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  What’s new in Azure SignalR 1.1.0 Preview 1
Posted by: xSicKxBot - 07-25-2019, 02:04 AM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

What’s new in Azure SignalR 1.1.0 Preview 1

Avatar

Ken

We just shipped 1.1.0 Preview 1 of Azure SignalR Service SDK to support some new features in ASP.NET Core 3.0, including endpoint routing and server-side Blazor. Let’s take a look how you can use them in your Azure SignalR application.

Here is the list of what’s new in this release:

  • Endpoint routing support for ASP.NET Core 3
  • Use SignalR service in server-side Blazor apps
  • Server stickiness

Endpoint routing support for ASP.NET Core 3


For those who are using Azure SignalR, you should be familiar with AddAzureSignalR() and UseAzureSignalR(). These two methods are required if you want to switch your app server from self-hosted SignalR to use Azure SignalR.

A typical Azure SignalR application usually looks like this in Startup.cs (note where AddAzureSignalR() and UseAzureSignalR() are used):

public void ConfigureServices(IServiceCollection services)
{ ... services.AddSignalR() .AddAzureSignalR(); ...
} public void Configure(IApplicationBuilder app)
{ ... app.UseAzureSignalR(routes => { routes.MapHub<Chat>("/chat"); }); ...
}

ASP.NET Core 3.0 introduced a new endpoint routing support which allows routable things like MVC and SignalR to be mixed together in a unified UseEndpoints() interface.

For example, you can call MapGet() and MapHub() in a single UseEndpoints() call, like this:

app.UseEndpoints(routes =>
{ routes.MapGet("/foo", async context => { await context.Response.WriteAsync("bar"); }); routes.MapHub<Chat>("/chat");
});

This new syntax is also supported in the latest Azure SignalR SDK so you don’t need to use a separate UseAzureSignalR() to map hubs.

Now your Azure SignalR application looks like this:

public void ConfigureServices(IServiceCollection services)
{ ... services.AddSignalR() .AddAzureSignalR(); ...
} public void Configure(IApplicationBuilder app)
{ ... app.UseRouting(); app.UseEndpoints(routes => { routes.MapHub<Chat>("/chat"); }); ...
}

The only change you need to make is to call AddAzureSignalR() after AddSignalR().

This will be very useful in the case that SignalR is deeply integrated in your code base or the library you’re using. For example, when you’re using server-side Blazor.

Use SignalR service in server-side Blazor apps


Server-side Blazor is a new way to build interactive client-side web UI in ASP.NET Core 3. In server-side Blazor, UI updates are rendered at server side, then sent to browser through a SignalR connection. Since it uses SignalR, there is a natural need to use Azure SignalR service to handle the SignalR traffic so your application can easily scale.

blazor

If you look at some server-side Blazor code samples, you’ll see they have a call to MapBlazorHub() to setup the communication channel between client and server.

app.UseEndpoints(endpoints =>
{ ... endpoints.MapBlazorHub(); ...
});

The implementation of this method calls MapHub() to create a SignalR hub at server side. Before this release there is no way to change the implementation of MapBlazorHub() to use SignalR service. Now if you call AddAzureSignalR(), MapBlazorHub() will also use SignalR service to host the hub instead of hosting it on the server.

Please follow these steps to change your server-side Blazor app to use SignalR service:

  1. Open your Startup.cs, add services.AddSignalR().AddAzureSignalR() in ConfigureServices().
  2. Create a new SignalR service instance.
  3. Get connection string and set it to environment variable Azure:SignalR:ConnectionString.

Then run your app you’ll see the WebSocket connection is going through SignalR service.

Check out this repo for a complete code sample.

Server stickiness


The typical connection flow when using SignalR service is that client first negotiates with app server to get the url of SignalR service, then service routes client to app server.

When you have multiple app servers, there is no guarantee that two servers (the one who does negotiation and the one who gets the hub invocation) will be the same one.

We hear a lot of customers asking about whether it’s possible to make the two servers the same one so they can share some states between negotiation and hub invocation. In this release we have added a new “server sticky mode” to support this scenario.

To enable this, you just need to set ServerStickyMode to Required in AddAzureSignalR():

services.AddSignalR().AddAzureSignalR(options => { options.ServerStickyMode = ServerStickyMode.Required;
});

Now for any connection, SignalR service will guarantee negotiation and hub invocation go to the same app server (called “server sticky”).

This feature is very useful when you have client state information maintained locally on the app server. For example, when using server-side Blazor, UI state is maintained at server side so you want all client requests go to the same server including the SignalR connection. So you need to set server sticky mode to Required when using server-side Blazor together with SignalR service.

Please note in this mode, there may be additional cost for the service to route connection to the right app server. So there may be some negative impact in message latency. If you don’t want the performance penalty, there is another Preferred mode you can use. In this mode stickiness is not always guaranteed (only when there is no additional cost to do the routing). But you can still gain some performance benefits as message delivery is more efficient if sender and receiver are on the same app server. Also when sticky mode is enabled, service won’t balance connections between app servers (by default SignalR service balances the traffic by routing to a server with least connections). So we recommend to set sticky mode to Disabled (this is also the default value) and only enable it when there is a need.

You can refer to this doc for more details about server sticky mode.

Avatar
Ken Chen

Principal Software Engineering Manager

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  Mobile - Get a glimpse at Minecraft Earth in action, and then sign up for the beta
Posted by: xSicKxBot - 07-25-2019, 02:04 AM - Forum: New Game Releases - No Replies

Get a glimpse at Minecraft Earth in action, and then sign up for the beta

By Joe Robinson 15 Jul 2019

I’ll be honest, even though it’s been fun playing around with Wizard’s Unite with my wife, Minecraft Earth is the one I’ve been really looking forward to. I still am, as there are things about Harry Potter that could definitely be better and really, the IP doesn’t have a strong a pull to it in my eyes.

If you’re like me who’s also waiting for Microsoft’s answer to Pokemon GO, you’ll be pleased to know that not only can you now sign-up for the beta, you can also watch a short trailer with some gameplay in action:


Tappables? Really? Who names these things? Anyway…

That small slice shows off everything from what the main map will look like, to what resources you can collect, to how building and sharing works. There are few other things we know about that weren’t shown, like Dungeons, but I’m sure it won’t be long.

The Closed Beta will be iOS only for the moment, and it’ll be limited in terms of the locations and number of people that they will be bringing on board. You can sign up here, although you need to be over 18 to sign up, and need either a Microsoft or an Xbox Live account.

You’ll need an iOS 10 or later device (and Android 7 or later when it rolls out there) and be warned as progress etc… is likely to reset as they make changes and improvements. Check out the FAQ for more details.

Can’t wait to plonk down the very first Fort PT.

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  PS4 - 198X
Posted by: xSicKxBot - 07-24-2019, 06:57 PM - Forum: New Game Releases - No Replies

198X



Over-the-top arcade action meets coming-of-age drama, blurring the lines between game and reality...Welcome to Suburbia, just outside the City, sometime in 198X. This is the journey of Kid, a teenager stuck between the limitations of innocent youth and the obligations of inevitable adulthood. The story unfolds when Kid discovers the local arcade ? finding new worlds, and new meaning, in video games?

Publisher: Hi-Bit Studios

Release Date: Jul 16, 2019

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  PC - Tetris Effect
Posted by: xSicKxBot - 07-24-2019, 06:57 PM - Forum: New Game Releases - No Replies

Tetris Effect



Named after a real-world phenomenon where players' brains are so engrossed that images of the iconic falling Tetrimino blocks (i.e. the Tetris playing pieces) linger in their vision, thoughts, and even dreams, Tetris Effect amplifies this magical feeling of total immersion by surrounding you with fantastic, fully three-dimensional worlds that react and evolve based on how you play. Music, backgrounds, sounds, special effects -- everything, down to the Tetris pieces themselves, pulse, dance, shimmer, and explode in perfect sync with how you're playing.

From deep beneath the ocean to the furthest reaches of outer space and everywhere between, Tetris Effect's 30-plus stages take players on a wondrous, emotional journey through the universe. The core of the game is still Tetris -- one of the most popular puzzle games of all time -- but like you've never seen it, or heard it, or felt it before.

Publisher: Enhance Games

Release Date: Jul 23, 2019

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  IBM Open Sources Cancer-Fighting AI Project
Posted by: xSicKxBot - 07-24-2019, 06:57 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

IBM Open Sources Cancer-Fighting AI Project

IBM recently developed three artificial intelligence tools that could help medical researchers fight cancer. Now, the company has decided to make all three tools open-source, meaning scientists will be able to use them in their research whenever they please, according to ZDNet. The tools are designed to streamline the cancer drug development process and help scientists stay on top of newly-published research — so, if they prove useful, it could mean more cancer treatments coming through the pipeline more rapidly than before. “Our goal is to deepen our understanding of cancer to equip industries and academia with the knowledge that could potentially one day help fuel new treatments and therapies,” IBM wrote in the release.

Source: Futurism.com

Click Here!

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  Microsoft - New approaches to Home and Xbox voice commands roll out to Xbox Insiders
Posted by: xSicKxBot - 07-24-2019, 05:24 PM - Forum: Windows - No Replies

New approaches to Home and Xbox voice commands roll out to Xbox Insiders

As Xbox Insiders, your feedback helps inform the decisions and updates we make on Xbox, from new features to how gamers interact with the console itself. Based on your valuable feedback, we’ve been continuing to iterate on two key experiences on Xbox, delivering you a faster Home experience and evolving the way we support Xbox voice commands to improve the voice experience.

Evolving Home

The Home on Xbox One is the first thing you see when you turn on your Xbox One, and we want to deliver an easy and seamless experience for you to navigate your console. We’ve heard your feedback and have continued to iterate on Home to get you into your gaming experiences faster and keeping more of your content front and center. With today’s update, we’re experimenting with a streamlined user interface.

With this new experimental Home design, the first thing you’ll notice is we’ve removed the Twists from the top of Home in favor of separate buttons that launch your gaming experiences. The goal is to let you jump into Xbox Game Pass, Mixer, Xbox Community and Microsoft Store quicker than ever. We’ve also shifted things around to make more room for your recently played titles.

We need your help testing out the new interface. The new experimental Home rolls out this week to select Xbox Insiders in our Alpha and Alpha Skip Ahead rings. For more details on rollout, keep an eye on the Xbox Insiders section of Xbox Wire. The Home experience will continue to evolve and change based on your feedback, so please let us know what you think and share your ideas for Home at the Xbox Ideas Hub. You may see this layout change and even come and go as we iterate on your feedback.

Changes to voice commands on Xbox One

Last fall, we expanded Xbox voice commands to hundreds of millions of smart devices by enabling Xbox One to connect with Xbox Skill for Cortana and Alexa-enabled devices. Xbox Skill continues to grow and change based on your feedback, including new updates that rolled out earlier this month.

Building on these efforts, we are now further evolving the way we support voice commands on Xbox and are moving away from on-console experiences to cloud-based assistant experiences. This means you can no longer talk to Cortana via your headset. However, you can use the Xbox Skill for Cortana via the Cortana app on iOS, Android, and Windows or via Harmon Kardon Invoke speaker to power your Xbox One, adjust volume, launch games and apps, capture screenshots, and more —just as you can do with Alexa-enabled devices today. We’ll also continue to improve the Xbox Skill across supported digital assistants and continue expanding our Xbox voice capabilities in the future based on fan feedback.

Starting this week, this update will roll out to our Alpha Skip Ahead ring and will fully rollout to all users this fall.  As part of these changes, this update will temporarily disable dictation for the virtual keyboard on Xbox One. Don’t worry though, our team is working to provide an alternative solution and will have more details to share soon.

As always, your feedback is important to us and our partners as we continue to evolve the Xbox One Home and shape the digital assistant and voice command experience on Xbox. We have some exciting updates in the works and can’t wait to share what’s next, so stay tuned for more.

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  AppleInsider - ‘Sky: Children of the Light’ finally reaches worldwide audiences
Posted by: xSicKxBot - 07-24-2019, 05:24 PM - Forum: Apples Mac and OS X - No Replies

‘Sky: Children of the Light’ finally reaches worldwide audiences

 

A showcase title for the Apple TV, thatgamecompany’s “Sky: Children of the Light” — also available for iPhones and iPads — is now finally in wide release, including the U.S.

Sky: Children of the Light

Players become one of the game’s namesake children, exploring seven realms as they work to solve puzzles and return fallen stars to their constellations. Later expansions will include new realms and seasonal events.

The title is highly focused on its social aspects, the idea being that people will run into each other in the world and team up for exploration, saving spirits, and finding treasure. Players can customize their characters, gift each other candles, and even create music.

The game is free to play, but does offer a range of in-app purchases ranging from $0.99 to $49.99, such as bundles and season passes.

“Sky” first premiered during Apple’s September 2017 press event, when it was used to demonstrate the power of the Apple TV 4K. It arrived in the Philippines in December that year as “Sky: Light Awaits,” but then saw its rollout slow to a crawl. In June 2019, thatgamecompany announced July 11 as a global launch date —a last-minute delay pushed the timing to July 18. The app is out in the U.S. despite it being the 17th as of this writing.

iPhone and iPad owners must be running iOS 9 or later. Apple TV users must have a device with tvOS.


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  ASP.NET Core updates in .NET Core 3.0 Preview 5
Posted by: xSicKxBot - 07-24-2019, 05:24 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

ASP.NET Core updates in .NET Core 3.0 Preview 5

Avatar

.NET Core 3.0 Preview 5 is now available. This iteration was brief for the team and primarily includes bug fixes and improvements to the more significant updates in Preview 4. This post summarizes the important points in this release.

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 5 install the .NET Core 3.0 Preview 5 SDK. If you’re on Windows using Visual Studio, you also need to install the latest preview of Visual Studio.

Upgrade an existing project


To upgrade an existing an ASP.NET Core app (including Blazor apps) to .NET Core 3.0 Preview 5, 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 4 project to Preview 5:

  • Update Microsoft.AspNetCore.* package references to 3.0.0-preview5-19227-01
  • Update Microsoft.Extensions.* package references to 3.0.0-preview5.19227.01

That’s it! You should be good to go with this latest preview release.

New JSON Serialization


In 3.0-preview5, ASP.NET Core MVC adds supports for reading and writing JSON using System.Text.Json. The System.Text.Json serializer can read and write JSON asynchronously, and is optimized for UTF-8 text making it ideal for REST APIs and backend applications.

This is available for you to try out in Preview 5, but is not yet the default in the templates. You can use the new serializer by removing the call to add Newtonsoft.Json formatters:

public void ConfigureServices(IServiceCollection services)
{ ... services.AddControllers() .AddNewtonsoftJson() ...
}

In the future this will be default for all new ASP.NET Core applications. We hope that you will try it in these earlier previews and log any issues you find here.

We used this WeatherForecast model when we profiled JSON read/writer performance using Newtonsoft.Json, our previous serializer.

public class WeatherForecast
{ public DateTime Date { get; set; } public int TemperatureC { get; set; } public string Summary { get; set; }
}

JSON deserialization (input)


Description RPS CPU (%) Memory (MB)
Newtonsoft.Json – 500 bytes 136,435 95 172
System.Text.Json – 500 bytes 167,861 94 169
Newtonsoft.Json – 2.4 kbytes 97,137 97 174
System.Text.Json – 2.4 kbytes 132,026 96 169
Newtonsoft.Json – 40 kbytes 7,712 88 212
System.Text.Json – 40 kbytes 16,625 96 193

JSON serialization (output)


Description RPS CPU (%) Memory (MB)
Newtonsoft.Json – 500 bytes 120,273 94 174
System.Text.Json – 500 bytes 145,631 94 173
Newtonsoft.Json – 8 Kbytes 35,408 98 187
System.Text.Json – 8 Kbytes 56,424 97 184
Newtonsoft.Json – 40 Kbytes 8,416 99 202
System.Text.Json – 40 Kbytes 14,848 98 197

For the most common payload sizes, System.Text.Json offers about 20% throughput increase during input and output formatting with a smaller memory footprint.

Options for the serializer can be configured using MvcOptions:

services.AddControllers(options => options.SerializerOptions.WriteIndented = true) 

Integration with SignalR


System.Text.Json is now the default Hub Protocol used by SignalR clients and servers starting in ASP.NET Core 3.0-preview5. Please try it out and file issues if you find anything not working as expected.

Switching back to Newtonsoft.Json


If you would like to switch back to the previous default of using Newtonsoft.Json then you can do so on both the client and server.

  1. Install the Microsoft.AspNetCore.SignalR.Protocols.NewtonsoftJson NuGet package.
  2. On the client add .AddNewtonsoftJsonProtocol() to the HubConnectionBuilder:

    new HubConnectionBuilder()
    .WithUrl("/chatHub")
    .AddNewtonsoftJsonProtocol()
    .Build();
  3. On the server add .AddNewtonsoftJsonProtocol() to the AddSignalR() call:

    services.AddSignalR()
    .AddNewtonsoftJsonProtocol();

Give feedback


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

Avatar
Brady Gaster

Senior Program Manager, ASP.NET Core

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  Mobile - Harry Potter: Wizards Unite Locations Guide
Posted by: xSicKxBot - 07-24-2019, 05:24 PM - Forum: New Game Releases - No Replies

Harry Potter: Wizards Unite Locations Guide

Harry Potter: Wizards Unite is a new AR mobile game from Niantic, the makers of Pokémon GO. It’s similar to that of its predecessor and allows players to bring the universe of Harry Potter into the real world.

The main gameplay loop involves exploring the world around you, freeing ‘Foundables’ (like catching Pokémon) and interacting with nodes scattered across the map. Unless you’re in a rural area, when you fire up the game for the first time you may see spires and structures looming in the distance. There are three Harry Potter: Wizards Unite locations that you can visit while you’re playing the game, each which will help you collect Foundables.

wizards unite locations 1

These locations are Inns, Greenhouses, and Fortresses. Understanding the purpose of the Wizards Unite locations and how you interact with them isn’t made as clear as it could be, so we are here to help!

Harry Potter: Wizards Unite Locations | What does each location do?


Let’s take a look at all of the Harry Potter: Wizards Unite locations and see exactly what each of them do.

Inn 


An Inn corresponds to real world location (often a pub, cafe or something similar) and will appear on the map as a house-like structure. As you come across one, you can enter it by simply tapping on the screen. Once inside, you’ll be prompted to trace a Glyph (swipe with your finger) to activate the Inn. Completing this task will reward you with a meal, which will in turn reward you with Spell Energy. The amount of energy you get depends on the meal you eat… we’ve seen as low as 2 or 3, but as high as 10. The meal you get will depend on your real-world location.

wizards unite locations inn

If the name doesn’t give it away, you’ll need Spell Energy to cast spells in Wizards Unite. You cast a spell every-time you try to ‘catch’ a Foundable (and like in Pokémon GO, you sometimes need to try several times before it works or disappears). You also cast spells when you interact with Fortresses (see below). Every time you cast a spell, you will lose some Spell Energy, so it is going to be important to be mindful of how much you have left. If you’re just starting off, you can only hold 75 Spell Energy. While this isn’t a lot, it will be enough to allow you to do at least a day’s worth of activity without needing to visit an Inn, which will help you level up!

Different Types of Inns


There are five different types or ‘colors’ of Inns. Each color represents the real-world location that it is likely to be found in. For example, a Green Inn will be found in rural areas and will offer better meals, since they are hard to come by. On the other hand, Pink Inns can be found in both rural and urban areas and offers meals that give out less Spell Energy.

Below is a list of all the different Inn colors, locations, and maximum Spell Energy:

  • Green Inn – Rural areas; Up to 10 Spell Energy
  • Purple Inn– City areas; Up to 7 Spell Energy
  • Blue Inn – Rural and Urban areas; Up to 6 Spell Energy
  • Brown Inn – Rural and Urban areas; Up to 6 Spell Energy
  • Pink Inn – Rural and Urban areas; Up to 3 Spell Energy

wizards unit inns 2


Different type of Inn meals


As stated above, visiting the different Inn locations will reward visitors with a meal that will replenish their spell energy. After-all, you cannot cast a good spell on an empty stomach. There are a total of ten meals that you can eat at Inns in Wizards Unite, each giving players 1-10 Spell Energy.

Below is a list of all of the meals and their corresponding Spell Energy rewards:

  • Tomato Soup – 1 Spell Energy
  • Afternoon Tea – 2 Spell Energy
  • Bertie Bott’s Every Flavour Beans – 2 Spell Energy
  • Pumpkin Juice – 2 Spell Energy
  • Violet Pudding – 3 Spell Energy
  • Bangers and Mash – 5 Spell Energy
  • Fish and Chips – 6 Spell Energy
  • Honeyduke’s Chocholate Bar – 6 Spell Energy
  • Butterbeer – 7 Spell Energy
  • Turkey/Chicken Dinner – 10 Spell Energy

If you have played Pokémon GO, it will be best to think of Inns as Pokestops. You aren’t going to need to visit this Harry Potter: Wizards Unite location multiple times a day if you’re just a casual player. So, it’s best just to keep it in the back of your mind and remember to stop by one if you are out and about!

Dark Detectors


Inns have a secondary screen that allows you to place ‘Dark Detectors’ – these are in-game items you can earn (or buy) and act like Lures from Pokémon GO. If you place one in an Inn, you’ll be able to find rarer traces for the next 30 minutes.

The main purpose of Dark Detectors is to help players collect Foundables faster. During the 30-minute period that they are active, you will earn increased XP and have a chance at locating Foundables that you might not normally come across. Dark Detectors can also be stacked with up to three per Inn.

Greenhouse


Greenhouses are small glass buildings, which contain pots that are able to grow various plants, which can eventually be turned into potions. When you come across a Greenhouse, you can go inside and choose from three randomized plant pots to grow your plant. After collecting the ingredients from you plant, you’ll need to leave the Greenhouse for 5 minutes before returning.

wizards unite locations greenhouse

Growing a Plant


The main purpose of a Greenhouse is to grow a plant which will give players ingredients that can be used to create Potions. Every once in a while, you’ll come across seeds while playing Wizards Unite. You can add these seeds to your collection and use them to grow a specific plant in a greenhouse. You can see the different seeds that you have collected by going to the Vault and clicking the seed icon on the right side of the screen.

There is a total of 10 plants that you can grow in the Wizards Unite Greenhouses, each which are able to be used in different Potions. Everyone who contributes to growing a plant will be able to reap its crop. However, once a plant has finished growing, players will only have 30 minutes to pick its ingredients.

Below, you’ll find a list of all the plants in Harry Potter: Wizards Unite, along with the materials required and the time it takes to grow them.

  • Snowdrop – Snowdrop Seed (1), Water (15) – 1 Hour
  • Wormwood – Wormwood Seed (1), Water (7), 1 Hour
  • Bitter Root – Bitterroot Seed (1), Water (15) – 7 Hours
  • Ginger Root – Ginger Seed (1), Water (12) – 7 Hours
  • Lovage – Lovage Seed (1), Water (9) – 7 Hours
  • Scurvygrass – Scurvygrass Seed (1), Water (7) – 7 Hours
  • Sneezewort – Sneezewort Seed (1), Water (1) – 7 Hours
  • Sopophorous Bean – Sopophorous Bean Seed (1), Water (1) – 7 Hours
  • Valerian Root – Valerian Seed (1), Water (7) – 7 Hours
  • Leaping Toadstool – Leaping Toadstool Spore (1), Water (12) – 24 Hours

After you have turned your seeds into plants, you can use the ingredients to create potions that will help you throughout the game. Potions are not unlockable until Level 4, so if you haven’t made it that far yet, you aren’t going to be able to do anything with the Greenhouse plants you collect.

However, once you have reached Level 4, if you click on the suitcase icon on the main screen, you’ll be taken to a menu where you’ll be able to choose from five icons. The Potions icon is located on the bottom left hand side of the screen, simply click on it to view all of the Potions that you have available and their needed ingredients. Additionally, if you go to the Vault and click on the ingredient’s icon, you can see a complete list of all of the ingredients that you have collected.

Pots vs. Rental Pots


Each Greenhouse will have three pots that are available to use for free. If all three pots are currently being used, then you’ll have to either wait it out or use a Rental Pot. These are pots that can be bought with in game currency and will come with all the ingredients that you need as well as reduce grow time.

Below is a list of the different rental pots costs and time availability:

  • Rental Pot A – 35 coins – 180 minutes
  • Rental Pot B – 70 coins – 480 minutes
  • Rental Pot C – 140 coins – 1440 minutes

Both the Rental Pots and the free pots work fine to grow a plant. Using a Rental Pot is not going to reap you a benefit that a regular pot won’t. It’ll simply save you some time and supply you with the necessary seeds needed to grow your desired plant.

Fortress


The final of the three Harry Potter: Wizards Unite locations is known as a Fortress. These are really tall buildings that will allow players to complete a series of challenges in exchange for exclusive rewards. They won’t be hard to recognize, as they are the tallest building on the map.

wizards unit locations fortress

Once you enter a Fortress, you and up to four others can compete in a series of challenges where you choose the difficulty. As you enter the Fortress, you and your partners will be able to fight a series of opponents, who are guarding some of the rarest and most powerful Foundables around.

Runestones


Before you begin a fight, you’ll have to hand over a Runestone, which will determine the strength of your enemy. So, if you give up a higher level Runestone, you’ll face a higher-level enemy. If you hand over a lower level Runestone, you’ll face an easier enemy.

Runestones can be gathered while you’re collecting Foundables and as you level up the various sections in your registry. Runestones are located in Treasure Trunks, which are earned by returning Foundables. Each Runestone you receive will correlate to an area of expertise, or as the game calls it, a Family.

However, just because you hand over a low level Runestone doesn’t mean you won’t face a difficult enemy here or there. If you are playing solo, it is safe to assume that whatever level Runestone you put in is going to reflect the types of enemies you fight. However, if you’re playing with others, the water becomes a bit muggy since the more players you add, the more difficult the Fortress will be, because they will also be adding Runestones into the mix.

In addition to all of this, as you continue to move through the Fortress, the enemies are going to get stronger and stronger. The different floors are referred to as ‘Chambers’ in the game, and the rule of thumb is that the higher the Chamber, the harder the enemy. If you plan to fight through a lot of Chambers, you’re going to want to bring a couple of players with you.

If you decide that a Fortress is too difficult for you after putting in a Runestone, you can leave the lobby before the 30 second time runs out and your Runestone will be returned to you. However, once that 30 second timer is out, your Runestone is gone for good.

Floor Stats


One thing that is important to note is that while you can be in a Fortress with up to four other players, all battles will take place solo. This means that each player will fight their own battles, even though they are working as a team. While teammates can help the fighter by using spells when they are not in combat, it is ultimately up to each player to defeat their individual opponent. Different Professions are stronger and weaker against different types of enemies, so being smart about who fights which enemy is important (more on this later).

There is a total of 20 Fortress Chambers in Harry Potter: Wizards Unite, each having its own player levels and base ratings. Additionally, each Chamber will have a limited number of times allotted to players, meaning they must pass the Chamber before the time runs out. If you run out of time, then you forfeit the Fortress.

Below is a list of all the Chamber levels, time limits, minimal player level, and base ratings:

  • Chamber 1 – Time: 300 seconds – Player Level: 1 – Base Rating: 0
  • Chamber 2 – Time: 300 seconds – Player Level: 1 – Base Rating: 170
  • Chamber 3 – Time: 300 seconds – Player Level: 2 – Base Rating: 340
  • Chamber 4 – Time: 360 seconds – Player Level: 2 – Base Rating: 510
  • Chamber 5 – Time: 360 seconds – Player Level: 3 – Base Rating: 680
  • Chamber 6 – Time: 360 seconds – Player Level: 3 – Base Rating: 850
  • Chamber 7 – Time: 420 seconds – Player Level: 4 – Base Rating: 1020
  • Chamber 8 – Time: 420 seconds – Player Level: 4 – Base Rating: 1190
  • Chamber 9 – Time: 420 seconds – Player Level: 5 – Base Rating: 1360
  • Chamber 10 – Time: 480 seconds – Player Level: 5 – Base Rating: 1530
  • Chamber 11 – Time: 480 seconds – Player Level: 6 – Base Rating: 1700
  • Chamber 12 – Time: 480 seconds – Player Level: 6 – Base Rating: 1870
  • Chamber 13 – Time: 540 seconds – Player Level: 7 – Base Rating: 2040
  • Chamber 14 – Time: 540 seconds – Player Level: 7 – Base Rating: 2210
  • Chamber 15 – Time: 540 seconds – Player Level: 8 – Base Rating: 2380
  • Chamber 16 – Time: 600 seconds – Player Level: 8 – Base Rating: 2250
  • Chamber 17 – Time: 600 seconds – Player Level: 9 – Base Rating: 2720
  • Chamber 18 – Time: 600 seconds – Player Level: 9 – Base Rating: 2890
  • Chamber 19 – Time: 600 seconds – Player Level: 10 – Base Rating: 3060
  • Chamber 20 – Time: 600 seconds – Player Level: 10 – Base Rating: 3230

As you can see, towards the beginning a Fortress won’t be too tough. However, as you go on, you’re going to want to have some help from other players.

Strategic Spells


While you’re fighting, you’ll need to keep your health bar in mind, as running out of health will result in a loss. So, be mindful of how much health you have as you continue through the Chambers. To help out, players will be able to cast different types of spells based on their Profession, which can weaken an enemy or heal a player. If you haven’t unlocked Strategic Spells yet, then you’ll need to continue to increase your expertise in your Profession.

There are three different types of Professions in Harry Potter: Wizards Unite which are going to determine what kind of Strategic Spells you can cast. Below is a list of the different Profession classes and a short description of each.

  • Auror – Aurors deal extra damage against Dark Forces and take extra damage from Beasts.
  • Magizoologist – Magizoologists deal extra damage against Beasts and take extra damage from Curiosities.
  • Professor – Professors deal extra damage against Curiosities and take extra damage from Dark Forces.

If you plan to go far into a Fortress, you’re likely going to want to have a nice variety of Professions on your team. While all of them are important, the Magizoologist Profession will offer a significant advantage during Fortress battles. They are able to heal your teammates during battle as long as they are ‘sitting out’ of the fight.

There are tons of different Strategic Spell casting strategies in Wizards Unite. There isn’t really a right or wrong way to go about it. It will likely come down to personal preference and the resources you have available to you. Just make sure you and your team are thinking things through and you’ll likely be okay!

Enemy Types


There are four main types of enemies that will appear in a Fortress – Dark Forces, Curiosities, Beasts, and Neutral. Each of these enemy types are weak to certain Professions and will deal increased damage to other Professions.

Below is a list of the four main enemy types along with their strengths and weaknesses:

  • Dark Forces – Deal increased damage to Professors; Take increased damage from Aurors
  • Curiosities – Deal increased damage to Magizoologists; Take increased damage from Professors
  • Beasts – Deal increased damage to Aurors; Take increased damage from Magizoologists
  • Neutral – Deal and take neutral damage to all Professions

You’ll want to pay attention to what type of enemy you’re facing, so that you will know who in your group is the best matchup for each fight. For example, a Professor shouldn’t fight a Dark Force enemy, because they are capable of dealing increased damage to players of that Profession. In the same light, an Auror should fight a Beast when possible, because they can deal increased damage to that enemy type.

Along with the four main enemy types, there are six different ‘levels’ that and enemy could be. For example, the first few Chambers will probably have Common enemies while the final few will likely have Fierce enemies.

Below is a list of all of the different Enemy levels that will appear in a Fortress:

  • Common – Normal enemy
  • Formidable – Increased Defense and Proficiency Power
  • Elite – Increased stats for some or all active enemies
  • Imposing – Increased Proficiency Power, Deficiency Defense, Defense, and Defense Breach
  • Dangerous – Strongly increased Proficiency Power, Deficiency Defense, Defense, and Defense Breach
  • Fierce – Extremely increased Proficiency Power, Deficiency Defense, Defense, and Defense Breach

Hopefully you found this useful and are ready to go out and explore your surroundings. We’ll have some more Wizard’s Unite content for you over the coming weeks, but let us know if you have any burning questions you’d like answered sooner rather than later!

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  Microsoft looks to ‘do for data sharing what open source did for code’
Posted by: xSicKxBot - 07-24-2019, 11:48 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Microsoft looks to ‘do for data sharing what open source did for code’

Microsoft is working to standardize data-sharing terms via pre-designed licensing agreements, the first of which now are available for preview and comment. Microsoft Corporate Vice President and Chief IP Counsel Erich Andersen said that Microsoft is trying to bring open-source-license-like structure to data-sharing agreements. The OSI maintains a number of pre-approved licenses, such as the Apache License, BSD License, MIT License, etc., which companies can use to license their source code. Microsoft officials said they believe these kinds of agreements could alleviate the need of companies to spend months or years negotiating and creating data-sharing governance agreements. Source: ZDNet

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