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You won’t see random players outside of the Dark Zone

Sunday, September 6, 2020 News.
Review: The Division .
21st March 201621st March 2016 Stop me if you’ve heard this one; A console game MMO RPG shooter with cover-based mechanics, singler player/co-op story and skirmishes.
Yes, I know what you’re thinking, so far, so Destiny.
But it would be unfair to bundle Ubisoft’s The Division in with Bungie’s space-based shooter just because there are some superficial similarities.
Look deeper into the game and you’ll find a very different beast.
The premise for The Division , if you haven’t already caught Ubisoft’s (literally) viral PR machine at work, is that terrorists have released a mutated smallpox virus on to bank notes during Black Friday, causing a city wide and potentially world-wide epidemic.
Streets are all-but empty, law and order has broken down.

McDonalds have stopped serving Big Macs

that sort of thing.
You, as a member of a squad set up for such emergencies , have to start piecing the city back together.
It’s a Tom Clancy game, so it comes with a certain level of realism and a little pinch of salt.
The realism side of things is helped a great deal by the environment .
If you’ve ever visited Manhattan then you’ll instantly recognise not only the famous landmarks but some of the less famous areas, too.
The city is certainly the star here.
The virus aspect means that the developers have been able to cheat a little with populating this city.
You’ll encounter odd citizens in need of help or those just trying to eek out a living, dogs on the loose and looters prepared to grab any items left for the taking.
It’s the latter that you’ll be interacting with the most, random encounters often lead to gun fights, but your main opposition comes from the organised gangs trying to grab a hold on the city and these are much harder to keep under control.
The campaign is aimed at getting the city back on its feet, finding key people who are experts in medicine or security and rescuing them to bring them back to your base of operations.
Along the way you’ll unlock base camps that can be used as fast travel points and spawn points for missions and random shoot-outs.
It’s cover-based to the extent that being out in the open during a fire-fight is a very bad idea.
Thankfully, the cover system is great and feels natural, though at times I found it a little too ‘sticky’ when trying to move between objects.
As you’d expect, the campaign challenges get tougher as you progress and the only way to get you ready for these is to try and complete as many side-missions as possible to up your XP.
Yes.

This is where the RPG elements come in

though they’re mostly based around gaining XP and trying to get the best weapons and clothing possible.
Clothing.
Well, the city is still rife with disease, so any trip into the deeper areas often requires a certain level of protection.
Special abilities, too, come into play as you learn to throw medical bombs out to team-mates or set up sentry points.
You can specialise in one area to start with, but the game encourages you to mess around with all three of the upgrade paths to get the best mix.
The game’s campaign can be attempted alone or co-op.
The latter is easier, of course, but the game doesn’t penalise you too much for going it alone.
You won’t see random players outside of the Dark Zone, though, and you’ll need to create or join a party to work together .

The Dark Zone is the true multiplayer arena of the game

at least until Ubisoft begin to add more content.
It’s a central map area cordoned off from the rest of the game which feels ominous and confrontational from the moment you enter.
Levelling up is essential before attempting the Dark Zone and teaming up is highly recommended , too.
The idea of this area, almost like a separate game mode in itself, is to grab hard-to-come-by loot and hot foot it to an extr action point when a chopper will lift it out for you.
The problem is that as soon as your transport is called, you attract attention.

Every player in the Dark Zone is alerted and can rush towards you

trying to grab all your hard fought for loot before you’re able to escape.
It’s fun, frantic and more than a little tense, a perfect counterpoint for the campaign.

Once you’re back out of the Dark Zone

though, the comparisons to the main game world make it feel far more barren and free of ‘fun’ things to do that it sort of spoils the atmosphere a little.
Yes, the city is devoid of much life thanks to a virus, we got that, but it means that you hardly have any interaction outside of missions and side-missions, many of these featuring boss battles with bullet-sponge enemies that take some grinding to get through.
It’s not a massive issue thanks to the atmosphere that the team have carefully cultivated and the gorgeous looking city it all takes place in, but I couldn’t help feeling that they’re keeping something back for the season pass and future updates.

When taking back the city with friends or braving the Dark Zone

The Division shines at being a competent cover-based shooter with some interesting RPG elements that make sense within the game world.

The Tom Clancy aspect also helps to keep the atmosphere on the right side of realistic

Despite the issues outside of missions and the enemies that just won’t go down without a ton of bullets, .

It’s still an enjoyable solid game and the Dark Zone can always be tempting to revisit

I can see how future updates and regular challenges could keep the game fresh in the same way as Destiny but until you hit that level cap it’s still a great experience with a good team of friends alongside you.
The Division.
Beautiful depiction of New York.
Solid cover-based gameplay.
The Dark Zone is a tense, thrilling game mode.
Outside of missions the game can feel a little lifeless.
Some enemies take way too many bullets.
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The Software Maintainability Index Revisited

Tag Archives: maintainability.
Posted in by The Maintainability Index was introduced at the in 1992.
To date, it is included in (since 2007).

In the recent (2012) and metrics reporters for Javascript and Python

and in older metric tool suites such as.

The Maintainabilty Index was introduced in 1992 by Paul Oman and Jack Hagemeister

originally presented at the International Conference on Software Maintenance and later refined in a paper that appeared in.
It is a blend of several metrics, including (HV), (CC), (LOC), and percentage of comments (COM).
For these metrics, the average per module is taken, and combined into a single formula: The maintainability index attracted quite some attention.

Also because the Software Engineering Institute () promoted it

for example in their 1997.
This report describes the Maintainability Index as “good and sufficient predictors of maintainability”, and “potentially very useful for operational Department of Defense systems”.
Furthermore, they suggest that “it is advisable to test the coefficients for proper fit with each major system to which the MI is applied.” Visual Studio Code Metrics were in February 2007.
A November 2007 clarifies the specifics of the maintainability index included in it.
The formula Visual Studio uses is slightly different.

Based on the 1994 version: Maintainability Index = MAX(0

(171 – 5.2 * ln(Halstead Volume) – 0.23 * Cyclomatic Complexity – 16.2 * ln(Lines of Code) ) * 100 / 171) MI >= 20 High Maintainabillity 10 <= MI < 20 Moderate Maintainability MI < 10 Low Maintainability I have not been able to find a justification for these thresholds. The paper used 85 and 65 (instead of 20 and 10) as thresholds, describing them as a good “rule of thumb”. The metrics are available within Visual Studio, and are part of the code metrics , which can also be used in a continuous integration server.

I encountered the Maintainability Index myself in 2003

when working on in collaboration with.
Later, researchers from SIG published a thorough analysis of the Maintainability Index (first when introducing their for assessing maintainability and later as section 6.1 of their paper on technical quality and ).

The Maintainability Index is based on the average per file of

e.g., cyclomatic complexity.
However, as emphasized by , these metrics follow a , and taking the average tends to mask the presence of high-risk parts.
These concerns are consistent with a recent (2012) , in which one application was independently built by four different companies.
The researchers used these systems two compare maintainability and several metrics, .

Including the Maintainability Index

Their findings include that size as a measure of maintainability has been underrated, and that the “sophisticated” maintenance metrics are overrated.
If you are a tool smith or tool vendor, there is not much point in having several metrics that are all.
Check correlations between the metrics you offer, and if any of them are strongly correlated pick the one with the clearest and simplest explanation.

Paul Omand and Jack Hagemeister

“Metrics for assessing a software system’s maintainability”.

Proceedings International Conference on Software Mainatenance (ICSM)

1992, pp 337-344.
().
Paul W.
Oman, Jack R.
Hagemeister: Construction and testing of polynomials predicting software maintainability.
Journal of Systems and Software 24(3), 1994, pp.
251-266.
().
Don M.
Coleman, Dan Ash, Bruce Lowther, Paul W.
Oman.
Using Metrics to Evaluate Software System Maintainability.
IEEE Computer 27(8), 1994, pp.
44-49.
(, ).
Kurt Welker.
The Software Maintainability Index Revisited.
CrossTalk, August 2001, pp 18-21.
().
Code Analysis Team Blog, blogs.msdn, 20 November 2007.
Ilja Heitlager, Tobias Kuipers, Joost Visser.
A practical model for measuring maintainability.
Proceedings 6th International Conference on the Quality of Information and Communications Technology, 2007.
QUATIC 2007.
().
Dennis Bijlsma, Miguel Alexandre Ferreira, Bart Luijten, and Joost Visser.
Faster Issue Resolution with Higher Technical Quality of Software.
Software Quality Journal 20(2): 265-285 (2012).
(, ).

Page 14 addresses the Maintainability Index

Khaled El Emam, Saida Benlarbi, Nishith Goel, and Shesh N.
Rai.

The Confounding Effect of Class Size on the Validity of Object-Oriented Metrics

IEEE Transactions on Software Engineering, 27(7):630:650, 2001.
(, ).
Dag Sjøberg, Bente Anda, and Audris Mockus.
Questioning software maintenance metrics: a comparative case study.
Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement (ESEM), 2012, pp.
107-110.
(, ).
Included discussion on Sjøberg’s , the thresholds in Visual Studio, and the problems following from averaging in a power law.
, ,.
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GeForce RTX 30 series graphics cards announced

Friday, September 4, 2020 News.
GeForce RTX 30 series graphics cards announced.
NVIDIA CEO, Jensen Huang, has revealed the all-new GeForce RTX 30 Series graphics cards at yesterday’s GeForce Special Event show.
The three new cards offer the full range of power to budget options and, most notably, work out cheaper than the cost of the 20 series cards at launch, .

Making them more affordable to those looking for an upgrade to their existing PC

The cards shown at the event are the RTX 3070

RTX 3080 and RTX 3090.
All three are based on a new architecture, Ampere.

Providing many improvements over the 2018 RTX cards that first introduced Ray Tracing

The RTX 3070 with 5888 Cuda Cores, 8GB of fast GDDR6 memory and 1.73 GHz boost clock is the entry level card at £469.00 for the founders edition in October, though expect third parties to announce their own versions with different price points very soon.
Even this beats the last generations’ 2080Ti card and NVidia are positioning it as a 4K Gaming card.
It’s around a third faster than the previous generation RTX 2070 card according to Nvidia’s own figures.
The RTX 3080 is the card that Nvidia are pushing as their new main card and features enhanced RT Cores and Tensor Cores, plus is the first to include new faster G6X memory modules.
It’s also the first to arrive to stores, expected on September 17th at £649.00 for the founders edition.
According to their own figures, .

It’s around twice as fast as an RTX2080 with a 1.71 GHz boost clock speed and 10GB memory

The RTX 3090 is the ultimate upgrade which Nvidia are nicknaming the Big Ferocious GPU (BFGPU).

It features an eye watering 24 GB of fast G6X memory

10496 Cuda Cores and a 1.70 GHz boost clock.
The card is due on September 24th for £1399.00.
It’s being touted as the first 8K gaming card and is ideal for those looking for the power option.
On top of the new memory configurations and the increased speeds, the new architecture also brings a few other enhancements; NVidia Reflex aims to improve response times for gamers “NVIDIA Reflex delivers the ultimate competitive advantage.
The lowest latency.
The best responsiveness.  Powered by GeForce RTX™ 30 Series GPUs and NVIDIA® G-SYNC® monitors.
Acquire targets faster, react quicker, and increase aim precision through a revolutionary suite of technologies built to optimise and measure system latency for competitive games” NVIDIA DLSS AI rendering boosts frame rates with uncompromised image quality using the dedicated AI processing Tensor Cores.
On top of the gaming improvements, dedicated drivers will also allow creative software to take full advantage of the new graphics cards, providing a boost for art, rendering and streaming.
You can rewatch the special event and card reveals below.
Korean survival horror The Coma 2: Vicious Sisters comes to Xbox on 4th September Party Hard 2 coming to consoles on September 8th Hard right, done right.

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There are also a number of binary equivalent JSON formats

Mostly geometry.
, I finished up talking about latency issues for networked video games .
Today I want to move onto the other major network resource, which is.
Compared to latency, bandwidth is much easier to discuss.
This has been observed many times, .

Perhaps most colorfully by Stuart Cheshire: S

Cheshire.

(1996) ““ Some ISPs implement via either traffic billing or download quotas

In this situation, lowering bandwidth reduces the material costs of running the game.
The second issue is al so important , at least up to a point.
If updates from the game do not fit within a single , then they will have to be split apart and reassembled.
This increases , , and.
Again, reducing the size of a state update below the MTU will have no further effect on performance .
Some games use a variable update frequency to throttle back when they are under high load. For example, does this to maintain stability when many players are clustered within the same zone.
They call this technique “time dilation” and explain how it works in a short dev blog: CCP Veritas.
(2011) ““ The most visible target for state bandwidth optimization is message , or . While it is tempting to try first applying optimization effort to this problem, serialization improvements give at most a constant factor reduction in bandwidth. At the risk of sounding overly judgmental, I assert that serialization is a.
Worrying too much about it up front is probably not a wise use of time.

One approach is to adopt some existing serialization protocol. In JavaScript

the easiest way to serialize objects is to use.
There are also a number of binary equivalent JSON formats, like or which can be used interchangeably and save a few bytes here and there .
The main drawback to JSON is that serialized objects can’t contain any circular reference s, and that once they are serialized they will lose all of their function properties and prototypes.
As a result, it is easier to use JSON for sending small hierarchically structured messages than process gigantic amorphous interconnected networks of objects. For these latter situations,  may be more suitable. XML has the advantage that it is extremely flexible, but the disadvantage that it is much more complex.

Google’s are an example of a serialization format which uses structured schemas

In the XML world there has been some research into

though they are not widely used.
For JSON, there don’t appear to be many options yet, however, .

There has been some work on creating a for JSON documents

In , this is can be implemented with the built in The second and somewhat trickier issue is that zlib will split large packets into multiple chunks, and so the receiver will need to implement some extra logic to combine these packets.
Typically this can be done by prefixing each packet with an integer that gives the length of the rest of the message, and then buffering until the transfer is complete.
One draw back to streaming compression is that it does not work with asynchronous messaging or “datagram” protocols like UDP.

Because UDP packets can be dropped or shuffled

each message must be compressed independently.  Another closely related idea to compression is the concept of patch based updates.
Patching, or diff/merge algorithms use the between the previously observed states of the game and the transmitted states to reduce the amount of data that is sent.
This is more-or-less how manages commits, which are stored as a sparse set of updates. In video games, patch based replication is sometimes called ““.

The technique was popularized by John Carmack,

Finally, the most effective way to reduce the size of updates is to replicate fewer objects.
That is, given any player we only replicate some subset of the state which is relevant to what the player is currently seeing. Under the right conditions, this asymptotically reduces bandwidth, possibly below.
Some games naturally enforce area of interest management by the nature of their rules.
For example in a strategy game with ““, players should not be allowed to see hidden objects.
Therefore, these objects do not need to be replicated thus saving bandwidth.
More generally, some properties of objects like the state of a remote player’s inventory or the AI variables associated to computer controlled opponent do not need to be replicated as well.
This fine grained partitioning of the state into network relevant and hidden variables reduces the size of state updates and prevents cheating by snooping on the state of the game.
J.
S.
Boulanger, J.
Kienzle, C.
Verbugge.
(2006) “” Netgames 2006 E.
Cheslack-Postava.
(2013) “” PhD Dissertation, Stanford University.
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5 Responses to Replication in network games: Bandwidth (Part 4)

Arrr March 9, .

2014 at 8:37 am Nice post

Will you talk about encrypting packets and in general security in networked games.
Reply mikolalysenko March 9, 2014 at 5:31 pm I probably won’t write anything about encryption since it is kind of a low level problem, and there are plenty of off-the-shelf solutions that work just fine.
For example, you can just pipe your data through TLS/SSL and automatically get a secure connection.
Reply.
Krzysztof Narkowicz (@KriS_cg) March 10, 2014 at 10:00 am Hi, Nice series.
Thanks for sharing.
IMHO you shouldn’t downplay the importance of proper serialization.

Single UDP packet can contain only around of 1200b of data

For example sometimes you can store position as uint32_t (index in a table of predefined positions) instead of 3 floats.
Similarly rotation can be stored as uint_16 instead of 3 floats.
This way we can get a factor of 2 improvement for object updates.
This means storing 200 object updates instead of 100 in one packet and it really makes a difference.

Additionally strong compression algorithms can be used with UDP

The tricks is to use predefined dictionary.
Actually all dictionary based compression techniques would benefit from this aproach.
http://cbloomrants.blogspot.com/2013/11/11-14-13-oodle-packet-compression-for.html Reply.
Valentin March 15, 2014 at 10:55 pm Thanks for the articles.
Was an interesting read.
Reply.
Riley Stang (@RileyStang) March 4, 2020 at 4:51 am Thank you for writing this.
I’m trying to get prepared to be interviewed at a company that is developing an MMORPG.
Any tips for better understanding all the mathematics.
That’s the only part that was really fuzzy for me.
The highest math course I took was College Algebra like five years ago.
By the way, the link to the Time Dilation Video Demo for EVE Online is broken.
Thanks again.
Reply.
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Spiele von IGT von der Great Britain Gambling Commission unter der Lizenznummer 41794 für International Game Technology PLC lizenziert.
Spiele von Leander Games sind von der Great Britain Gambling Commission unter der Lizenznummer 39305 für Xterra Holdings Ltd lizenziert.
Spiele von Blueprint sind von der Great Britain Gambling Commission unter der Lizenznummer 000-006516-R-315838-015 für Blueprint Gaming Limited lizenziert.
Für Spieler aus Schweden wird www.nordicbet.com von NGG Nordic Ltd.
unter der Firmennummer C-87619 betrieben und ist für den Zeitraum von 2019-2024 reguliert und lizenziert von der Swedish Gambling Authority.
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