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From: Siddharth K. <sid...@gm...> - 2011-05-21 15:16:58
|
It seems to be down - http://www.isup.me/alioth.debian.org <http://www.isup.me/alioth.debian.org> -Siddharth On Sat, May 21, 2011 at 8:41 PM, David Bruce <dav...@gm...>wrote: > Since yesterday I haven't been able to reach > http://tux4kids.alioth.debian.org or http://alioth.debian.org on the > web, or any of our git repositories using git. I also can't log into > the server with ssh. Is anyone else seeing this problem? > > -- > David Bruce > > For all your software needs, visit The Apt Store: > deb http://ftp.us.debian.org/debian stable main > > > ------------------------------------------------------------------------------ > What Every C/C++ and Fortran developer Should Know! > Read this article and learn how Intel has extended the reach of its > next-generation tools to help Windows* and Linux* C/C++ and Fortran > developers boost performance applications - including clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > |
From: David B. <dav...@gm...> - 2011-05-21 15:12:07
|
Since yesterday I haven't been able to reach http://tux4kids.alioth.debian.org or http://alioth.debian.org on the web, or any of our git repositories using git. I also can't log into the server with ssh. Is anyone else seeing this problem? -- David Bruce For all your software needs, visit The Apt Store: deb http://ftp.us.debian.org/debian stable main |
From: David B. <dav...@gm...> - 2011-05-20 17:32:17
|
Hi Siddarth, >> 4. In your section on "modifying the game variables," certainly the speed >> is >> an important parameter. But a more interesting---and more conceptually >> challenging---issue is how to decide which _type_ of problems to pose. Is >> the >> kid ready for addition facts up to 10, or should we stick with 0 to 5? How >> can >> you tell when the kid is ready for multiplication? > > There is an interesting approach Animalwatch (It's a tutor for pre-algebra > mathematics) uses for this which is described here Using the student model > to control problem difficulty. I am thinking of using a approach on similar > lines, will post it shortly. I don't know how much you've looked at how tuxmath generates math question lists, but basically a lesson file sets a series of criteria for questions: - allowed math operations (addition, subtraction, multiplication, division) - ranges of allowed numbers for operands - whether to allow negative numbers - format of question (i.e. 1 + 1 = ?, 1 + ? = 2, or ? + 1 = 2) and so forth. There are also some variables related to how answered questions are handled - in the "lesson" games, correctly answered questions are considered "done", and the lesson ends with a win when all the questions have been handled correctly. In the "arcade" games, all questions get reinserted into the list so the game goes on indefinitely until the player runs out of lives. In both modes, questions which are not answered correctly get reinserted so the player sees them again. There is an option to reinsert multiple copies of missed questions so as to give extra practice on those facts. Finally, the code contains functions to support the use of the just the "missed questions" from the previous game as the question list for the next game, although we've never implemented a way to use this feature. So, some of these features might be useful in your project, but they might not be sufficiently flexible for your needs. What tuxmath does not currently provide is the reading of a list of arbitrary functions from a text file. I think we may want to do something like that for your project. I read your blog, and am eager to hear more about specifics, or to help you work them out. It seems to me that there are at least two ways in which this adaptive instruction can be applied: 1. Within the same math game, use the player's initial performance to adjust the subsequent questions. 2. For subsequent games, adjust the questions based on results from previous games. >> 5. Given this tuxmath-as-the-teacher mode of thinking, do we need to think >> somewhat about creating mechanisms to explicitly teach, rather than just >> let >> them practice things they've already been taught? Yes - I've thought for some time that this was a shortcoming of the program. The only "teaching" is when we show the answer when the igloo gets hit, plus the factoring hints we put in at the start of each level in factoroids. But there isn't any illustration of the concepts of math. There are plenty of ways that new activities could be designed for these purposes, e.g. having Tux combine groups of fish to illustrate addition, or having him build stacks of ice blocks in a grid layout to illustrate multiplication. I think the existing games have been shaped a lot by the ages of our kids at the time when the games were written. My daughter was a second-grader when I started trying to make Bill's original comet game more flexible, and she was a fourth-grader doing a lot of factoring stuff when I proposed the factoroids game. Maybe we need someone with pre-school or kindergarten kids to get interested in coding up a new activity. David Bruce |
From: Siddharth K. <sid...@gm...> - 2011-05-20 16:05:01
|
Hi Tim, Thanks for the feedback. :) 1. When you say, "topic suggestion," are you thinking of some interactive > interface from which the user chooses a task? Or is the "suggestion" an > internal one, and the game will execute whatever parameters are suggested? > I had an interactive interface in mind, where the final decision would be on the player if he would like to follow the topic the game suggests or choose another one as per his wish. 2. What are your thoughts about per-user storage? Are you going to employ > the > Linux model (store in the user's home directory), or are you going to use > the > infrastructure in the "school mode"? Or are you planning on not saving data > across sessions at all? (Without saving, it will be hard to test and debug, > so > I don't recommend the latter.) I will initially implement a storage structure for the Linux model, and than for the "school mode". Imo, this should be more valuable if I implement it for the "school mode", but I am not familiar with the code. I will try to do that :) For 3.), modelling how much challenge a user is willing to take seems difficult. Rather than making decision on the latency in re-starting the game, we can base it on the progress: If the student is able to save the igloos, adjust the other game variables to provide more challenge; if a student is performing poorly, we may want to slow the speed of comets and likewise, adjust other game variables. But again, this approach assumes the amount of difficulty one is willing to take. What are your opinions? > 4. In your section on "modifying the game variables," certainly the speed > is > an important parameter. But a more interesting---and more conceptually > challenging---issue is how to decide which _type_ of problems to pose. Is > the > kid ready for addition facts up to 10, or should we stick with 0 to 5? How > can > you tell when the kid is ready for multiplication? There is an interesting approach Animalwatch<http://animalwatch.arizona.edu/> (It's a tutor for pre-algebra mathematics) uses for this which is described here Using the student model to control problem difficulty<http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.38.7068&rep=rep1&type=pdf>. I am thinking of using a approach on similar lines, will post it shortly. 5. Given this tuxmath-as-the-teacher mode of thinking, do we need to think > somewhat about creating mechanisms to explicitly teach, rather than just > let > them practice things they've already been taught? iiuc, this means using different teaching strategies to cater to the varying needs of the students (like some may like to receive more feedback to stay motivated, a pedagogical agent may be more of help to others). But given that the domain here is elementary Mathematics, I find it hard to think of an explicit teaching mechanism. Do you have some suggestions? Thanks, Siddharth On Fri, May 20, 2011 at 7:29 PM, Tim Holy <ho...@wu...> wrote: > Hi Siddarth, > > I like it very much. Some concrete feedback, mostly a set of questions > asking > for more detail: > > 1. When you say, "topic suggestion," are you thinking of some interactive > interface from which the user chooses a task? Or is the "suggestion" an > internal one, and the game will execute whatever parameters are suggested? > > 2. What are your thoughts about per-user storage? Are you going to employ > the > Linux model (store in the user's home directory), or are you going to use > the > infrastructure in the "school mode"? Or are you planning on not saving data > across sessions at all? (Without saving, it will be hard to test and debug, > so > I don't recommend the latter.) > > 3. I have the sense that kids differ quite a lot in terms of how much > negative- > outcome they can tolerate: some will plunge right back in after they lose > all > their igloos, others will be bothered if even a single igloo gets hit by a > comet. Those that enjoy the tension will appreciate being challenged, those > that do not will probably feel more comfortable if they are consistently > performing at 95% or higher. > It would be really interesting if it were possible to model not just the > student's mastery, but also what level of failure/challenge is acceptable > to > the student. Naturally, this seems hard. One option would be to ask for > feedback from the student, and a second might be to pay attention to the > latency in re-starting a new game of tuxmath. If it is a few seconds, the > kid > seems ready for more. If it's a few months, perhaps the kid got scared off. > But > obviously it's questionable how reliable such information will be. > > 4. In your section on "modifying the game variables," certainly the speed > is > an important parameter. But a more interesting---and more conceptually > challenging---issue is how to decide which _type_ of problems to pose. Is > the > kid ready for addition facts up to 10, or should we stick with 0 to 5? How > can > you tell when the kid is ready for multiplication? > > 5. Given this tuxmath-as-the-teacher mode of thinking, do we need to think > somewhat about creating mechanisms to explicitly teach, rather than just > let > them practice things they've already been taught? > > Again, it looks like lots of fun ahead. I'm glad you're tackling this. > > Best, > --Tim > > On Friday, May 20, 2011 07:43:52 am Siddharth Kothari wrote: > > Hi everyone, > > > > I made a blog (gscbbn.wordpress.com) which I will keep updating the > details > > with regards to the project. > > > > I would appreciate a feedback. The approach and deliverables are > tentative, > > let me know if there is something I should incorporate. > > > > Thanks, > > Siddharth > > > > On Wed, Apr 27, 2011 at 10:11 PM, Tim Holy <ho...@wu...> wrote: > > > On Wednesday, April 27, 2011 08:01:22 am Siddharth Kothari wrote: > > > > Hi everyone, > > > > > > > > My project proposal on "Personalized, adaptive game-play to improve > > > > learning in Tuxmath" has been accepted in GSoC > > > > (link< > > > > > > http://www.google-melange.com/gsoc/project/google/gsoc2011/sidi/14001 > > > > > > > >). Bart Massey from PSU will be my mentor who would be helping me in > > > > >the > > > > > > > > design of the Bayesian network for knowledge representation and > making > > > > inferences based on it. I look forward to the Tuxmath community > members > > > > > > to > > > > > > > have discussions regarding the implementation details, and some > > > > > > occasional > > > > > > > code-related help. I will start exploring the code-base in about a > week > > > > once my semester exams are over. > > > > > > That's great! Congrats! > > > > > > --Tim > > > > > > > > > > ------------------------------------------------------------------------- > > > ----- WhatsUp Gold - Download Free Network Management Software > > > The most intuitive, comprehensive, and cost-effective network > > > management toolset available today. Delivers lowest initial > > > acquisition cost and overall TCO of any competing solution. > > > http://p.sf.net/sfu/whatsupgold-sd > > > _______________________________________________ > > > Tuxmath-devel mailing list > > > Tux...@li... > > > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > |
From: Tim H. <ho...@wu...> - 2011-05-20 13:59:36
|
Hi Siddarth, I like it very much. Some concrete feedback, mostly a set of questions asking for more detail: 1. When you say, "topic suggestion," are you thinking of some interactive interface from which the user chooses a task? Or is the "suggestion" an internal one, and the game will execute whatever parameters are suggested? 2. What are your thoughts about per-user storage? Are you going to employ the Linux model (store in the user's home directory), or are you going to use the infrastructure in the "school mode"? Or are you planning on not saving data across sessions at all? (Without saving, it will be hard to test and debug, so I don't recommend the latter.) 3. I have the sense that kids differ quite a lot in terms of how much negative- outcome they can tolerate: some will plunge right back in after they lose all their igloos, others will be bothered if even a single igloo gets hit by a comet. Those that enjoy the tension will appreciate being challenged, those that do not will probably feel more comfortable if they are consistently performing at 95% or higher. It would be really interesting if it were possible to model not just the student's mastery, but also what level of failure/challenge is acceptable to the student. Naturally, this seems hard. One option would be to ask for feedback from the student, and a second might be to pay attention to the latency in re-starting a new game of tuxmath. If it is a few seconds, the kid seems ready for more. If it's a few months, perhaps the kid got scared off. But obviously it's questionable how reliable such information will be. 4. In your section on "modifying the game variables," certainly the speed is an important parameter. But a more interesting---and more conceptually challenging---issue is how to decide which _type_ of problems to pose. Is the kid ready for addition facts up to 10, or should we stick with 0 to 5? How can you tell when the kid is ready for multiplication? 5. Given this tuxmath-as-the-teacher mode of thinking, do we need to think somewhat about creating mechanisms to explicitly teach, rather than just let them practice things they've already been taught? Again, it looks like lots of fun ahead. I'm glad you're tackling this. Best, --Tim On Friday, May 20, 2011 07:43:52 am Siddharth Kothari wrote: > Hi everyone, > > I made a blog (gscbbn.wordpress.com) which I will keep updating the details > with regards to the project. > > I would appreciate a feedback. The approach and deliverables are tentative, > let me know if there is something I should incorporate. > > Thanks, > Siddharth > > On Wed, Apr 27, 2011 at 10:11 PM, Tim Holy <ho...@wu...> wrote: > > On Wednesday, April 27, 2011 08:01:22 am Siddharth Kothari wrote: > > > Hi everyone, > > > > > > My project proposal on "Personalized, adaptive game-play to improve > > > learning in Tuxmath" has been accepted in GSoC > > > (link< > > > > http://www.google-melange.com/gsoc/project/google/gsoc2011/sidi/14001 > > > > > >). Bart Massey from PSU will be my mentor who would be helping me in > > > >the > > > > > > design of the Bayesian network for knowledge representation and making > > > inferences based on it. I look forward to the Tuxmath community members > > > > to > > > > > have discussions regarding the implementation details, and some > > > > occasional > > > > > code-related help. I will start exploring the code-base in about a week > > > once my semester exams are over. > > > > That's great! Congrats! > > > > --Tim > > > > > > ------------------------------------------------------------------------- > > ----- WhatsUp Gold - Download Free Network Management Software > > The most intuitive, comprehensive, and cost-effective network > > management toolset available today. Delivers lowest initial > > acquisition cost and overall TCO of any competing solution. > > http://p.sf.net/sfu/whatsupgold-sd > > _______________________________________________ > > Tuxmath-devel mailing list > > Tux...@li... > > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel |
From: Siddharth K. <sid...@gm...> - 2011-05-20 12:44:00
|
Hi everyone, I made a blog (gscbbn.wordpress.com) which I will keep updating the details with regards to the project. I would appreciate a feedback. The approach and deliverables are tentative, let me know if there is something I should incorporate. Thanks, Siddharth On Wed, Apr 27, 2011 at 10:11 PM, Tim Holy <ho...@wu...> wrote: > On Wednesday, April 27, 2011 08:01:22 am Siddharth Kothari wrote: > > Hi everyone, > > > > My project proposal on "Personalized, adaptive game-play to improve > > learning in Tuxmath" has been accepted in GSoC > > (link< > http://www.google-melange.com/gsoc/project/google/gsoc2011/sidi/14001 > > >). Bart Massey from PSU will be my mentor who would be helping me in the > > design of the Bayesian network for knowledge representation and making > > inferences based on it. I look forward to the Tuxmath community members > to > > have discussions regarding the implementation details, and some > occasional > > code-related help. I will start exploring the code-base in about a week > > once my semester exams are over. > > That's great! Congrats! > > --Tim > > > ------------------------------------------------------------------------------ > WhatsUp Gold - Download Free Network Management Software > The most intuitive, comprehensive, and cost-effective network > management toolset available today. Delivers lowest initial > acquisition cost and overall TCO of any competing solution. > http://p.sf.net/sfu/whatsupgold-sd > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > |
From: Schrijvers L. <be...@gm...> - 2011-05-14 17:37:48
|
The font is installed, that's not the problem, the problem is the path, Haiku doesn't use /usr/share ... and TuxMath is compiled with a prefix /boot/apps/TuxMath, the font is in a subdirectory but due to the hardcoded path(?) isn't been picked up ... Greetings, Begasus Aviral Dasgupta schreef op za 14-05-2011 om 22:26 [+0530]: > This line seems to be the problem: > LoadFont(): /usr/share/fonts/truetype/ttf-sil-andika/AndikaDesRevG.ttf > NOT loaded successfully. > Try installing the Andika font. > > > Regards, > Aviral > > On 14 May 2011 19:40, Luc Schrijvers <be...@gm...> wrote: > Hello, I've been looking into getting TuxMath uptodate on > Haiku, > compilation succeeded but I can't seem to start TuxMath, every > time I > try to run it I get the next error: > > /boot/apps/TuxMath/bin> tuxmath > Initializing Tux4Kids-Common 0.1.1 > BMediaEventLooper: SchedulingLatency is 750 > BMediaRoster::Connect connection established! > BMediaRoster::GetParameterWebFor Unflattening 1833 bytes, > 0x01030506, > 0x00000001, 0x00000002, 0x00000003 > BRect(l:0.0, t:0.0, r:1279.0, b:799.0) > LoadFont(): /usr/share/fonts/truetype/ttf-sil-andika/AndikaDesRevG.ttf > NOT loaded successfully. > BMediaRoster::ReleaseNode, trying to release reference > counting > disabled timesource, node 2, port 368775, team 165124 > Segmentation violation > > Can't seem to find where exactly this is comming from, if > anyone has > any suggestions I would like to try them out. > > Greetings, > > Luc Schrijvers aka Begasus > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation > tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > |
From: Aviral D. <avi...@gm...> - 2011-05-14 16:56:07
|
This line seems to be the problem: LoadFont(): /usr/share/fonts/truetype/ttf-sil-andika/AndikaDesRevG.ttf NOT loaded successfully. Try installing the *Andika* font. Regards, Aviral On 14 May 2011 19:40, Luc Schrijvers <be...@gm...> wrote: > Hello, I've been looking into getting TuxMath uptodate on Haiku, > compilation succeeded but I can't seem to start TuxMath, every time I > try to run it I get the next error: > > /boot/apps/TuxMath/bin> tuxmath > Initializing Tux4Kids-Common 0.1.1 > BMediaEventLooper: SchedulingLatency is 750 > BMediaRoster::Connect connection established! > BMediaRoster::GetParameterWebFor Unflattening 1833 bytes, 0x01030506, > 0x00000001, 0x00000002, 0x00000003 > BRect(l:0.0, t:0.0, r:1279.0, b:799.0) > LoadFont(): /usr/share/fonts/truetype/ttf-sil-andika/AndikaDesRevG.ttf > NOT loaded successfully. > BMediaRoster::ReleaseNode, trying to release reference counting > disabled timesource, node 2, port 368775, team 165124 > Segmentation violation > > Can't seem to find where exactly this is comming from, if anyone has > any suggestions I would like to try them out. > > Greetings, > > Luc Schrijvers aka Begasus > > > ------------------------------------------------------------------------------ > Achieve unprecedented app performance and reliability > What every C/C++ and Fortran developer should know. > Learn how Intel has extended the reach of its next-generation tools > to help boost performance applications - inlcuding clusters. > http://p.sf.net/sfu/intel-dev2devmay > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > |
From: Luc S. <be...@gm...> - 2011-05-14 14:10:32
|
Hello, I've been looking into getting TuxMath uptodate on Haiku, compilation succeeded but I can't seem to start TuxMath, every time I try to run it I get the next error: /boot/apps/TuxMath/bin> tuxmath Initializing Tux4Kids-Common 0.1.1 BMediaEventLooper: SchedulingLatency is 750 BMediaRoster::Connect connection established! BMediaRoster::GetParameterWebFor Unflattening 1833 bytes, 0x01030506, 0x00000001, 0x00000002, 0x00000003 BRect(l:0.0, t:0.0, r:1279.0, b:799.0) LoadFont(): /usr/share/fonts/truetype/ttf-sil-andika/AndikaDesRevG.ttf NOT loaded successfully. BMediaRoster::ReleaseNode, trying to release reference counting disabled timesource, node 2, port 368775, team 165124 Segmentation violation Can't seem to find where exactly this is comming from, if anyone has any suggestions I would like to try them out. Greetings, Luc Schrijvers aka Begasus |
From: David B. <dav...@gm...> - 2011-05-08 11:04:51
|
Hi, The macports (http://www.macports.org) devs have uploaded current portfiles for tuxmath-2.0.3 and t4k_common into macports, so now you can get the latest tuxmath onto your mac with: sudo port selfupdate sudo port install tuxmath (assuming you have macports, that is). The mac build has the two bugs mentioned earlier, namely: 1. any svg image that gets scaled is displayed incorrectly, almost certainly an endianness issue with the RGBA channels getting transposed. This doesn't affect gameplay but does make the game look weird, particularly in windowed mode. In fullscreen, it only affects a couple of the menu icon sprites. In windowed, it affects the menu icons, the big Tux on the menu pages, and the comets within the games. Also, the cached png images of these under ~/.t4k_common/caches/images/ are similarly incorrect, but only the scaled ones. So, I think this bug is somewhere in t4k_loaders.c, but there is quite a sequence of functions that get called to do this, and I haven't yet been able to get to the bottom of it. We ought to write a small test program for t4k_common to make this easier to debug. 2. In the network game, if a mac client is connected to a server on another machine, it doesn't remove the comets from the screen when the questions are answered by another player. I'm in a better position to sort out #2 since most of the relevant code was written by me. I'd encourage anyone on this list with a Mac to try out the new build, and hopefully help debug these problems and anything else we find. Best, David Bruce |
From: David B. <dav...@gm...> - 2011-05-05 13:38:14
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Hello, For the last few days I've been working on getting tuxmath's MacPorts build updated, and I now have it running on our Snow Leopard iMac. I've submitted a new Portfile for t4k_common, and an updated Portfile for tuxmath. Since I'm not a MacPorts committer, I have to wait for the new ports to get added to the project, which usually takes a day or two. The Good: - very few problems getting t4k_common-0.1.1 to build, required a very minimal source patch which is also added to git. - a couple small issues with tuxmath's source, which I addressed in the 2.0.3 source release, which is also posted on Alioth. - The program mostly works fine, including SVG scaling, SDL_Pango, network play, all of which are new to the Mac platform for us. - successful automated building of dmg file for binary installation. The Bad: - bug in network game - if a Mac client connects to server on another machine (Linux in my test case), it sometimes fails to correctly handle the messages to remove comets that were answered by another player. The other messages (new questions, score updates) work fine. If the server is on the same machine, everything works fine. - strange display bug in windowed mode - the images for which we are using svg scaling appear with wrong colors and alpha, making Tux look like a ghost! My daughter howled with laughter. Fullscreen looks fine, and non-svg images display correctly. It probably has something to do with endianness when we create the scaled images as pngs. - dmg file is huge, as in enormous - ~120MB. It includes bundled libs for literally everything needed to put tuxmath on the screen, including about 20 libs that go into Xorg. - AFAICT, no way to build ppc version on Snow Leopard with MacPorts. - Not sure if the dmg will work on 10.5, although MacPorts itself ought to work. David Bruce |
From: David B. <dav...@gm...> - 2011-05-01 20:20:13
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Hi, t4k_common has been added to the mingw-cross-env project, so it is now even easier to create the cross-built win32 package for tuxmath on Linux. Since t4k_common was just added, you need to get the development version of mingw-cross-env from that project's mercurial repo: http://mingw-cross-env.nongnu.org/#development Make sure you have the needed tools installed on your system: http://mingw-cross-env.nongnu.org/#requirements Then simply run: hg clone http://hg.savannah.nongnu.org/hgweb/mingw-cross-env cd mingw-cross-env make t4k_common and the complete cross-build setup will be downloaded and installed. Then just go to buildw32/ in your tuxmath git clone. In cross-configure.sh, look at MINGW_DIR and make sure it matches the location where you installed mingw-cross-env (the default is /opt/mingw-cross-env). Then simply run (from buildw32/): ./tmwin.sh and the win32 installer should be automatically built. You need NSIS to generate the installer file, so you might need to run "sudo apt-get install nsis" or an equivalent. That's it - it should now be really simple for anyone to make and test the win32 crossbuilds. Best, David Bruce |
From: Schrijvers L. <be...@gm...> - 2011-05-01 17:42:22
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I agree ... there is still one on freenode, to bad it's not habitated as we want to (only one online is Bill from time to time), so bether use that one then start a new one ... Just my 2 cents ;) Luc aka Begasus Akash Gangil schreef op zo 01-05-2011 om 22:51 [+0530]: > > > On Sun, May 1, 2011 at 9:40 PM, deepak aggarwal > <dee...@gm...> wrote: > Hi Everyone > > > I want to start a new IRC channel for tux4kids and its project > at freenode. It will help current devs and new devs to > assemble at one place and share their ideas and new changes in > dev branches. > > > > > There is one already, did you try #tux4kids on freenode? > > > > > So if anybody interested in it. Then ping me on gmail or > gtalk. > > > > > Best > Deepak Aggarwal > > ------------------------------------------------------------------------------ > WhatsUp Gold - Download Free Network Management Software > The most intuitive, comprehensive, and cost-effective network > management toolset available today. Delivers lowest initial > acquisition cost and overall TCO of any competing solution. > http://p.sf.net/sfu/whatsupgold-sd > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > > > > -- > Akash > > _______________________________________________ > Tux4kids-discuss mailing list > Tux...@li... > http://lists.alioth.debian.org/mailman/listinfo/tux4kids-discuss |
From: Akash G. <aka...@gm...> - 2011-05-01 17:22:05
|
On Sun, May 1, 2011 at 9:40 PM, deepak aggarwal <dee...@gm...>wrote: > Hi Everyone > > I want to start a new IRC channel for tux4kids and its project at freenode. > It will help current devs and new devs to assemble at one place and share > their ideas and new changes in dev branches. > > There is one already, did you try #tux4kids on freenode? > So if anybody interested in it. Then ping me on gmail or gtalk. > > > Best > Deepak Aggarwal > > > ------------------------------------------------------------------------------ > WhatsUp Gold - Download Free Network Management Software > The most intuitive, comprehensive, and cost-effective network > management toolset available today. Delivers lowest initial > acquisition cost and overall TCO of any competing solution. > http://p.sf.net/sfu/whatsupgold-sd > _______________________________________________ > Tuxmath-devel mailing list > Tux...@li... > https://lists.sourceforge.net/lists/listinfo/tuxmath-devel > > -- Akash |
From: Sam H. <ha...@gm...> - 2011-05-01 17:12:04
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On Sun, May 1, 2011 at 12:10 PM, deepak aggarwal <dee...@gm...> wrote: > Hi Everyone > I want to start a new IRC channel for tux4kids and its project at freenode. > It will help current devs and new devs to assemble at one place and share > their ideas and new changes in dev branches. > So if anybody interested in it. Then ping me on gmail or gtalk. Just curious, any reason why you don't want to use the existing one already on Freenode? If it's because I still "own" the channel permissions/authorizations (which, I'll be honest, I haven't checked if I do, but it's very likely I do as I was the one who started all this so long ago) I'd gladly give them over to the appropriate persons. ---Sam |
From: deepak a. <dee...@gm...> - 2011-05-01 16:10:46
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Hi Everyone I want to start a new IRC channel for tux4kids and its project at freenode. It will help current devs and new devs to assemble at one place and share their ideas and new changes in dev branches. So if anybody interested in it. Then ping me on gmail or gtalk. Best Deepak Aggarwal |
From: Tim H. <ho...@wu...> - 2011-04-27 16:41:47
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On Wednesday, April 27, 2011 08:01:22 am Siddharth Kothari wrote: > Hi everyone, > > My project proposal on "Personalized, adaptive game-play to improve > learning in Tuxmath" has been accepted in GSoC > (link<http://www.google-melange.com/gsoc/project/google/gsoc2011/sidi/14001 > >). Bart Massey from PSU will be my mentor who would be helping me in the > design of the Bayesian network for knowledge representation and making > inferences based on it. I look forward to the Tuxmath community members to > have discussions regarding the implementation details, and some occasional > code-related help. I will start exploring the code-base in about a week > once my semester exams are over. That's great! Congrats! --Tim |
From: David B. <dav...@gm...> - 2011-04-27 15:12:41
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Hi Wassi, On Wed, Apr 27, 2011 at 9:38 AM, Wassi-Arcor <was...@ar...> wrote: > Hello David, thank you for the new built 2.0.2. I have installed the program > and the installation works. There is a bug in the program. I can´t select to > play with friends. The program ask for the number of players but after write > the number doesn´t ask for the players name. The program ask again for the > number of players. I saw that and confirmed it in the new windows build. The quite strange thing is that this bug does not show up in the Linux build, even though nothing being done at that point would seem to be platform-specific. I couldn't get it figured out before I had to leave for work this morning. As it seemed to be less critical, I decided to release this version anyway. We will try to get it fixed in the near future. Regards, David Bruce |
From: David B. <dav...@gm...> - 2011-04-27 13:20:19
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Hi Siddarth, On Wed, Apr 27, 2011 at 1:01 PM, Siddharth Kothari <sid...@gm...> wrote: > Hi everyone, > > My project proposal on "Personalized, adaptive game-play to improve learning > in Tuxmath" has been accepted in GSoC (link). Bart Massey from PSU will be > my mentor who would be helping me in the design of the Bayesian network for > knowledge representation and making inferences based on it. I look forward > to the Tuxmath community members to have discussions regarding the > implementation details, and some occasional code-related help. I will start > exploring the code-base in about a week once my semester exams are over. That's great - let me know how I can help. David Bruce |
From: Siddharth K. <sid...@gm...> - 2011-04-27 13:01:32
|
Hi everyone, My project proposal on "Personalized, adaptive game-play to improve learning in Tuxmath" has been accepted in GSoC (link<http://www.google-melange.com/gsoc/project/google/gsoc2011/sidi/14001>). Bart Massey from PSU will be my mentor who would be helping me in the design of the Bayesian network for knowledge representation and making inferences based on it. I look forward to the Tuxmath community members to have discussions regarding the implementation details, and some occasional code-related help. I will start exploring the code-base in about a week once my semester exams are over. Thanks, Siddharth |
From: David B. <dav...@gm...> - 2011-04-27 12:12:11
|
Hi, I'm back from vacation, and I had time to work on getting a fixed release of tuxmath-2.x.x out. The main reason was the broken win32 installer file I hastily posted for tuxmath-2.0.1, which was the result of a too-old version of NSIS on my netbook, and not something in tuxmath itself. The win32 build is posted on Alioth and SourceForge. I've downloaded the binary, and it seems to install and run correctly. I'll try to get a tarball and the signature and checksum files up by the end of the day. Not much change for this release, but there are a couple of new fixes: 1. Fix of a recently-introduced crashing bug on creation of a powerup comet (Arcade game). 2. Fix of problems with score drawing in turn-based multiplayer game. There is still a bug that prevents the turn-based multiplayer game from being able to be started, which for highly unclear reasons only occurs in the windows build. AFAIK there isn't anything very platform specific going on at that point. Anyway, I hope this release is more useful, and look forward to ironing out remaining issues in the next few weeks. Best, David Bruce |
From: David B. <dav...@gm...> - 2011-04-27 09:36:14
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Hi William, > On a Windows XP or Windows 2000 system, the config file is called > "options.txt" and is located at C:\Documents And > Settings\USER\Application Data\TuxMath\options.txt, where USER is the > login of the current user. Note that 'Application Data' is hidden by > default by the operating system. > > I have opened up the > C:\Documents And Settings\USER\Application Data\TuxMath > > In the TuxMath folder there is no options.txt > The only options file that is in that folder is options.cfg ( file > attached) > > Is the options.txt in the Setting Game Options for an older version of > TuxMath or should in be options.cfg ? > > How do I edit the options file to create a "Custom" game. > There does not seem a lot of information to create a Custom Game in Windows > XP. In that build, the file was indeed called "options.cfg" - the README was wrong. For 2.0.0 and later, the options/lessons files really do end in ".txt" on windows (on other platforms, no extension is used). Irrespective of file name, it is a plain ASCII text file that can be edited with any text editor, e.g. Notepad on windows. However, prior to 2.0.0, the files still have Unix-format line endings, meaning it will look like a single extremely long line in Notepad. More sophisticated text editors (e.g. Vim) will recognize the Unix format and display it correctly. That format discrepancy is also fixed in the 2.x.x series - in the windows package, all the text files have the windows-friendly format. Short answer - wait for the 2.0.2 release today, then you can use Notepad to edit that file, which is well-commented, and then play your custom game by choosing "Play Custom Game" from the menu. Thanks, David Bruce |
From: David B. <dav...@gm...> - 2011-04-23 20:03:44
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Hi - On Fri, Apr 22, 2011 at 10:03 AM, Wassi-Arcor <was...@ar...> wrote: > Hello, the downloades files can´t be installed. It shows an error that the > file is corrupted. Under details it´s shown, that the file 0.jpg can´t be > extracted. The version 2.0.0 can be installed. I can´t play with friends > because i can´t enter the number of players. Sorry to hear that - I built 2.0.1 very rapidly on a laptop in an airport between flights, and I didn't have any opportunity whatsoever to test the windows build before I had to get on the plane. I won't be able to do anything about it until I get home next week. Just in case, you might check the version on sourceforge, in case the corruption occurred during the upload process. Apart from that, the builds on alioth and sourceforge are supposed to be exactly the same file. Again, sorry for the frustration! David Bruce |
From: Wassi-Arcor <was...@ar...> - 2011-04-22 15:03:33
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Hello, the downloades files can´t be installed. It shows an error that the file is corrupted. Under details it´s shown, that the file 0.jpg can´t be extracted. The version 2.0.0 can be installed. I can´t play with friends because i can´t enter the number of players. Ciao Wassi was...@gm... "Hindernisse überwinden ist der Vollgenuss des Daseins." (Arthur Schopenhauer) |
From: David B. <dav...@gm...> - 2011-04-19 20:42:50
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An embarassing bug was discovered in tuxmath-2.0.0, namely that the asteroid numbers do not display in Factoroids. This has been fixed and pushed to git, and a new release is being uploaded to Alioth and SourceForge. Hopefully I haven't messed anything else up with this fix! Best, David |