produced, in some cases this leads to overproduction.
Production Target Constant Combinators
Add the recipes you want the Multi Assembler to produce here. The quantity defines the production target.
Missing Resource Indicator
Will flash red if any resources required to produce an recipe are missing in the steel chest of the multi assembler.The missing resources are shown as positive values in the combinator to the right of the flashing light.
Production Queue Visualizer
Optional component, simply visualizes the amount of the currently queued recipes.

Download & Blueprints

See my post at https://forums.factorio.com/viewtopic.php?f=8&t=85141
I am new to reddit and couldn't figure out an way to post them here without adding way to many lines to this post, maybe someone can enlighten me if there is some kind of "single line code" option?
PS: I am not a native speaker, if you need clarification on some parts feel free to ask.
submitted by heximal2A to factorio [link] [comments]

KSP Loading... The KSP franchise expands

KSP Loading... The KSP franchise expands
https://preview.redd.it/oktt58zznfj31.png?width=4452&format=png&auto=webp&s=bc538b82daf11fc8ca0e88a575f4d7b7ab754b24
Welcome to our official newsletter, KSP Loading…! If you want to learn about all the current developments of the KSP franchise, then this is the place to be!

Kerbal Space Program 2

Last week at the opening night of Gamescom we announced the forthcoming sequel and newest addition to our franchise, Kerbal Space Program 2! This sequel will be expanding upon what makes Kerbal Space Program great and will bring space exploration to the next generation with exciting new features that will delight veteran and new players alike.

We’re excited to introduce you to Star Theory Games, the developer studio behind Kerbal Space Program 2!

Learn about the new development team joining the franchise by watching the Developer Story Trailer. Watch our Cinematic Trailer below to see what we’ll be bringing to KSP2!
So what can you expect in 2020, when Kerbal Space Program 2 comes out of the VAB? These are just some of the features, you’ll be able to enjoy:
https://preview.redd.it/tiuan8ojofj31.jpg?width=1920&format=pjpg&auto=webp&s=bdd332ea7fb312fb12f389a1807edd581170b9d1

Improved Onboarding

Rocket science can be a bit overwhelming sometimes and one of the things that Star Theory has set their minds towards is helping facilitate newcomers on their journey to become space explorers. With new animated tutorials, improved UI, and fully revamped assembly and flight instructions, it will be easier than ever to put your creativity to the test, all without sacrificing any of the challenge from the original game.
https://preview.redd.it/rhjltkzlofj31.jpg?width=1920&format=pjpg&auto=webp&s=b90c58bd2e09b420fb5f02f745524a63bcec381b

Next Generation Technology

Kerbal technology is taking major steps forward in Kerbal Space Program 2. With next-generation engines, parts, fuel, and much more, prepare to venture farther within and beyond the original star system!
https://preview.redd.it/3nxvx6noofj31.jpg?width=1920&format=pjpg&auto=webp&s=01bc8bc6de13a1c6256c8df1f237652e624c287b
https://preview.redd.it/zezmj9noofj31.jpg?width=1920&format=pjpg&auto=webp&s=7119710cf21289063359a81f4f10a7ea01bc7d09

Colonies

Long term colonization of celestial bodies has become a priority for Kerbalkind. Gather resources to construct buildings, space stations, and habitations, as well as find and process unique fuel types. Eventually, these colonies become advanced enough for vehicle construction, propelling them towards deep space and beyond. It’s time for Kerbals to become a type 2 civilization!
https://preview.redd.it/oy6559mqofj31.jpg?width=1920&format=pjpg&auto=webp&s=2ff5bf472e5dc32cfc36f122b7a37ea28f071a6a

Interstellar Travel

With their next-gen tech, colonies, and resource gathering, Kerbals will reach new levels of exploration: interstellar travel. That’s right, in Kerbal Space Program 2, you’ll be able to discover extrasolar systems with whole new celestial bodies to explore. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration. What mysteries await in these alien worlds? It will be up to you to find out!
https://preview.redd.it/4oeqxn8wofj31.jpg?width=1920&format=pjpg&auto=webp&s=303f4a7178cfe7d8988673e7a072b714c5eb2aa8
https://preview.redd.it/irt8ho8wofj31.jpg?width=1920&format=pjpg&auto=webp&s=1ae34f9ab36853fd0bb381222e48941b4a7cca2c

MultiplayeModding

Modding has always been an essential part of KSP and with Kerbal Space Program 2 it will continue to be so. The technological developments made to the foundations of Kerbal Space Program 2 will build on the beloved modding capabilities of the original game, as well as deliver on the long-requested addition of multiplayer. Soon players will be able to share the challenges of deep space exploration. We’ll reveal more details on these and more features at a later time, so stay tuned!
https://preview.redd.it/qa5izxzxofj31.jpg?width=1920&format=pjpg&auto=webp&s=ffd62656ba65ce0b2a66edc00c0b83ae401926ee
Click here to see these and more screenshots in high-res.

PAX West 2019

Want to see the behind-closed-doors presentation of KSP 2 gameplay? Come by booth 1909 during normal show hours to chat with the developers, take a photo with the Jeb statue, see the presentation, and grab a PAX West exclusive KSP Flag! If you take a photo there be sure to tag @KerbalSpaceP and use #BuildFlyDream.

Kerbal Space Program Update 1.8

We are all very excited for what’s coming in 2020, but until then, there is still plenty of KSP for everyone to enjoy! Squad will continue to support the current game, and as some of you may have seen, there is some really cool stuff coming in the next update for the game [Click here to read Squad’s statement in regard to the KSP 2 announcement.
Squad’s goal will always be to provide the best experience for all KSP players. The gameplay experience will be improved even further for KSP1 with the 1.8 update. Here are some more details of what you can look forward to in this latest update.

Celestial Body Visual Improvements

If you’ve been following KSP on social media, you might have already learned that new high-quality texture maps & graphic shaders are being implemented for various celestial bodies. In update 1.8 you’ll find high quality texture maps for Mun, Duna and a few other Celestial Bodies that will be revealed along the way.
If there are any concerns that the update might hinder the game’s performance on your computers, rest easy knowing you’ll be able to select the celestial bodies’ shader quality in the settings to low (legacy), medium or high. Even for the legacy option, you can expect texture stretching errors to be vastly improved. With the high-quality option, pixel density will be maintained regardless of camera distance to the celestial body, as well as a lack of tiling problems. All in all, celestial bodies will look sharper and more realistic. Take a look for yourself.

Unity Upgrade

Update 1.8 brings an improvement that Squad has wanted to introduce for some time now - an upgrade to the underlying engine of the game to Unity 2019.2
With this upgrade there are some long-desired performance and graphic improvements, some of which come out of the box, and some which will allow further enhancements down the road.
These include:
  • KSP will now run under DX11 on the Windows platform (DX9 will no longer be supported) which allows many graphical improvements, such as those on the planetary textures.
  • A new PhysX version with the associated performance and precision improvements.
  • GPU instancing to improve rendering performance.
  • Incremental garbage collection to reduce frame rate stutters, particularly in modded installs.
  • And many others.
While this version will have a larger impact on many mods, more than 1.6 or 1.7, the process has been tested and is relatively fast. Still, there will be several changes, due to the introduction of the Roslyn compiler, which brings full C#7 support and moving to full .NET 4.x API (.NET 3.5 support is deprecated). There will be continued efforts to reduce significant impact for Modders, but the belief is this time around the benefits of this upgrade far outweigh the drawbacks.

New Parts for Breaking Ground

Update 1.8 will also include some exclusive treats for owners of the Breaking Ground Expansion. A new set of fan blades and shrouds will continue to push the creativity of KSP players even further. By combining these fan blades with small electrical rotors and the new shrouds, you’ll be able to increase the performance and thrust of your propellers. Use them to create drones, ducted fan jets, or anything you can imagine.
https://preview.redd.it/xkmjt3dxnfj31.png?width=2500&format=png&auto=webp&s=7d890da8c1776785e8deee5dc25ab2dbf6486990
Improvements are also being made to robotic part resource consumption, with better info on consumption and new improved options for power-out situations.
Remember, you can share and download crafts and missions on Curse, KerbalX, the KSP Forum and the KSP Steam Workshop.
That’s it for this edition. Be sure to join us on our official forums, and don’t forget to follow us on Twitter, Instagram and Facebook. Stay tuned for more exciting and upcoming news and development updates!
Happy launchings!
submitted by UomoCapra to KerbalSpaceProgram [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

Please tell us your ideas for the upcoming project-based algorithms section of freeCodeCamp.org

Hello, reddit. I am Vivek Agrawal. I am responsible for developing the algorithms section of freeCodeCamp.org's upcoming project-based curriculum.
A few months back freeCodeCamp.org's founder Quincy Larson announced that we will be building a new version (viz. 7.0) of the freeCodeCamp.org's curriculum. Version 7.0 will be project-oriented. You’ll learn by building real-world apps ^_^. You can read the full announcement here, please come back here after reading the announcement :) - Help us build Version 7.0 of the freeCodeCamp curriculum 1.
If you didn't click on the announcement link let me make things clear for you. In the new project-based model you will learn web development skills by building real-world apps/games. For e.g. here's how the "Learn Basic JavaScript by Building a Role Playing Game" looks like: https://codepen.io/beaucarnes/pen/BbLWpe. You will learn by coding the app in small parts. In these 5 years of our operation, we have realized that people learn much better by actually building real-world apps so I hope now you are excited to read further ;).
Presently the algorithms section have dozens of challenges to develop problem-solving skills in our campers. The algorithmic section is not like how you might be imagining, it's not about those sorting techniques, binary search, Dijkstra, etc. It's all about problems. It's about challenging problems. I encourage you to take a quick look at the JavaScript Algorithms and Data structures section of our present curriculum: https://learn.freecodecamp.org/.
We have decided to build three different apps/games to develop algorithmic thinking in campers. Firstly we will develop a basic app which will offer problems related to arrays, strings, and other primitive data types. Then we plan to develop an intermediate app to push our camper's developed algorithmic thinking and then finally an advanced app to challenge them and to bring them to their knees.
We need your help in deciding what apps/games we should build to develop algorithmic thinking in campers. It can be a problem set you have solved in the past, your college/school assignment or maybe your own app/game. It can be anything. The only constraint is that it should have very minimal UI or best - no UI, just a console-based app/game because we want our campers to focus on the core i.e. the problem, not on the UI.
I have some options for each section, just a very rough idea of what's going on my mind right now:
Basic algorithm project: A news feed console-based application Intermediate algorithm project: Yahtzee game Advanced algorithm project: Sudoku or Robot (only one of these) But I am not satisfied with this. I want to explore more ideas and possibilities. It's your time now. Tell us your ideas on what apps/games we can build to develop algorithmic thinking in campers.
Once we finalize your idea if you wish you can build your idea into an app yourself for the freeCodeCamp.org's community. The impact you gonna create will be huge. Around millions of people around the world will use your app to learn :). We will help you with every step of development and integration. So don't worry much about it. For now, just throw your ideas by replying to this post.
And you don't worry, I’ll reply to every idea and all your queries. Before I end this I want to thank you for reading this long post and thanks for at least trying to help the awesome freeCodeCamp.org community. Thank you, my friend :)
Happy coding. <3
submitted by vkweb to learnprogramming [link] [comments]

Unofficial Breaking Grounds Robotics FAQ [Frequently updated]

Earlier I asked what questions people would like to see answered in a breaking grounds robotics FAQ. And here it is!
This FAQ will be regularly updated with questions and answers that might pop up later. If you have a question that needs answering, or want to suggest a question and answer that should be in the FAQ please comment below.

Q: Why are my robotic parts are not moving?

A: The most likely culprit is auto-strut, which is known to break robotic parts and invite the kraken. The easiest way is just to disable it.

Q: I disabled Auto-strut but my robotic parts still aren't moving.
A: Some mods are know to mess up the robotic parts. These mods are known to break robotic parts:
More mods will be added to this list as it becomes known that they break robotic parts. Have you found a mod that breaks robotics? Please tell us below in the comments.

Q: Do I need a controller to use the motion of the robotic parts in a simple manner; use a hinge, extend a piston?

A: No you can right click on a part and adjust its target angle manually.

Q: Can I make unpowered hinges?

A: Yes you can. Simply rightclick your hinge to make sure "motorized" is turned off. It will now act as a simple unpowered hinge. This also works for rotors and servos!

Q: How do I assign actiongroups to my robotics parts?

A: For simple actions like extending a piston more/less or spinning a rotor fasteslower you can use the new "Axis groups" where you can bind pitch yaw and roll, the keys used for translation, and some standard action groups. Simply select the key you want to bind. Select your robotic part and bind the action you want to use. (For hinges, pistons and rotation servos this will usually be "Target angle").
By default keys bound in the "axis group" will be on what is called "Incremental control" Which means that the target angle, or in the case of rotors torque, will increase or decrease based on how long you hold the key. You can turn this off by clicking the little square icon in the "Group actions" tab found in the actiongroup menu. This will turn the action group into a binary on/off.
For more complex actions, or actions that you want to also reverse like you do with solar panels. You will need to use the KAL-1000 controller. For every action group you want to assign to one or more robotic part you will need a separate KAL-1000 controller. To add a part to the controller you need to go to your action groups, select the KAL-1000 controller you want to use and then click the part and the action you want to use (for pistons, hinges and rotation servos this will almost always be "target angle"). Then right clicking the KAL-1000 controller will allow you to open its track editor where you can choose how much the hinge will angle over a desired amount of time. You do this by setting keyframes and dragging them up or down, or by manually setting an amount in the bottom right. You can also change the time of the entire track on the top right, or change the time of just one part on the bottom right.
After you have done this you can click "play" in the editor or by right clicking the KAL-1000. And the hinges will change the angles as you have selected. Lastly you will have to bind this "play" menu option to a keybind of you choosing in the actiongroup menu. You should also add the option that reverses the direction it is played in so that pressing the action group again will move your robotic parts in reverse so you can extend and retract like you would with solar panels.
You can see all of this in action in squad's funky video: https://youtu.be/61RvYquSNFc
In here the movements created are very complex but for most purposes you can just take the last keyframe, put it at the angle you want, press play, and reverse it again to retract.

Q: Why does my plane/drone spin uncontrollably?

A: Rotors generate a huge amount of torque (Force) on your craft which will cause it to spin. To fix this you will have to offset this force by adding a rotor that is spinning in the opposite direction. For single prop planes you will have to stack this inside the other prop. For planes with an even amount of props you simply have to make the rotors on one side of the plane spin the opposite direction as the ones on the other side. You can do this by richtclicking the propellers and clicking "Invert direction".
For quadcopters (Drones) if you built it with symmetry on, halve of the rotors will be generating force in the wrong direction. You can fix this by richtclicking the parts that are generating force in the wrong direction and clicking "Invert direction". This will also make it offset the torque generated by the other rotors making your quadcopter stable.
Q: I dont see reverse direction anywhere...
A: Go to your KSP settings, scroll down and find "Advanced tweakables" Make sure this is on.

Q: Do I need to start a new save to have the new breaking grounds surface features?

A: Nope, although normally they should not spawn in existing saves. You can add them to your save really easily by editing your save file.
submitted by Leuk60229 to KerbalSpaceProgram [link] [comments]

MAME 0.209

MAME 0.209

With another month over, it’s time for another release, and MAME 0.209 is sure to have something to interest everyone. We’ve cracked the encryption on the Fun World CPU blocks, making Fun World Quiz, Joker Card, Mega Card, Power Card, Multi Win, Saloon and Nevada playable. Regular contributor shattered has added Кузьмич-Егорыч (Kuzmich-Egorych), a Russian Mario Brothers bootleg running on heavily modified Apple II hardware. In other Apple II news, CD-ROM drives now work with the Apple II SCSI card, and another batch of cleanly cracked floppies has been added to the software list. The NES SimCity prototype has been added to the software list, along with MMC5 improvements to support it, and better emulation for Famicom cartridges with on-board sound chips.
Henrik Algestam has continued his Game & Watch work, bringing Popeye (wide screen) and Zelda to MAME. Chess computer support has been expanded with Fidelity Chess Challenger 3, and additional versions of Applied Concepts Boris, and Novag Super Expert and Super Forte. Newly supported arcade games include Akka Arrh (an Atari title that failed location testing), Little Casino II, a French version of Empire City: 1931, and additional versions of Dock Man and Street Heat. A better LM3900 op-amp model means Money Money and Jack Rabbit are no longer missing the cassa (bass drum) channel, and mixing between music and speech is improved.
Bug fixes include the Rockwell AIM 65 being returned to working order, working support for multiple light guns on Linux from Kiall, corrected screen freeze behaviour on Deniam hardware from cam900, and better flashing characters on the Sinclair QL from vilcans. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

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Robot option binaire automatique

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