game controllers – Using Android phone to control a raspberry pi nintendo 64 emulator

Say I make a nintendo 64 emulator on a raspberry pi 4, and I want to use my phone as a wireless controller ether over bluetooth or WiFi.

I doubt that any Android software would have support for linux, let alone support an N64 emulator.

So what would be the best course of action here, make a python translator that catches the signal sent by the phone, reads it, then simulates button presses on the raspberry? If anyone has a better solution, please let me know!

active directory – Demoted domain controller still in Domain Controllers OU and AD Sites & Services

I did all of the below while logged in as the domain administrator.

I had two AD sites, each with it’s own domain controller. The “backup” domain controller was over a site-to-site VPN, all traffic allowed, and was the ONLY server in that AD site/subnet. Realizing it was pointless to have this domain controller all by itself on it’s own subnet over a site-to-site VPN, I spun up a 3rd domain controller in the same site/subnet as the original domain controller.

I left it for a few days to let all three sync up — made sure repadmin /showrepl and repadmin /replsummary all showed SUCCESSFUL results. Yay! Before demoting the server that’s all by itself (in the AD site/subnet on the other end of the site-to-site VPN), I made sure ALL other domain-joined member server’s DNS were pointing to the original DC, and my newly created 3rd DC, and also made sure the original DC was holding ALL FSMO roles (it was). So at this point I have 3 DC’s, all GC’s.

I first demoted the server that’s all by itself in the remote AD site (I did check the “Force the removal of this domain controller” checkbox), rebooted, then re-ran the add/remove roles a second time to REMOVE the ADDS Role, and rebooted. After seeing the “SUCCESSFULLY DEMOTED” prompt (screenshot below), I thought all was well. Then I removed the member server from the domain and rebooted. I even checked the servers had the necessary firewall ports open for proper AD communication prior to the demotion and removal of ADDS role:

  • TCP 53 (DNS)
  • TCP 88 (Kerberos Key Distribution Center)
  • TCP 135 (Remote Procedure Call)
  • TCP 139 (NetBIOS Session Service)
  • TCP 389 (LDAP)
  • TCP 445 (SMB, Net Logon)
  • TCP 464 (Kerberos Password)
  • TCP 3268 (Global Catalog)
  • TCP 49152 – 65535 (Randomly Allocated High Ports)
  • UDP 53 (DNS)
  • UDP 88 (Kerberos)
  • UDP 123 (NTP)
  • UDP 389 (LDAP)
  • UDP 445
  • UDP 464

Because it was “SUCCESSFULLY DEMOTED”, I expected to not see this demoted/ADDS-role-removed/dejoined-from-domain server in the Domain Controllers OU, or in AD Sites & Services, yet there it is. It even has the NTDS settings there surprisingly — most threads I read only the server is still there but with NO NTDS settings under it.

Thoughts anyone? Please provide relevant LINKS to assist with your comments. Many thanks!!

APOLOGIES if this question isn’t formatted property. I almost tore my hair out trying to figure all the formatting out and just gave up!!!!

enter image description here

Two active HCI controllers at the same time

Does anyone have any info how to do this?

Here’s a thread with more info on this topic:
Possible to use two HCI controllers concurrently?

@mongotron Any update on this?

html – Como resolver problema com MVC PHP que não encontra os Controllers?

Sou programador iniciante e estou com um problema na minha hospedagem. Eu criei um site com estrutura MVC usando PHP que no localhost funciona normalmente. Mas quando eu subo os arquivos para a hospedagem de teste não funciona da forma correta.
Esse é o arquivo index.php da página:

<?php
    $autoload = function($class){
        
        include($class.'.php');
    };

    spl_autoload_register($autoload);

    $app = new Application();
    $app->executar();
?>

A classe ‘Application’ está no arquivo ‘Application.php’.
Esse arquivo é responsável por pegar o que o usuário digita na URL e verifica se existe um controlador Com esse nome.

<?php
    
    class Application
    {
        
        public function executar(){
            
            $url = isset($_GET('url')) ? explode("https://pt.stackoverflow.com/",$_GET('url'))(0) : 'Home';
            
            $url = ucfirst($url);

            $url.="Controller";
            if(file_exists('Controllers/'.$url.'.php')){
                $className = 'Controllers\'.$url;
                $controler = new $className;
                $controler->executar();

            }else{
                //die("Não existe esse controlador!");
                include('erro.php');
            }
            
        }
    }
    
?>

Aí é que tá o problema. Eu fiz um controlador Chamado ‘HomeController.php’ que está na pasta Controllers.
ou seja, mesmo eu digitando na url “/home” a aplicação não consegue de forma alguma encontrar o arquivo, MAS O ARQUIVO EXISTE !.

OUTRA URIOSIDADE

quando eu mando procurar se existe aquele controlador na Pasta ‘Controllers’:

if(file_exists('Controllers/'.$url.'.php'))

qunado eu abro a página o codigo nem é executado.
Só funciona quando eu coloco a pasta raiz ‘htdocs’ da hospedagem:

if(file_exists('htdocs/Controllers/'.$url.'.php'))

Alguém pode me ajudar ??

controls – Why are most game controllers left handed?

Probably the reason why the left handed joystick became the norm was because the left handed pad became the norm. Nintendo was an industry leader, and monkey see monkey do. Street Fighter had in the Arcades a “Left Vs. Right” machine. unfortunately, they couldn’t duplicate it at home, because Joysticks tended to be diagonally cocked for better contour, Both the Genesis and SNES had that angle in the buttons, and rotating it 180 would require a left/right switch, and more importantly give a “back-cock” on the wrist, which is even more painful than crossing arms or just playing left handed. (By the way left handed joysticks are not painful, they are just less accurate to those who prefer Joystick right. See above story on how not only I but others of our friends beat my famous gaming friend when they used a right handed stick and he was on his pad. I was pulling off dragon punches left and right, never missing. before I had a 90% misfire rate on a dragon punch, unless I telegraphed it my making 3 distinct motions, then he just blocked So the reason I beat him was improved execution rate and speed of specials.) If you tried that with a more contoured joystick, it would both be back cocked and “smile” at you, instead of “frown” which is a normal button contour.

So when they decided to release Street fighter sticks, making it right handed would be swimming against the stream. But some people like me are Salmons. It all stems back to the Nintendo decision to make right handed pads.

But why was that decision made initially? I have 2 pieces of evidence why the NES pad was stick-left,depsite the fact that Atari defaulted stick-right. The first answer was with their game and watch, where on their patent drawing for a d-pad on a game and watch, the control was originally right handed. need proof? visit http://metopal.com/2012/01/02/nes-patents/ and scroll down until you see the first game and watch drawing. It was originally right handed.

So why did the NES pad become left-handed when the original design was right handed? Because their 4 greatest arcade hits to that point were Donkey Kong, Donkey Kong Junior, Popeye, and Mario Bros. And all of THOSE were left handed. And they figured to play their games on a joypad that would be the easiest thing to do.

But why was Donkey Kong left handed? Because Donkey Kong started as a way to recycle Radaarscope machines.

What’s Radarscope? A typical, forgettable (at least compared to Donkey Kong) vertical shooter. That’s why the screen was vertical. And the reason why it was left handed was most people thought to put the most important and time sensitive control in the right hand. And people thoguht rapidly pressing fire meant the right hand should be fire, so the right hand was fire. Shooters that required rapid fire tended to be opposite the rest of games. When there was only one player at a time and 2 or less buttons, some arcade makers graciously game buttons on both sides of the joystick. Some arcade owners added it too and advertised it as a feature. But most didn’t touch Donkey kong beause of poor coordination in scurrying up the ladders which woiuld throw off many people, eating their quarters, making shorter games and more money per hour. That’s why, back in the day, I was better at Colecovision Donkey Kong than Arcade Donkey Kong, because of the left hand coordination of scurrying up the ladders in the arcade vs either hand in the Colecovision days.

As to why the initial release of the Nintendo NES control pad wasn’t flippable for ambidexterity, I don’t know. Maybe the L/R switch and the wiring was too much. Also Sega stumbled upon another reason when they made their right handed joystick, even though they made left handed pads. How to remap the buttons. Sega thoght their games would make more sense if the left button stayed on the left and the right stayed on the right. I know of 2 games in my collection where that would work: Tuthankham, and Pac-land, where they have fire left and fire right buttons, and run left and run right buttons, respectively. In those games, that mapping makes sense. However in most of their arcade style games, the concept of left and right is irrelevant, and the concept of main fire and auxiliary fire was FAR more important, and the main fire you wanted on your index finger, left or right handed, especially when your rapid firing. So the button would have to be swapped relative to left and right to make sense relative to the index finger. Probably Nintendo saw that problem on the horizon and didn’t want to touch it. So they picked a side, stuck with it, and that’s how history goes, leaving all Atari 2600 and other right-hand joystick players discombobulated. I still feel awkward playing with a Master System joystick with the rapid fire on the middle finger.

Ironically, it took an unauthorized device maker Beeshu to make ambidextrous and right handed joysticks. But Nintendo said to avoid those like the plague or else your warrantee would be voided. I don’t know if Beeshu applied for a license for NES or SMS (if they even thought of accessory licensing, because Sega was making 95% of Master System games. It was a sinking ship in the US, but it was THEIR sinking ship. In Europe, it did well. In Brazil it so dominated like the NES in the US, that over there, it outlasted the Dreamcast.) and got rejected because it was seen as competing, or whether Beeshu wanted all the money to themselves, but they did get a license to make one model for Turbo Grafx 16, and I have a version of that joystick, and that joystick is the smoothest 2 button joystick I’ve ever played. And of couuse, it’s ambidextrous. (But Pac-Land won’t work right with the left buttons.)

Does Nintendo still honor NES warrantees. If not, enjoy a Beeshu joystick. What is Nintendo going to do, not honor a long-expired warrantee?

controllers – Is it a good idea to analyze and compensate for gamepad joystick deadzones?

For example, the player may want to be able to aim precisely in a top down shooter. However, if the player is using a junky controller that has axis-independent deadzones, they will not be able to aim just a few degrees off of top, bottom, left, or right due to deadzones. Is it a good idea to jump through hoops to sense this limitation and compensate for it? Are there any best practices for that?

Here is an example of what I mean by axis independent deadzones:

enter image description here

The red area represents the deadzone. The horizontal red area would give y=0, and the vertical red area would give x = 0.

I imagine that I could find these deadzones if I ask the user to calibrate their gamepad and do a sweep along the perimeter of the joystick. Then I could compensate for them by squashing all values between 0 and (1 or -1) into that grey quadrant. That said, I can see some issues arising with the player performing the calibration sloppily or too quickly, or otherwise sensing the deadzones inaccurately.

Is this a bad idea? Should the player just get a better controller?

active directory – Two different domain controllers with different IP range on the same private network are not communicating with each other

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controllers – Joystick servo control axis value when idle (unity)

When the joystick servo control is idle (user not moving it) , i don’t believe the axis value will be 0 because there’s a lot of thing that interfere with the value (such as calibration , inaccuracy , physics problem in real life , ect . . ) . Is anybody have tested at which range the joystick servo control axis value is safe to be considered as idle? (both negative and positive) . I’m looking for constants here.

To anyone confused what does i meant with joystick servo control , picture below :
(ps : not my image, i found it on google)

joystick servo control

How to organize my controllers into projects in the API .Net?

I am working on a project which is an API with many controllers and modules. Which of the following is best architectural practice for organizing my API controllers by DLL (.NET 4.7 WebAPI)? Why?

OBS: Each element is inside a module is a dll

  1. A DLL for each controller. Each csproj contains a single Controller.cs file:

Module 1
– API Controller 1

– API Controller 2

– Domain
– Application
– Infra

Module 2
– API Controller 3

– API Controller 4

– Domain
– Application
– Infra

  1. Group controllers in projects by context

Module 1
– API

– Domain
– Application
– Infra

Module 2
– API

– Domain
– Application
– Infra

  1. Create a single csproj with all the controllers.

Module 1

– Domain
– Application
– Infra

Module 2

– Domain
– Application
– Infra

API (controllers)

Note: I use DDD (where possible), separating my business rules by context. Each context has its layers: domain, application and infra.

I started to centralize all controllers from all contexts in an API project. It started to get messy, so I separated from separate projects. However, is there a performance problem or an architectural model to follow to organize my project?