Free dependency mapping tool with automatic layout adjustments? [closed] - layout

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I'm looking for a tool that will let me draw out a map of dependencies for applications, servers, etc. We have a lot of servers and a lot of databases, and no way of tracking what depends on what. Note that I'm not talking about code or class dependencies within a project, but rather dependencies on servers, databases, and so on.
When I sat down to create a sample map, I ended up with something like this:
Now, the problem I have with doing this on paper or in MS Paint is that the layout is not adjustable. For example, if I took a node in the above example and moved it, I want the other lines and nodes to adjust to the new position of the one I just moved.
I checked out some "mind mapping" applications, like FreeMind, and found it to be too restrictive. For example, in that application, you can't just freely draw stuff and connect it, you have to specify nodes and their relationships (child, parent, sibling). Also, there was no ability to comment on anything. For example in the above image, I'd like to be able to include comments for each thing in the map, but have them be hidden until that object is clicked. In this way, I can write a lot of text regarding the relationship and it's history, without muddling up the map.
At the most basic level, all I want is a super simple application that will just let me draw squares, insert text (and hidden comments) in, and connect them with arrows, and then allow me to move the squares around and have the surrounding squares and arrows adjust automatically.

A good tool for making general diagrams of this sort is GraphViz. You specify the input as a .dot file, containing instructions similar to (for your example):
digraph G {
web_app -> server1
web_app -> sql_database
web_app -> repository
server1 -> esx_server1
...
}
(There are many formatting directives, such as proper labels you would use on the vertexes, rather than the short names I've used above.)
Then run a command line tool to lay out the graph as an image. There are many layout algorithms, so often you will use trial and error to find one which works best for your graph.
GraphViz can do a reasonably good layout job on many graphs. But the great thing about it is the text-based input; it's easy to autogenerate the input from a program, or keep it in version control, etc.

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Convert PSD to SVG [closed]

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It is possible way that PSD file can convert into SVG file or using thirdparty software without sacrificing quality i found this website but for image to vector.
I only need coverter or plugins for Photoshop or in Illustrator export as SVG
I suggest to you use the free vesion of that website vectormagic just save your psd to image then process it to vectormagic website but remember almost 20% of quality is sacrifice because this is vector, to be sure for best result quality make an image with solid color or vetorized images without shadow blue or glow.
If you're knowledgeable in Illustrator here the plug in from Adobe but then Illutrator is different in Photoshop.
I think this is a 2-part question and requires a 2-part answer. Assuming you're going strictly from raster graphic to vector:
You have to get a good raster to vector conversion. Illustrator is good for this if you import your raster into AI and play around with tracing. You'll get decent results, but nothing beats doing the conversion by hand or starting from a vector to begin with. -- If you're starting with vectors already, you can just copy your shapes and paths to Adobe Illustrator (AI).
Once you have your vector is in AI, it's just a matter of using Save As : SVG. If you're using it for web, SVG 1.1 profile is the best option since it's the most compatible with browsers.
2B. If you're doing multiple vectors at once, place each vector into its own artboard inside AI. Once you've done that, you can fit each artboard to the artwork so that the canvas hugs your art. Save As SVG and choose the option "use artboards." -- This will save all the vectors within that AI file as individual SVGs and will use the artboard names a file names.
NOTE: while you can use plug-ins and automated converters to do this, doing it manually will result in the best quality output.

Trying to program a piano staff/stave. Is this what it's supposed to look like? [closed]

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I'm currently writing a software application which creates notes on a staff, when a piano key is pressed. Unfortunately I have no background in music, and thus am finding it quite hard to get started.
Could someone kindly tell me if the following screenshot represents what it would look like on the staff (approximately) if someone presses all the white keys on a 25-key keyboard (15 white, 10 black) from left to right, and then from right to left?
Am I on the right track, or is this completely wrong? (The notes are just displayed as circles for now - im trying to get the positioning right).
Almost. You need a few extra things. (NB. This is a simplified list just to get you going. Music notation is a complex beast that can take years of study to master)
A Clef. Presumably in this instance you're looking for a treble clef.
You need to imagine that there are invisible lines (ledger lines) above and below the 5 you can see. In your example, the very first note played is immediately below the first of the invisible lines at the bottom, so you need to draw that as part of the note. (See the example on the wikipedia page I linked to.)
Obviously, note duration is required, but you mention you're already on that so I won't talk about it here.
A Key signature to tell the player what key the music is in, and therefore what sharps and flats to expect
There's a lot more to drawing music on a stave than meets the eye, I'm afraid, but these should point you in the right direction.
Try looking at examples of sheet music. That may be helpful.
For instance: http://en.wikipedia.org/wiki/Sheet_music
I think so..
But what I'm missing at the most left side of the staff is the 'key'. This is pretty important.

How or where can I get separate notes of an instrument for playback in my application? [closed]

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I am looking to create a music creation application, and would like to allow the user to play the individual notes of an instrument. Is there a place online where I can find individual sound files that I may playback for each note, or is there a way of programmatically "generating" each pitch? I am not concerned with sound quality at this point in my development.
EDIT: I am still in the early stages of development. I want the app to be browser based, using Javascript or something similar. A Linux development environment, if that is of relevance at all. The notes will be played via an on-screen interface.
The University of Iowa's Electronic Music Studios has a very nice and complete archive of sampled instruments, with one musical note per file. You should also check out freesound, though that is a much more general-purpose sample sharing site.
There are plenty of places online to find sampled instruments. If you're not concerned about sound quality, some free soundfonts will most likely do the job.
For example, this site http://soundfonts.homemusician.net/ has pianos, basses, guitars, horn etc. (Google "free sf2" for more)
There are plenty of ways to generate (aka synthesise) tones as well.
If you don't mind MIDI files, you can get a free MIDI software piano and create your own files: C.mid, C#.mid, D.mid, etc.
Here's one with a quirky interface but there are many more:
http://download.cnet.com/MidiPiano/3000-2133_4-10542342.html
The easiest way to do this is to simply output MIDI messages to the synth built-in to every computer. No need to create MIDI files or use extra sound fonts.
You didn't mention what language you are using, so it is hard to suggest ways to get started. In all cases though, you'll want to read up a bit on what MIDI actually is.
Basically, MIDI is nothing but control data, commonly used with synthesizers. At a basic level, there are note-on, and note-off messages. There are many other kinds of messages too, such as pitch bend, control change, etc. MIDI supports 16 "channels", which are sent all down the same line, just with a different identifier.
A good utility (on Windows) for debugging MIDI messages (and getting a better idea of the protocol in general!) can be found here: http://www.midiox.com/

Where can I get freely available audio, graphics, and other resources for games? [closed]

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I've done a google search of this topic, but so far haven't found anything satisfactory.
From your experience, what's the best place to get game resources, like sprites, backgrounds, sound effects, music, etc.? To be more specific, I'm looking for more of sound effects and music, which I'm currently lacking more than graphics. However, for graphics, I've tried getting random graphics from different sites, but they just don't match. I don't want to copy one entire graphics package either.
The resources should be free and easy to obtain. The products I intend to make are free if not open source, and are unlikely to receive widespread attention or produce profit for myself, so I'd like something that I can use and distribute freely.
I don't have enough graphics and musical knowledge to attempt to create resources from scratch and don't know anyone willing to do so.
I'm working with Java. I'm sure I can read all kinds of file formats with it, or if not, I can always use software to convert resources.
In terms of graphics, Daniel Cook of Lost Garden produces some seriously high quality, reusable game art that is free for both personal and commercial work (read his license details). Here's the index of his free graphics related posts, just hit the "read more" link at the bottom of an article and you'll find links to the downloads.
edit: in terms of sound effects, Soundrangers is pretty decent if you have something specific in mind, but it can quickly get expensive. For a complex game, if you're wanting a rich user experience you'll need dozens, if not hundreds of sound effects. At a couple of bucks a pop, that adds up real quick. A lot of places (including Soundrangers) offer thematic sound packs which give you a little more bang for your buck, but it's still not free. GameDev also has a listing of audio resources.
For music, I think your options are better. Depending on what kind of thing you're looking for (ambient, instrumental, vocal etc). I would seriously think about approaching local independent musicians and using existing tracks that they have. They're likely to let you use their music for free (properly accredited of course) or at a reasonable cost.
There's http://www.freesound.org/
Most stuff there has a license that is incompatible with, say, Fedora, for instance, though if you ask the copyright holder sometimes they'll license things under a different license.
Music is harder to come by than sound effects. you could try digging around on archive.org, say here: http://www.archive.org/details/muzic
Also check out sfxr http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html
though the sounds that it makes are pretty old school sounding -- and if that's what you're looking for, it's cool, otherwise, it can make some place holder sound effects.
If you're looking for interesting textures, I would suggest checking out Filter Forge. You can download the filters for use in Adobe Photoshop, or you can potentially use the sample images on the site to create texture maps for various types of terrains and materials.
GarageGames.com sells a lot of that kind of thing... 3d models, textures, background music and so on.
http://garagegames.com and specifically http://www.garagegames.com/products/browse
HTH
edit: whoops, I didn't see the "free" requirement! Do a search on "creative commons" and you'll find lots of music, at least, and some graphics.
Don't know if this is the type of thing you're looking for, but Game Sprite Archives has a huge huge collection of SNES/NES/Anything pre-playstation 1 sprite rips.
I just discovered this site the other day while looking for some sound effects:
http://www.soundrangers.com/
It looks like they're royalty-free but most of the sounds cost a buck or two. Looks like some sounds are free though.
Clipart
Open Clip Art
Textures
ImageAfter
CG Textures
OpenFootage
Texture Hound
I recommend Sound Snap, they allow 5 free downloads for a month for the free accounts, and more if you sign up. I have been using them for the past couple of months for the games I have developed.

Is using Dexter's character sprite okay, or do I have to [closed]

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Inspiration -- Southpark game
(very popular if you see download count on download.com ,,, did he ask for permission ??)
I am making a 2d game based on dexter's lab theme. I've got the sprite of dexter from GSA. basically I'm not an artist, so I have to depend on already available sprites, backgrounds, sfx on websites like GameSpriteArchive etc.
But is it okay/legal to use the dexter sprite I have got ?
I wish to release it publicly too, so shall I have to make lot of changes to do that?
Is it possible to get a permission to use the sprite?? My hopes are very less in getting permission.
Besides all that my basic plan is -
Dexter's sprite from google search
Enemy sprites from various GBA/SNES/etc games
tiles/objects from these retro games
Background art and style from blogs and portfolios of artists behind dexter, powerpuff girls, and samurai jack
I am not a lawyer. This is not legal advice.
If you made the sprite yourself, you'd be fine. If you got a release to use it from the creator, you'd be fine. If it was released into the public domain, you'd be fine.
Anything else, you'd have a definate problem with.
There's also the possible problem you'd have even if you create the sprite yourself -- the likeness of the character is likely copyrighted. However, that's not as cut-and-dried of an issue.
Unfortunately, this is one of the things you'd need to ask a real lawyer to get a firm answer on. If it's for your own use and that of some close friends, you might be able to get away with hoping you don't get noticed (like most people who speed). If you're planning to include this in something you distribute to the public (even more so if you sell it), you're likely to run into problems.
probably not legal, since Dexter's lab is published by Hanna-Barbera and was created by Genndy Tartakovsky. They would have to grant you a license - but it can't hurt to ask!
You probably won't have to get permission if they don't notice -- it's the old "legal unless you get caught" thing. However, I strongly reccomend that you DO get permission from the creators or not use it at all on purely ethical grounds. After all, you wouldn't want somebody appropriating your work, right?

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