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  CopperCube 6.3 Released
Posted by: xSicKxBot - 09-11-2019, 11:20 AM - Forum: Game Development - No Replies

CopperCube 6.3 Released

Ambiera have released CopperCube 6.3.  CopperCube is a commercial 3D engine with a generous free version available that enables you to create games with little to no programing required.

New features in CopperCube 6.3 include:

  • Publishing new apps to the google play store now works again (Google has upped their minimal API level)
    Android target version is now 29 (instead of previously 26).
  • Improved iPhone WebGL support:
    • iPhone normal map rendering now also works on WebGL. Most iPhones don’t support 4 lights at the same time, so rendering is reduced to two lights at the same time for these.
    • Nicer fallback shaders for iPhones
  • Added Italian translation
  • Improved arabic translation
  • When running your WebGL code on a device not supporting all shaders, the “could not link program” error messages isn’t displayed anymore.
  • Various other minor improvements here and there

You can learn more about this and previous releases here.  If you are interested in learning CopperCube be sure to check out our complete tutorial series on our sister site DevGa.me or watch the video tutorial available below.

GameDev News




https://www.sickgaming.net/blog/2019/09/...-released/

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  AppleInsider - GameClub bringing classic iOS games back to the App Store this fall
Posted by: xSicKxBot - 09-11-2019, 11:19 AM - Forum: Apples Mac and OS X - No Replies

GameClub bringing classic iOS games back to the App Store this fall

 

GameClub will launch it’s all-you-can-play subscription service to the App Store this fall, giving players a chance to revisit classic mobile games without the hassle of annoying advertising or IAP.

GameClub will work as a subscription service, not dissimilar to Apple Music or Netflix. For a small monthly fee, which is currently unknown, players will be able to play over 50 different titles at launch.

The titles, which include classics such as Super Crate Box, Legendary Wars, Minigore, Space Miner, and Mage Gauntlet, are fully updated and optimized for modern iOS and Android devices. More games will be added to the library on a weekly basis. Additionally, GameClub will release new and original games to the service as well.

All games brought to the service will be fully downloadable and available to play offline. This is an increasingly rare sight to see, as many mobile games require constant access to either data or wifi. Users without unlimited data often unable to play games away from home—which is a large draw of mobile gaming. GameClub’s new model circumvents this problem entirely, and that’s part of their bigger plan.

The service takes aim at solving the problem of the free-to-play app ecosystem. Gameclub posits that many people have left the mobile gaming market because free-to-play apps have driven them away.

“Smartphones sparked an explosion of creativity in games, however much of that innovation has been snuffed out by titles that are free to download but often rely on manipulative practices and annoying monetization schemes,” said Dan Sherman, CEO and co-founder of GameClub. “Too many talented game creators have been driven away from mobile and GameClub believes players deserve better.”

The content will be curated by former Touch Arcade Editor-In-Chi Eli Hodapp, with input from the community. In aggregate, the games in the GameClub library have been downloaded over one hundred million players over the last ten years. GameClub will act as a form of preservation, giving the titles a chance to live on and be enjoyed by both old and new fans alike.

Anyone interested in the service can sign up for the GameClub Early Access program at GameClub’s website. Doing so will give them a chance to receive pre-launch betas through TestFlight, as well as additional news about GameClub’s global launch.

Pricing is not yet available.



https://www.sickgaming.net/blog/2019/09/...this-fall/

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  Fedora - Firefox 69 available in Fedora
Posted by: xSicKxBot - 09-11-2019, 11:19 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Firefox 69 available in Fedora

When you install the Fedora Workstation, you’ll find the world-renowned Firefox browser included. The Mozilla Foundation underwrites work on Firefox, as well as other projects that promote an open, safe, and privacy respecting Internet. Firefox already features a fast browsing engine and numerous privacy features.

A community of developers continues to improve and enhance Firefox. The latest version, Firefox 69, was released recently and you can get it for your stable Fedora system (30 and later). Read on for more details.

New features in Firefox 69


The newest version of Firefox includes Enhanced Tracking Protection (or ETP). When you use Firefox 69 with a new (or reset) settings profile, the browser makes it harder for sites to track your information or misuse your computer resources.

For instance, less scrupulous websites use scripts that cause your system to do lots of intense calculations to produce cryptocurrency results, called cryptomining. Cryptomining happens without your knowledge or permission and is therefore a misuse of your system. The new standard setting in Firefox 69 prevents sites from this kind of abuse.

Firefox 69 has additional settings to prevent sites from identifying or fingerprinting your browser for later use. These improvements give you additional protection from having your activities tracked online.

Another common annoyance is videos that start in your browser without warning. Video playback also uses extra CPU power and you may not want this happening on your laptop without permission. Firefox already stops this from happening using the Block Autoplay feature. But Firefox 69 also lets you stop videos from playing even if they start without sound. This feature prevents unwanted sudden noise. It also solves more of the real problem — having your computer’s power used without permission.

There are numerous other new features in the new release. Read more about them in the Firefox release notes.

How to get the update


Firefox 69 is available in the stable Fedora 30 and pre-release Fedora 31 repositories, as well as Rawhide. The update is provided by Fedora’s maintainers of the Firefox package. The maintainers also ensured an update to Mozilla’s Network Security Services (the nss package). We appreciate the hard work of the Mozilla project and Firefox community in providing this new release.

If you’re using Fedora 30 or later, use the Software tool on Fedora Workstation, or run the following command on any Fedora system:

$ sudo dnf --refresh upgrade firefox

If you’re on Fedora 29, help test the update for that release so it can become stable and easily available for all users.

Firefox may prompt you to upgrade your profile to use the new settings. To take advantage of new features, you should do this.



https://www.sickgaming.net/blog/2019/09/...in-fedora/

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  News - Japanese Nintendo Switch Online Subscribers Will Face Increased Renewal Prices
Posted by: xSicKxBot - 09-11-2019, 11:19 AM - Forum: Nintendo Discussion - No Replies

Japanese Nintendo Switch Online Subscribers Will Face Increased Renewal Prices

Nso

Nintendo Switch Online subscribers in Japan will have to pay a slightly higher fee to renew their subscriptions starting from October, as the service’s standard price is due to rise.

Japanese Nintendo reports that Nintendo has been sending emails to Switch Online subscribers in Japan to notify them of the change; prices will be increasing from 1st October thanks to an increase in the country’s consumption tax. At present, Japan’s consumption tax stands at 8%, but this will be bumped up to 10% next month.

Thankfully, with the Switch Online service’s pricing being relatively low in the first place, we doubt the change will have too much of an effect on many players. A 12-month subscription currently costs ¥2,400 (approx. £18.10) and this will rise to ¥2,448 (approx. £18.46). By our calculations, a Family subscription will therefore rise from its usual ¥4,500 price to roughly ¥4,584 (approx. £33.90 to £34.53).

Naturally, Switch Online subscribers based in any other country won’t be affected and will be able to renew or pick up a new subscription at the original pricing.

Hopefully all those SNES games will be worth the extra cash!



https://www.sickgaming.net/blog/2019/09/...al-prices/

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  VMware In Talks To Acquire Pivotal
Posted by: xSicKxBot - 09-11-2019, 08:41 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

VMware In Talks To Acquire Pivotal

VMware today confirmed that it is in talks to acquire software development platform Pivotal Software, the service best known for commercializing the open-source Cloud Foundry platform. The proposed transaction would see VMware acquire all outstanding Pivotal Class A stock for $15 per share, a significant markup over Pivotal’s current share price (which unsurprisingly shot up right after the announcement). (Source: TFiR)

Click Here!



https://www.sickgaming.net/blog/2019/08/...e-pivotal/

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  PlayCanvas 1.23.0 Released
Posted by: xSicKxBot - 09-11-2019, 04:27 AM - Forum: Game Development - No Replies

PlayCanvas 1.23.0 Released

PlayCanvas, the HTML5 based 3D game engine just released version 1.23.0.  The primary new features of the release is that PlayCanvas is now available via the NPM, the Node Package Manager.  Additionally you can now generate TypeScript definitions for the entire API.

Details of the release from the PlayCanvas GitHub:

  • [NEW] PlayCanvas now available on NPM: https://www.npmjs.com/package/playcanvas (@aidinabedi)
  • [NEW] Official TypeScript definitions for the entire PlayCanvas API (‘npm run tsd’)
  • [NEW] Added pc.Vec2/3#distance (distance between 2 points)
  • [IMPROVEMENT] Post effects now use MSAA render targets when WebGL 2 is available
  • [IMPROVEMENT] Grab pass can now be used in combination with post effects (@aidinabedi)
  • [IMPROVEMENT] playcanvas-latest.js renamed to playcanvas.js
  • [IMPROVEMENT] WebVR Polyfill dependency removed from the engine
  • [DOCS] Build a local copy of the API reference manual (‘npm run docs’)
  • [DOCS] 100s of fixes and improvements to the API reference manual (@aidinabedi)
  • [FIX] Right to Left text alignment fix
  • [FIX] Entities cloned inside postInitialize now have their own postInitialize functions called

If you are interested in checking out or learning PlayCanvas check out our PlayCanvas Step by Step Bowling Game tutorial.

GameDev News




https://www.sickgaming.net/blog/2019/09/...-released/

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  Mobile - The Weekender: Quick Hiatus Edition
Posted by: xSicKxBot - 09-11-2019, 04:27 AM - Forum: New Game Releases - No Replies

The Weekender: Quick Hiatus Edition

As you read this, I’m not actually here, so today’s update is going to be a bit ad-hoc. It’s not been a great week for releases regardless, so I’ll be spending some time looking at other things that may be of interest.

This week I finally got up the Battle Chasers content I’d planned – apologies for the delay there. We’ve also been looking a bit more into Pokemon Masters, as well as catching up with Dota Underlords, which we haven’t spoken about in a while. Checking in with our BoardGameGeek list as well is always fun.

PSA: I’m on holiday between the 10th – 17th. While I’ll have cover as usual there will be no Weekender update on the 13th. Normal Friday service resumes on the 20th.

Meanwhile, in the world of mobile gaming…

Out Now – Tropico on Android


Feral continue to prove their are the king of premium mobile games with the recent release of Tropico onto Android. With an uncertain market in terms of premium mobile releases, it’s gratifying to know that porting last generation’s strategy games is still a viable option, but it’d be easy to imagine developers just doing an iOS port and being done with it.

The fact that Feral, who are traditionally iOS developers, have taken the time to skill-up and bring these beloved games to Android as well is quite touching. We’re not doing another review, but you can read our iOS review if you want an idea of how it plays. I’ve got an Android code that I will be testing out anyway. If I discover anything note-worthy for Android readers, I’ll let you know.


Announced – Homeworld Mobile


Gearbox were at Pax West recently talking about Homeworld. They announced that Homeworld 3 is a thing, but they also dropped the surprise announcement that there will be a Homeworld game on mobile as well. At the moment it just has the working title Homeworld Mobile.

When it will come, on what platforms and in what form is all very much TBD. All we do know is that it’s being made by Stratosphere Games, who are known for making F2P Clash Royale like experiences. Here’s to hoping it’s not going to be like that but you never know with Gearbox. There’s an official website you can check out here. https://www.homeworldmobile.com/


Sale – Motorsport Manager Mobile 3 (Review)


This is more than just a sale – for some reason MM3 has gone free? There are IAPs that range from like $6 up to $11 for a ‘bundle’. I honestly can’t remember if they were there when the game launch. Did this one go F2P without us noticing? Either way, you can pick it up for free on iOS and Android if you’re interested.

Sale – Tides of Time (Review)


This is a neat two-player board game that’s about drafting a hand of cards to try and collect sets to score points. It plays very quickly over a couple of rounds, and is an excellent choice for couples or friends looking for a quick game to pass the time. It’s currently down to a couple of bucks on iOS and Android.

Seen anything else you liked? Played any of the above? Let us know in the comments!



https://www.sickgaming.net/blog/2019/09/...s-edition/

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  ASP.NET Core and Blazor updates in .NET Core 3.0 Preview 9
Posted by: xSicKxBot - 09-11-2019, 04:27 AM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

ASP.NET Core and Blazor updates in .NET Core 3.0 Preview 9

Daniel Roth

Daniel

.NET Core 3.0 Preview 9 is now available and it contains a number of improvements and updates to ASP.NET Core and Blazor.

Here’s the list of what’s new in this preview:

  • Blazor event handlers and data binding attributes moved to Microsoft.AspNetCore.Components.Web
  • Blazor routing improvements
    • Render content using a specific layout
    • Routing decoupled from authorization
    • Route to components from multiple assemblies
  • Render multiple Blazor components from MVC views or pages
  • Smarter reconnection for Blazor Server apps
  • Utility base component classes for managing a dependency injection scope
  • Razor component unit test framework prototype
  • Helper methods for returning Problem Details from controllers
  • New client API for gRPC
  • Support for async streams in streaming gRPC responses

Please see the release notes for additional details and known issues.

Get started


To get started with ASP.NET Core in .NET Core 3.0 Preview 9 install the .NET Core 3.0 Preview 9 SDK.

If you’re on Windows using Visual Studio, install the latest preview of Visual Studio 2019.

.NET Core 3.0 Preview 9 requires Visual Studio 2019 16.3 Preview 3 or later.

To install the latest Blazor WebAssembly template also run the following command:

dotnet new -i Microsoft.AspNetCore.Blazor.Templates::3.0.0-preview9.19424.4

Upgrade an existing project


To upgrade an existing ASP.NET Core app to .NET Core 3.0 Preview 9, follow the migrations steps in the ASP.NET Core docs.

Please also see the full list of breaking changes in ASP.NET Core 3.0.

To upgrade an existing ASP.NET Core 3.0 Preview 8 project to Preview 9:

  • Update all Microsoft.AspNetCore.* package references to 3.0.0-preview9.19424.4
  • In Blazor apps and libraries:
    • Add a using statement for Microsoft.AspNetCore.Components.Web in your top level _Imports.razor file (see Blazor event handlers and data binding attributes moved to Microsoft.AspNetCore.Components.Web below for details)
    • Add a using statement for Microsoft.AspNetCore.Components.Authorization in your top level _Imports.razor file.
    • Update all Blazor component parameters to be public.
    • Update implementations of IJSRuntime to return ValueTask<T>.
    • Replace calls to MapBlazorHub<TComponent> with a single call to MapBlazorHub.
    • Update calls to RenderComponentAsync and RenderStaticComponentAsync to use the new overloads to RenderComponentAsync that take a RenderMode parameter (see Render multiple Blazor components from MVC views or pages below for details).
    • Update App.razor to use the updated Router component (see Blazor routing improvements below for details).
    • (Optional) Remove page specific _Imports.razor file with the @layout directive to use the default layout specified through the router instead.
    • Remove any use of the PageDisplay component and replace with LayoutView, RouteView, or AuthorizeRouteView as appropriate (see Blazor routing improvements below for details).
    • Replace uses of IUriHelper with NavigationManager.
    • Remove any use of @ref:suppressField.
    • Replace the previous RevalidatingAuthenticationStateProvider code with the new RevalidatingIdentityAuthenticationStateProvider code from the project template.
    • Replace Microsoft.AspNetCore.Components.UIEventArgs with System.EventArgs and remove the “UI” prefix from all EventArgs derived types (UIChangeEventArgs -> ChangeEventArgs, etc.).
    • Replace DotNetObjectRef with DotNetObjectReference.
    • Replace OnAfterRender() and OnAfterRenderAsync() implementations with OnAfterRender(bool firstRender) or OnAfterRenderAsync(bool firstRender).
  • In gRPC projects:
    • Update calls to GrpcClient.Create with a call GrpcChannel.ForAddress to create a new gRPC channel and new up your typed gRPC clients using this channel.
    • Rebuild any project or project dependency that uses gRPC code generation for an ABI change in which all clients inherit from ClientBase instead of LiteClientBase. There are no code changes required for this change.
    • Please also see the grpc-dotnet announcement for all changes.

You should now be all set to use .NET Core 3.0 Preview 9!

Blazor event handlers and data binding attributes moved to Microsoft.AspNetCore.Components.Web


In this release we moved the set of bindings and event handlers available for HTML elements into the Microsoft.AspNetCore.Components.Web.dll assembly and into the Microsoft.AspNetCore.Components.Web namespace. This change was made to isolate the web specific aspects of the Blazor programming from the core programming model. This section provides additional details on how to upgrade your existing projects to react to this change.

Blazor apps


Open the application’s root _Imports.razor and add @using Microsoft.AspNetCore.Components.Web. Blazor apps get a reference to the Microsoft.AspNetCore.Components.Web package implicitly without any additional package references, so adding a reference to this package isn’t necessary.

Blazor libraries


Add a package reference to the Microsoft.AspNetCore.Components.Web package package if you don’t already have one. Then open the root _Imports.razor file for the project (create the file if you don’t already have it) and add @using Microsoft.AspNetCore.Components.Web.

Troubleshooting guidance


With the correct references and using statement for Microsoft.AspNetCore.Components.Web, event handlers like @onclick and @bind should be bold font and colorized as shown below when using Visual Studio.

Events and binding working in Visual Studio

If @bind or @onclick are colorized as a normal HTML attribute, then the @using statement is missing.

Events and binding not recognized

If you’re missing a using statement for the Microsoft.AspNetCore.Components.Web namespace, you may see build failures. For example, the following build error for the code shown above indicates that the @bind attribute wasn’t recognized:

CS0169 The field 'Index.text' is never used
CS0428 Cannot convert method group 'Submit' to non-delegate type 'object'. Did you intend to invoke the method?

In other cases you may get a runtime exception and the app fails to render. For example, the following runtime exception seen in the browser console indicates that the @onclick attribute wasn’t recognized:

Error: There was an error applying batch 2.
DOMException: Failed to execute 'setAttribute' on 'Element': '@onclick' is not a valid attribute name.

Add a using statement for the Microsoft.AspNetCore.Components.Web namespace to address these issues. If adding the using statement fixed the problem, consider moving to the using statement app’s root _Imports.razor so it will apply to all files.

If you add the Microsoft.AspNetCore.Components.Web namespace but get the following build error, then you’re missing a package reference to the Microsoft.AspNetCore.Components.Web package:

CS0234 The type or namespace name 'Web' does not exist in the namespace 'Microsoft.AspNetCore.Components' (are you missing an assembly reference?)

Add a package reference to the Microsoft.AspNetCore.Components.Web package to address the issue.

Blazor routing improvements


In this release we’ve revised the Blazor Router component to make it more flexible and to enable new scenarios. The Router component in Blazor handles rendering the correct component that matches the current address. Routable components are marked with the @page directive, which adds the RouteAttribute to the generated component classes. If the current address matches a route, then the Router renders the contents of its Found parameter. If no route matches, then the Router component renders the contents of its NotFound parameter.

To render the component with the matched route, use the new RouteView component passing in the supplied RouteData from the Router along with any desired parameters. The RouteView component will render the matched component with its layout if it has one. You can also optionally specify a default layout to use if the matched component doesn’t have one.

<Router AppAssembly="typeof(Program).Assembly"> <Found Context="routeData"> <RouteView RouteData="routeData" DefaultLayout="typeof(MainLayout)" /> </Found> <NotFound> <h1>Page not found</h1> <p>Sorry, but there's nothing here!</p> </NotFound>
</Router>

Render content using a specific layout


To render a component using a particular layout, use the new LayoutView component. This is useful when specifying content for not found pages that you still want to use the app’s layout.

<Router AppAssembly="typeof(Program).Assembly"> <Found Context="routeData"> <RouteView RouteData="routeData" DefaultLayout="typeof(MainLayout)" /> </Found> <NotFound> <LayoutView Layout="typeof(MainLayout)"> <h1>Page not found</h1> <p>Sorry, but there's nothing here!</p> </LayoutView> </NotFound>
</Router>

Routing decoupled from authorization


Authorization is no longer handled directly by the Router. Instead, you use the AuthorizeRouteView component. The AuthorizeRouteView component is a RouteView that will only render the matched component if the user is authorized. Authorization rules for specific components are specified using the AuthorizeAttribute. The AuthorizeRouteView component also sets up the AuthenticationState as a cascading value if there isn’t one already. Otherwise, you can still manually setup the AuthenticationState as a cascading value using the CascadingAuthenticationState component.

<Router AppAssembly="@typeof(Program).Assembly"> <Found Context="routeData"> <AuthorizeRouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)" /> </Found> <NotFound> <CascadingAuthenticationState> <LayoutView Layout="@typeof(MainLayout)"> <p>Sorry, there's nothing at this address.</p> </LayoutView> </CascadingAuthenticationState> </NotFound>
</Router>

You can optionally set the NotAuthorized and Authorizing parameters of the AuthorizedRouteView component to specify content to display if the user is not authorized or authorization is still in progress.

<Router AppAssembly="@typeof(Program).Assembly"> <Found Context="routeData"> <AuthorizeRouteView RouteData="@routeData" DefaultLayout="@typeof(MainLayout)"> <NotAuthorized> <p>Nope, nope!</p> </NotAuthorized> </AuthorizeRouteView> </Found>
</Router>

Route to components from multiple assemblies


You can now specify additional assemblies for the Router component to consider when searching for routable components. These assemblies will be considered in addition to the specified AppAssembly. You specify these assemblies using the AdditionalAssemblies parameter. For example, if Component1 is a routable component defined in a referenced class library, then you can support routing to this component like this:

<Router AppAssembly="typeof(Program).Assembly" AdditionalAssemblies="new[] { typeof(Component1).Assembly }> ...
</Router>

Render multiple Blazor components from MVC views or pages


We’ve reenabled support for rendering multiple components from a view or page in a Blazor Server app. To render a component from a .cshtml file, use the Html.RenderComponentAsync<TComponent>(RenderMode renderMode, object parameters) HTML helper method with the desired RenderMode.

RenderMode Description Supports parameters?
Static Statically render the component with the specified parameters. Yes
Server Render a marker where the component should be rendered interactively by the Blazor Server app. No
ServerPrerendered Statically prerender the component along with a marker to indicate the component should later be rendered interactively by the Blazor Server app. No

Support for stateful prerendering has been removed in this release due to security concerns. You can no longer prerender components and then connect back to the same component state when the app loads. We may reenable this feature in a future release post .NET Core 3.0.

Blazor Server apps also no longer require that the entry point components be registered in the app’s Configure method. Only a single call to MapBlazorHub() is required.

Smarter reconnection for Blazor Server apps


Blazor Server apps are stateful and require an active connection to the server in order to function. If the network connection is lost, the app will try to reconnect to the server. If the connection can be reestablished but the server state is lost, then reconnection will fail. Blazor Server apps will now detect this condition and recommend the user to refresh the browser instead of retrying to connect.

Blazor Server reconnect rejected

Utility base component classes for managing a dependency injection scope


In ASP.NET Core apps, scoped services are typically scoped to the current request. After the request completes, any scoped or transient services are disposed by the dependency injection (DI) system. In Blazor Server apps, the request scope lasts for the duration of the client connection, which can result in transient and scoped services living much longer than expected.

To scope services to the lifetime of a component you can use the new OwningComponentBase and OwningComponentBase<TService> base classes. These base classes expose a ScopedServices property of type IServiceProvider that can be used to resolve services that are scoped to the lifetime of the component. To author a component that inherits from a base class in Razor use the @inherits directive.

@page "/users"
@attribute [Authorize]
@inherits OwningComponentBase<Data.ApplicationDbContext> <h1>Users (@Service.Users.Count())</h1>
<ul> @foreach (var user in Service.Users) { <li>@user.UserName</li> }
</ul>

Note: Services injected into the component using @inject or the InjectAttribute are not created in the component’s scope and will still be tied to the request scope.

Razor component unit test framework prototype


We’ve started experimenting with building a unit test framework for Razor components. You can read about the prototype in Steve Sanderson’s Unit testing Blazor components – a prototype blog post. While this work won’t ship with .NET Core 3.0, we’d still love to get your feedback early in the design process. Take a look at the code on GitHub and let us know what you think!

Helper methods for returning Problem Details from controllers


Problem Details is a standardized format for returning error information from an HTTP endpoint. We’ve added new Problem and ValidationProblem method overloads to controllers that use optional parameters to simplify returning Problem Detail responses.

[Route("/error")]
public ActionResult<ProblemDetails> HandleError()
{ return Problem(title: "An error occurred while processing your request", statusCode: 500);
}

New client API for gRPC


To improve compatibility with the existing Grpc.Core implementation, we’ve changed our client API to use gRPC channels. The channel is where gRPC configuration is set and it is used to create strongly typed clients. The new API provides a more consistent client experience with Grpc.Core, making it easier to switch between using the two libraries.

// Old
using var httpClient = new HttpClient() { BaseAddress = new Uri("https://localhost:5001") };
var client = GrpcClient.Create<GreeterClient>(httpClient); // New
var channel = GrpcChannel.ForAddress("https://localhost:5001");
var client = new GreeterClient(channel); var reply = await client.GreetAsync(new HelloRequest { Name = "Santa" });

Support for async streams in streaming gRPC responses


gRPC streaming responses return a custom IAsyncStreamReader type that can be iterated on to receive all response messages in a streaming response. With the addition of async streams in C# 8, we’ve added a new extension method that makes for a more ergonomic API while consuming streaming responses.

// Old
while (await requestStream.MoveNext(CancellationToken.None))
{ var message = requestStream.Current; // …
} // New and improved
await foreach (var message in requestStream.ReadAllAsync())
{ // …
}

Give feedback


We hope you enjoy the new features in this preview release of ASP.NET Core and Blazor! Please let us know what you think by filing issues on GitHub.

Thanks for trying out ASP.NET Core and Blazor!

Daniel Roth
Daniel Roth

Principal Program Manager, ASP.NET

Follow Daniel   



https://www.sickgaming.net/blog/2019/09/...preview-9/

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  Microsoft - ‘Gears 5’ now available worldwide
Posted by: xSicKxBot - 09-11-2019, 04:27 AM - Forum: Windows - No Replies

‘Gears 5’ now available worldwide

Today, we welcome Gears 5 fans to Sera as Gears 5 officially releases around the world. Gears 5’s Early Access period began on Thursday at 9pm local time and has been has been a hit with critics, who have describe the game as “a spectacular return to form” and “the best Gears of War game yet.” In addition to buying the standard edition, you can also play it now with Xbox Game Pass. If you haven’t already joined Xbox Game Pass, you get your first two months of Xbox Game Pass Ultimate for $2 (and if you are already an Xbox Game Pass for Console or Xbox Live Gold member, you can also upgrade your existing pre-paid months and still get two months of Xbox Game Pass Ultimate for $2).

Gears 5 is the culmination of an incredible journey after three years of passion and dedicated work by our studio team,” said Rod Fergusson, Studio Head at The Coalition. “We set out to challenge expectations for when fans play a new Gears of War game, and are proud to share Gears 5 with the world.”

 

That’s just the beginning – after today’s launch, we’ll continue to use Operations to evolve your Gears 5 Multiplayer Experience with free new modes, maps, characters, customization items and more. With all of this free content, plus a regular cadence of exclusive cosmetic items in the Gears 5 Store, we think this will be the most dynamic and exciting post-launch Gears has ever had. Speaking of bonus multiplayer items, remember to download and play by September 16 to unlock the Terminator Dark Fate Character Pack.

For more information on the Gears of War franchise, stay tuned to Xbox Wire or follow Gears on Twitter @gearsofwar.



https://www.sickgaming.net/blog/2019/09/...worldwide/

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  Fedora - Performing storage management tasks in Cockpit
Posted by: xSicKxBot - 09-11-2019, 04:27 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Performing storage management tasks in Cockpit

In the previous article we touched upon some of the new features introduced to Cockpit over the years. This article will look into some of the tools within the UI to perform everyday storage management tasks. To access these functionalities, install the cockpit-storaged package:

 sudo dnf install cockpit-storaged

From the main screen, click the Storage menu option in the left column. Everything needed to observe and manage disks is available on the main Storage screen. Also, the top of the page displays two graphs for the disk’s reading and writing performance with the local filesystem’s information below. In addition, the options to add or modify RAID devices, volume groups, iSCSI devices, and drives are available as well. In addition, scrolling down will reveal a summary of recent logs. This allows admins to catch any errors that require immediate attention.

Cockpit storage main screen

Filesystems


This section lists the system’s mounted partitions. Clicking on a partition will display information and options for that mounted drive. Growing and shrinking partitions are available in the Volume sub-section. There’s also a filesystem subsection that allows you to change the label and configure the mount.

If it’s part of a volume group, other logical volumes in that group will also be available. Each standard partition has the option to delete and format. Also, logical volumes have an added option to deactivate the partition.

Example screenshot of the /boot filesystem in Cockpit

RAID devices


Cockpit makes it super-easy to manage RAID drives. With a few simple clicks the RAID drive is created, formatted, encrypted, and mounted. For details, or a how-to on creating a RAID device from the CLI check out the article Managing RAID arrays with mdadm.

To create a RAID device, start by clicking the add (+) button. Enter a name, select the type of RAID level and the available drives, then click Create. The RAID section will show the newly created device. Select it to create the partition table and format the drive(s). You can always remove the device by clicking the Stop and Delete buttons in the top-right corner.

Creating a RAID device in Cockpit

Logical volumes


By default, the Fedora installation uses LVM when creating the partition scheme. This allows users to create groups, and add volumes from different disks to those groups. The article, Use LVM to Upgrade Fedora, has some great tips and explanations on how it works in the command-line.

Start by clicking the add (+) button next to “Volume Groups”. Give the group a name, select the disk(s) for the volume group, and click Create. The new group is available in the Volume Groups section. The example below demonstrates a new group named “vgraiddemo”.

Now, click the newly made group then select the option to Create a New Logical Volume. Give the LV a name and select the purpose: Block device for filesystems, or pool for thinly provisioning volumes. Adjust the amount of storage, if necessary, and click the Format button to finalize the creation.

Creating a volume group and assigning disks to that volume group.

Cockpit can also configure current volume groups. To add a drive to an existing group, click the name of the volume group, then click the add (+) button next to “Physical Volumes”. Select the disk from the list and click the Add button. In one shot, not only has a new PV, been created, but it’s also added to the group. From here, we can add the available storage to a partition, or create a new LV. The example below demonstrates how the additional space is used to grow the root filesystem.


iSCSI targets


Connecting to an iSCSI server is a quick process and requires two things, the initiator’s name, which is assigned to the client, and the name or IP of the server, or target. Therefore we will need to change the initiator’s name on the system to match the configurations on the target server.

To change the initiator’s name, click the button with the pencil icon, enter the name, and click Change.

To add the iSCSI target, click the add (+) button, enter the server’s address, the username and password, if required, and click Next. Select the target — verify the name, address, and port, — and click Add to finalize the process.

To remove a target, click the “checkmark” button. A red trashcan will appear beside the target(s). Click it to remove the target from the setup list.

Adding an iSCSI target in Cockpit

NFS mount


Cockpit even allows sysadmins to configure NFS shares within the UI. To add NFS shares, click the add (+) button in the NFS mounts section. Enter the server’s address, the path of the share on the server, and a location on the local machine to mount the share. Adjust the mount options if needed and click Add to view information about the share. We also have the options to unmount, edit, and remove the share. The example below demonstrates how the NFS share on SERVER02 is mounted to the /mnt directory.


Conclusion


As we’ve seen in this article, a lot of the storage-related tasks that require lengthy, and multiple, lines of commands can be easily done within the web UI with just a few clicks. Cockpit is continuously evolving and every new feature makes the project better and better. In the next article we’ll explore the features and components on the networking side of things.



https://www.sickgaming.net/blog/2019/09/...n-cockpit/

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