![]() The MSDN page for OPEN MASTER KEY states: In order to recover the Master Key, and all the data encrypted using the Master Key as the root in the key hierarchy after the database has been moved, the user will have either use OPEN MASTER KEY statement using one of the password used to protect the Master Key, restore a backup of the Master Key, or restore a backup of the original Service Master Key on the new server. In case of the database being physically moved to a different server (log shipping, restoring backup, etc.), the database will contain a copy of the master Key encrypted by the original server Service Master Key (unless this encryption was explicitly removed using ALTER MASTER KEY DDL), and a copy of it encrypted by each password specified during either CREATE MASTER KEY or subsequent ALTER MASTER KEY DDL operations. The MSDN page for CREATE MASTER KEY states (emphasis added):įor SQL Server and Parallel Data Warehouse, the Master Key is typically protected by the Service Master Key and at least one password. If you have a Certificate that is guaranteed to exist in the Database being restored, try using it: SELECT SIGNBYCERT( CERT_ID( '' If the current SMK is not the correct SMK, then the DMK won't be automatically decrypted and the operation will fail. Assuming that you have not opened the DMK explicitly (using the password supplied when creating it), decrypting the DMK will require the SMK. Such an operation would need to first decrypt the DMK in order to use it. In order to programmatically determine if the current SMK was used to protect the DMK, you should be able to simply attempt an operation that would require the DMK.
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“Unfortunately, and not to the credit of Atari, Linda was laid-off not once, but twice during the development of Paperboy. “A technician back then was just as much a part of your team as a build engineer now,” says Salwitz. Linda Sinkovic joined the team as technician, and worked with Snyder to debug and improve the arcade hardware throughout development. Paperboy’s hardware was designed another long-time collaborator, hardware engineer Doug Snyder. “You would present a thin game description, some idea of your hardware, and maybe a schedule.”īased on this more detailed presentation, Paperboy was quickly approved, and development started almost immediately. “At Atari, to get a game started officially, you had to survive what was known as an initiation meeting,” Salwitz says. Salwitz was initially reluctant to work on the game – preferring the likes of Missile Command or Asteroids – but he came around to the idea and joined the development team. Praise indeed, and an unofficial nod to develop the concept further. “Dave showed us this idea for a kid riding down a street, delivering papers on a single transparency for an overhead projector,” Salwitz remembers.Īt the end of the presentation, Ralston was awarded three ‘attaboys’ from the Atari leadership. ![]() It was Ralston who first originated the idea for Paperboy, coming up with the concept during one of Atari’s regular brainstorming sessions in 1983. However, Atari executive, Dan Van Elderen, instead said: “Great try for a bunch of rookies. Following a poor field test – where the game was outshone by Eugene Jarvis’ Robotron, Salwitz thought his time at Atari might be up. One of the first titles Salwitz and Ralston worked on together was an unreleased arcade game called Akka Arrh. “This was an incredibly creative atmosphere and you could learn about what it would take for your game to be successful, and frankly get a little intimidated in the process. You could, and would, regularly walk out of your lab and go to an adjacent lab to play somebody else’s game,” recalls Salwitz. And the games were all made within spitting distance of each other. “We worked at one of the few centres of video game making on Earth. It was, he says, one of the best jobs he ever had. Much of this work was alongside artist and designer, Dave Ralston. John Salwitz joined Atari in 1981 as a programmer, spending ten years with the company and working on games including 720º and Klax. In his retrospective at last month’s Game Developers Conference, John Salwitz looked back at the creation of coin-op classic, Paperboy, and working for Atari in the 1980s. ![]() Tiny type, such as in captions or footnotes, is made more readable by opening the letter spacing a bit, especially if the paper is absorbent and will allow the ink to spread a little.Ī final note: Use caution with both kerning and tracking. Very large type, such as a big headline, almost always benefits from tightening the tracking. This can help to make a page look a little more open and inviting, for example, especially with a similarly open leading. Letter spacing (often “tracking” in software applications) adjusts the spacing between all the glyphs in a piece of text. No matter how thoroughly and well a kerning table is built, though, there will still be situations where some awkward combination requires that the kerning be loosened or tightened from the preset values of the glyphs. There can be a dozen or so pairs (or none!) in a cheapo font, thousands in a high-end one. Kerning tables built into a digital font assign preset kerning values to specific letter pairs, according to the designer's best estimate of how they should look. The shapes of the letters in metal type intended for long passages of text such as books, or especially newspapers, were designed to minimize the amount of kerning that would be necessary. The amount of time, skill and work involved is left as an exercise for readers whose minds are in need of a little boggling. Kerning required cutting away some of the metal base, or table, of the character. An italic f will collide with a following question or quote mark in some fonts, so the kerning must be opened up from the default spacing.Īn ancient scribe could kern effortlessly with pen and ink, and if you read old manuscripts you'll see lots of places where a letter intrudes into the space of the one next to it. Their kerning is tightened to snug them up to one another. The letters AV, for example, have to overlap in any usual typeface, otherwise at least one of them ends up looking lost and bewildered. (properly “glyphs”) so that their spacing looks correct. “ To kern” means to adjust the spacing between a pair of letters, numerals, punctuation, etc. Digital fonts mimic this in the basic design process. In metal type, the side bearing is the physical right or left edge of the individual piece of type that determines its spacing from the characters on either side. Any font has built-in spacing determined by the “side bearing” of each character. ![]() While I was on the second floor, I noticed there was a vent that lead pretty much right to the dungeon entrance, and it looked like it came from the ground floor. There are three enemies on the second floor, but plenty of cover, so you can either take them out quietly, or sneak past to the dungeon entrance. Down the street from the store is a scafold you can use to get up to a window ledge that runs to an open window on the second story of the book store. Then you can make your way into the area where the book store is from above, and there's a pretty obvious path of rooves and window ledges that will take you unseen to the front of the store itself. Outside the ally where the guy is guarding the door and wont let you through is a utility lift that you can put a power cell in and use to get up onto the roof/second story of that cluster of buildings. _- Can you articulate further? Is there a stealthy way to get to Adam's contact in the dungeon under the bookstore? Yeah, there totally is I did it last night. Originally posted by Coldhands:That's not even remotely true. I'll continue to play,ever hopeful that I'll find some enjoyment later on but for now, I can only give this game a 5/10. EM has raised the bar on releasing unfinished games. How could testers miss the myriad of problems I'm reading about (and experiencing myself). It seems quality control is a thing of the past. page after page of technical and gameplay issues from "can't pick something up" to "repetitive game crashes". Now we get to the part that is brought to light by all the posts in this discussion group. My hopes of playing a great stealth game are dashed.Īnd, what's with all those lengthy cutscenes that I can't skip? Am I gonna have to live with the game playing half my game for me? DX:MD seems more like an interactive movie than a video game. It appears DX:MD has slipped to the ranks of being just another First Person Shooter, like all the rest. Perhaps it's due to my inexperience but, more often than not, I could find no way to avoid enemies by employing stealth. During my entire 9 hours of MD gameplay, I felt forced to use lethal means in several areas. HR was great in the fact that I had that option throughout the game (with the exception of those ridiculous boss fights). I prefer stealth as opposed to a "run n gun" shooter style of play. ![]() Evidently, the devs actually feel it's natural for every hostile to carry an antidote for the tranquilizer. Then, there's that brain fart with tranq-darting enemies. Boss fights in a stealth game? If that fiasco in the Atrium is any indication of their mind set, I'm not really looking forward to what the devs have in store for us, as the game progresses. But, with only 9 hours so far in MD, I can see enough differences to be very disappointed in this very buggy release.įirst, the similarities - Early on, I noticed the devs didn't listen to the players, following HR. You can add a reminder message after flagging the call – so you never miss a follow-up again. The iovox app allows you to flag a call with a single tap. What if you can flag calls, just like you flag important emails! How can you prevent this from happening in the future? When keeping track of every call and every follow-up provides a challenge. It’s not uncommon to forget to get something done, but with the iovox app we can at least avoid forgetting important follow-ups that could cost leads.Īfter chatting with your client, you let them know that you will call them back with more information about their potential new home later.Ī few days pass and you realize that you forgot to make that follow-up call. Some helpful tags for residential realtors include – You can create an unlimited number of tags. When you find a property that’s a match – use the search function within the app to find the call with that specific tag and reconnect with your prospect. For example, right after you end a call, tag it with – ‘single-family’ and ‘x neighborhood.’ This problem can be avoided with the iovox app’s ‘Call Tagging’ feature. Additionally, the number might not even be present in your call history due to your phone’s call log limits. However, you don’t remember the caller, despite having saved their number. However, you don’t have any relevant real estate listings for that specific requirement right now.Ī few weeks pass, and you come across the perfect house that matches your lead’s requirements. Let’s say a prospect calls you about a single-family home in a certain neighborhood. Let’s take a quick look at how the iovox app can help you close more deals. For a detailed description of how the iovox app helps realtors sell more, check out this article. The iovox app functions as a CRM for your phone calls. ![]() That’s exactly what the iovox app helps you achieve. The above qualities help realtors close more deals and generate revenue. Are more productive – get more done every day than the average broker. ![]()
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