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  • MODx character encoding

    - by Piet
    Ahhh character encodings. Don’t you just love them? Having character issues in MODx? Then probably the MODx manager character encoding, the character encoding of the site itself, your database’s character encoding, or the encoding MODx/php uses to talk to MySQL isn’t correct. The Website Encoding Your MODx site’s character encoding can be configured in the manager under Tools/Configuration/Site/Character encoding. This is the encoding your website’s visitors will get. The Manager’s Encoding The manager’s encoding can be changed by setting $modx_manager_charset at manager/includes/lang/<language>.inc.php like this (for example): $modx_manager_charset = 'iso-8859-1'; To find out what language you’re using (and thus was file you need to change), check Tools/Configuration/Site/Language (1 line above the character encoding setting). This needs to be the same encoding as your site. You can’t have your manager in utf8 and your site in iso-8859-1. Your Database’s Encoding The charset MODx/php uses to talk to your database can be set by changing $database_connection_charset in manager/includes/config.inc.php. This needs to be the same as your database’s charset. Make sure you use the correct corresponding charset, for iso-8859-1 you need to use ‘latin1′. Utf8 is just utf8. Example: $database_connection_charset = 'latin1'; Now, if you check Reports/System info, the ‘Database Charset’ might say something else. This is because the mysql variable ‘character_set_database’ is displayed here, which contains the character set used by the default database and not the one for the current database/connection. However, if you’d change this to display ‘character_set_connection’, it could still say something else because the ’set character set’ statement used by MODx doesn’t change this value either. The ’set names’ statement does, but since it turns out my MODx install works now as expected I’ll just leave it at this before I get a headache. If I saved you a potential headache or you think I’m totally wrong or overlooked something, let me know in the comments. btw: I want to be able to use a real editor with MODx. Somehow.

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • How does it matter if a character is 8 bit or 16 bit or 32 bit

    - by vin
    Well, I am reading Programing Windows with MFC, and I came across Unicode and ASCII code characters. I understood the point of using Unicode over ASCII, but what I do not get is how and why is it important to use 8bit/16bit/32bit character? What good does it do to the system? How does the processing of the operating system differ for different bits of character. My question here is, what does it mean to a character when it is a x-bit character?

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  • Find the occurrence of word/character in SQL column with wildcard character - PATINDEX

    - by Vipin
    CharIndex and PatIndex both can be used to determine the presence of character or string within sql column data. Both returns the starting position of the first occurrence of the character/word within expression. However, one major difference between CharIndex and PatIndex is that later allows the use of wild card characters while searching for character or word within column data. Also, Patindex is useful for searching within Text datatype. Allowed wild card characters are % and _ . " % "  - use it for any number of characters " _ "  - use it for a single character. Syntax PATINDEX('%pattern%', string_expression) Note - it's mandatory to include pattern within %% characters. returns starting position of occurrence of pattern, if found. returns 0, if not found returns NULL , if either pattern or string_expression is null. Example SELECT fldname FROM tblUsers WHERE PatIndex('%v_pin%', fldname) > 0

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • Estimated budget for RockBand 3 character creator feature [closed]

    - by milesmeow
    I want to get an idea of the budget required to make something akin to the Rock Band 3 character creator. We won't have the same level of detail for creating the base character, i.e. no face feature customization. We essentially want some very basic body sizing and want a bunch of clothing and accessories that the characters can try on. The clothing and accessories need to adapt and fit to the body types/shapes. The character should also support movement...and the clothes should move with the body. I've asked a similar question here regarding the development effort but not necessarily a budget. Do you think it's a $1M job? Most of the effort will go into creating the character models and the clothing models. The rest of the effort will go towards the user interface to navigate the customization features.

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  • two byte character or one byte character

    - by RBrattas
    Hi, How can I see if the input string is a two byte character or one byte character; and from which encoding system the character is coming from? I am using C# and SilverLight; I assume I could find the encoding the computer is running and then the character? Any code snippet? Thank you, Rune // Get a UTF-32 encoding by codepage.Encoding Encoding_12000_instance = Encoding.GetEncoding(12000); // Get a UTF-32 encoding by name.Encoding Encoding_UTF32_instance = Encoding.GetEncoding("utf-32");

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  • MySQL escape string help

    - by gAMBOOKa
    I have a pretty large insert statement something like INSERT INTO multimedia (filename, regex, flag) VALUES (('adsfavr.jpg', '<div id="title">', 0), (...), (...)); How do I prepare the query for MySQL.It's too long to do it manually. It includes double quotes so I can't use the php function mysql_real_escape_string()

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  • Efficient way to calculate byte length of a character, depending on the encoding

    - by BalusC
    What's the most efficient way to calculate the byte length of a character, taking the character encoding into account? In UTF-8 for example the characters have a variable byte length, so each character needs to be determined individually. As far now I've come up with this: char c = getItSomehow(); String encoding = "UTF-8"; int length = new String(new char[] { c }).getBytes(encoding).length; But this is clumsy and inefficient in a loop since a new String needs to be created everytime. I can't find other and more efficient ways in the Java API. I imagine that this can be done with bitwise operations like bit shifting, but that's my weak point and I'm unsure how to take the encoding into account here :) If you question the need for this, check this topic.

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  • Examples of interesting implementations of character stats?

    - by Tchalvak
    I've got this BBG going ( http://ninjawars.net ), and the character stats currently are simplistic. I'm looking to add a few stats to the current 1/2 (strength and maximum hitpoints, essentially). I've come up with: (strength (unchanged), speed, stamina, and some others that are somewhat interesting wildcard stats). However, I'm not satisfied with how boring the effects of some of these stats are, because they're very linear. Better stat, better effects of the stat, but the stats don't interact with each-other, there's no Rock-Paper-Scissors interaction, having more is always better all the time. So what I'd really like is to see examples of interesting character stats or effects of stats? Examples that I can think of off hand: Call of Cthulu's Insanity stat (things get really weird/chaotic if you start losing sanity) White Wolf stats, to a certain extent (the stats themselves have some basic effects, and all skills effectiveness base themselves off of stats as well) What are some other ways people have used stats to check out?

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  • HTML character reference display problems.

    - by Bren
    Hey folks, I'm currently developing a site in Joomla, and one of the components I'm using makes use of a PHP file to administer the language. (english.php, spanish.php) The problem I'm having is that if I use the plain text version of eg. "á", it will show up in the browser tab title ok, but as a ? in the body of the page. But if I use a character reference (&#225;), the reverse happens! Any ideas? Thanks bren

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  • get ubuntu terminal to send an escape sequence (control+shift+up)

    - by user62046
    This problem starts when I use emacs ( with -nw option). Let me first explain it. I tried to define hotkey (for emacs) as following (global-set-key [(control shift up)] 'other-window) but it doesn't work (no error, just doesn't work), neither does (global-set-key [(control shift down)] 'other-window) But (global-set-key [(control shift right)] 'other-window) and (global-set-key [(control shift left)] 'other-window) work! But because the last two key combinations are used by emacs (as default), I don't wanna change them for other functions. So how could I make control-shift-up and control-shift-down work? I have googled "(control shift up)", it seems that control-shift-up is used by other people, (but not very few results). In the Stack Overflow forum, Gille answered me as following: Ctrl+Shift+Up does send a signal to your computer, but your terminal emulator is apparently not transmitting any escape sequence for it. So your problem is in two parts. First you must get your terminal emulator to send an escape sequence, which depends on your terminal emulator, and is Super User material, or Unix.SE if you're using a unix system. Then you need to declare the escape sequence in Emacs, and my answer explains that part So I come here for this question: How do I get my terminal (I use ubuntu 10.04, and the built-in terminal) to send an escape sequence for Control+Shift+Up Control+Shift+down

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  • Need to make animation whereby the character shatters into a bunch of pieces

    - by theprojectabot
    I would like to take a 3d character model, cut out a bunch of shapes (or a bunch of triangles in the shape of the pieces I want) and then have the pieces separate from each other at the beginning of the animation and fall apart with gravity so it looks like the model is falling apart in shattered pieces. Is there a way to run a script on a mesh, cut out these pieces, instantiate all of them as separate models and then run gravity on them during the simulation?

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • Character coding / programming

    - by Jery
    Lately I tryed a few times to create characters for some games, but at some certain point (especially when collision detection came in) everything became messy and the interaction between chars, the world and certain items had a lot of bugs. So here is my question, how do you ussualy keep track of actions that your character is allowed to do, or more in general do you have some links / advices how to set up a char efficiantly? I´m working on a char right now, who should at least be able to run, jump, pick items up and use different fighting animations. Most ideas I came up with until now use some kind of action.priority / action.duration system to determain whats possible and what not, or a "action-manager" which defines for every action what is possible from that action on but it all doesnt work that well together.

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  • Can't escape single quotes in shell

    - by user13743
    I'm trying to make a command to do a perl substitution on a batch of php files in a directory. The string I want to replace has single quotes in it, and I can't get it to properly escape the in shell. I tried echoing the string with unescaped quotes, to see what perl would be getting: echo 's/require_once('include.constants.php');/require_once('include.constants.php');require_once("./functions/include.session.inc.php");/g' and it doesn't have the single-quotes in the result: s/require_once\(include.constants.php\);/require_once\(include.constants.php\);require_once\("\./functions/include\.session\.inc\.php"\);/g However, when I try to escape the single quotes: echo 's/require_once\(\'include\.constants\.php\'\);/require_once\(\'include\.constants\.php\'\);require_once\("\./functions/include\.session\.inc\.php"\);/g' I get the prompt to complete the command: > What I want it to parse to is this: What am I doing wrong? s/require_once\('include.constants.php'\);/require_once\('include.constants.php'\);require_once\("\./functions/include\.session\.inc\.php"\);/g

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • xbindkeys escape quotes

    - by Danilo Bargen
    How can I escape quotes in .xbindkeysrc commands? Neither of those work. "pacmd dump|awk --non-decimal-data '$1~/set-sink-volume/{system ("pacmd "$1" "$2" "$3+2500)}'" "pacmd dump|awk --non-decimal-data '\$1~/set-sink-volume/{system ("pacmd "\$1" "\$2" "\$3+2500)}'" "pacmd dump|awk --non-decimal-data '\$1~/set-sink-volume/{system (\"pacmd \"\$1\" \"\$2\" \"\$3+2500)}'" "pacmd dump|awk --non-decimal-data '$1~/set-sink-volume/{system (\"pacmd \"$1\" \"$2\" \"$3+2500)}'" (The commands raises the PluseAudio volume level)

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  • Generating the escape sequences for terminal by ahk

    - by obeliksz
    I am trying to make an ahk for putty to send the keycodes that I want for some key combinations in order for my program to work over terminal too. For this I have an ahk already with some key combinations working properly by experimenting awfully much time from here and there, from key tables, etc but I still don't get, did not came up with a clear, logical method to calculate the escape key that I want. An example: ^F1::SendInput ^[O5P It gives 28 in my test prog. I see that for ^[1 I get 377 and for ^[2 376... and I see that there can be used letters out of the hexa numbers (A-F) and also ; and ~ or double [[ Do you understand how this works? Any good descriptive material for this? Thanks a lot!

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  • Command to escape a string in bash

    - by User1
    I need a bash command that will convert a string to something that is escaped. Here's an example: echo "hello\world"|escape|someprog Where the escape command makes "hello\world" into "hello\\world". Then, someprog can use "hello\world" as it expects. Of course, this is a simplified example of what I will really be doing.

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  • capture flash key event "escape"

    - by P..
    I have a flash site that users can view full Screen video. the trouble is, I am making only the video player full screen (hiding the rest of the site behind it). my "toggle full screen" button works in that it reduces the video player back to normal size when the user toggles out of full screen back. but when the user hits the escape key, my flash script doesn't know that the video player should be reduced in size. it seems there's no way to capture the ESCAPE key as a key event. any ideas?

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  • How to create a mysql database that can contain any character, also different languages

    - by Jakke
    I'm trying to create a database that has to contain articles in different languages. I'm using Mariadb as my server and I know bits of SQL. My knowledge doesn't really cover details like the differences between engines like MyISAM, InnoDB etc or character sets like utf8/16/32, latin 5/7/etc. I do know that the character set has importance, I guess what I'm looking for is an all-encompassing character set and an engine that best deals with this type of content. Also, is there an advantage in storing articles in multiple data rows (equivalent of different pages) to make things a little faster, or would you store a whole article in a single data row. Or does that depend on the size of the articles? Sorry for my noobish question, I know the information is all out on the internet but it would take me quite a long time to research and get a grip on everything. Would be cool if someone with experience could give me a little head start and point me in the right direction. This is for a intranet site, consider the content to be somewhat like a blog (and no, I don't want wordpress or something similar at this point). Not sure if it matters, but I tend to create and manipulate my tables with phpmyadmin, I use apache as web server and it all runs on Linux.

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  • List of fonts containing selected character

    - by ShreevatsaR
    On Mac OS X, the Character Viewer (equivalent to Character Map on Ubuntu) has a feature where, when looking at a certain character, it can show a list of all fonts that contain that character. Is there something equivalent on Ubuntu? The use case is that, for instance, I could click on a Kannada character and see all fonts that cover that character (and presumably, the rest of the Kannada language range).

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