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  • Events and objects being skipped in GameMaker

    - by skeletalmonkey
    Update: Turns out it's not an issue with this code (or at least not entirely). Somehow the objects I use for keylogging and player automation (basic ai that plays the game) are being 'skipped' or not loaded about half the time. These are invisible objects in a room that have basic effects such are simulating button presses, or logging them. I don't know how to better explain this problem without putting up all my code, so unless someone has heard of this issue I guess I'll be banging my head against the desk for a bit /Update I've been continuing work on modifying Spelunky, but I've run into a pretty major issue with GameMaker, which I hope is me just doing something wrong. I have the code below, which is supposed to write log files named sequentially. It's placed in a End Room event such that when a player finishes a level, it'll write all their keypress's to file. The problem is that it randomly skips files, and when it reaches about 30 logs it stops creating any new files. var file_name; file_count = 4; file_name = file_find_first("logs/*.txt", 0); while (file_name != "") { file_count += 1; file_name = file_find_next(); } file_find_close(); file = file_text_open_write("logs/log" + string(file_count) + ".txt"); for(i = 0; i < ds_list_size(keyCodes); i += 1) { file_text_write_string(file, string(ds_list_find_value(keyCodes, i))); file_text_write_string(file, " "); file_text_write_string(file, string(ds_list_find_value(keyTimes, i))); file_text_writeln(file); } file_text_close(file); My best guess is that the first counting loop is taking too long and the whole thing is getting dropped? Also, if anyone can tell me of a better way to have sequentially numbered log files that would also be great. Log files have to continue counting over multiple start/stops of the game.

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  • Have programmers at your work not taken up or been averse to an offer of a second monitor?

    - by Chris Knight
    I'm putting together a business case for the developers in my company to get a second monitor. After my own experiences and research, this seems a no-brainer to me in terms of increasing productivity and morale/happiness. One question which has niggled me is if I should be pushing to get all developers onto a second monitor or let folk opt-in (i.e. they get one if they want one). Thoughts on this are welcome, but my specific question relates to a snippet on this site: But when the IT manager at Thibeault's company asked other employees if they wanted dual monitors last year, few jumped at the offer. Blinded by my own pre-judgement, this surprised me. Has anyone else experienced this? I fully appreciate that some people prefer a single larger monitor, but my general experience of researching the web suggests that most programmers prefer a dual (or more) setup. I'm guessing this should be tempered with the thought that those developers who contribute to such discussions might not be considered your average developer who might not care one way or the other. Anyway, if you have experienced the above have you tried to sell the concept of dual monitors to the masses? If everyone just got 2 monitors regardless if they wanted it or not, were there adverse reactions or negative effects? UPDATE: The developers are on a mixture of 17", 22", or 24" single monitors. The desks should be able to accommodate dual 22" monitors as I am proposing, though this will take some getting used to I imagine.

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Silverlight Cream for May 24, 2010 -- #868

    - by Dave Campbell
    In this Issue: Victor Gaudioso, Weidong Shen, SilverLaw, Alnur Ismail, Damon Payne, and Karl Erickson. Shoutout: Tim Greenfield posted his slides and materials (not the padlock yet) from Portland Code Camp: Rx for Silverlight at Portland CodeCamp András Velvárt posted his material from his User Group talk: 20 Silverlight 4 demos in one zip file From SilverlightCream.com: New Silverilght Video Tutotial: How to Build Your Very Own Tutorial Cam Do you like the video Victor Gaudioso has of himself in his tutorials? well... in this one, he explains how to go about doing just that for yourself! A Sample Silverlight 4 Application Using MEF, MVVM, and WCF RIA Services - Part 1 Weidong Shen has part 1 of a new series up on Code Project about Siverlight, MVVM, MEF, and WCF RIA Services. Silver Spot Light - Silverlight 4 SilverLaw posted a control to the Expression Gallery and I have to agree with his comment "You' ll love to switch it on and off & on and off & on and off ... ;-)" A Distributable (.exe) Silverlight OOB Application Alnur Ismail has a step-by-step post up on building an OOB app deployable in an exe file. You'll need a file from a post by Tim, but there's a link in the post. DataContract based Binary Serialization for Silverlight Damon Payne serves up on a promise to post about a subject he's been discussing: DataContract based Binary Serialization for Silverlight... and he's writing about the process he followed, plus all the code is available. Creating a Custom Out-of-Browser Window in Silverlight 4 Karl Erickson at the Silverlight SDK blog discusses OOB visualization effects... what you can and can't do, and what limitations you're up against. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • Graphics performance of 945GME

    - by l0b0
    Edit: Since setting Appearance - Visual Effects up to a stunning "Normal", I now get ~35 FPS in glxgears right after login, with nothing else running :( I'm getting terrible graphics performance in NeverWinter Nights (native with SoU+HotU+CEP2) on my Eee PC 1005HAB. Even with all graphics settings (including the "advanced" ones) at minimum I get about 2-10 FPS, depending on the scene. Firefox is really sluggish as well - Changing tabs often takes a second, scrolling is laggy, and typing this I notice the delay between pressing keys and seeing the text on screen. The rest of the OS is running OK, although general performance seems to be even worse than my old Eee PC 900. glxgears gives about 60 FPS, which is apparently as it should be (synchronized with the monitor refresh rate). Bugs like Launchpad #252094 and the instructions for Reverting the Jaunty Xorg intel driver to 2.4 are old enough that I'm afraid following the instructions would render the system unusable. Are there any tips for improving graphics performance on this system that are still relevant for 10.10? $ uname -a Linux l0b0eee 2.6.35-28-generic #49-Ubuntu SMP Tue Mar 1 14:40:58 UTC 2011 i686 GNU/Linux $ lspci -nn | grep VGA 00:02.0 VGA compatible controller [0300]: Intel Corporation Mobile 945GME Express Integrated Graphics Controller [8086:27ae] (rev 03) $ glxinfo name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.4 ...

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  • A Trip to the Moon (Le Voyage dans la Lune) [Super Retro Classic Sci-Fi Video]

    - by Asian Angel
    If you are into retro sci-fi movies, then you will definitely want to have a look at this French classic from 1902. This silent movie is only 10.5 minutes long, but is well worth watching and makes for a fun romp through the early days of sci-fi. From YouTube: A Trip to the Moon (French: Le Voyage dans la lune) is a 1902 French black and white silent science fiction film. It is loosely based on two popular novels of the time: From the Earth to the Moon by Jules Verne and The First Men in the Moon by H. G. Wells. The film was written and directed by Georges Melies, assisted by his brother Gaston. The film runs 14 minutes if projected at 16 frames per second, which was the standard frame rate at the time the film was produced. It was extremely popular at the time of its release and is the best-known of the hundreds of fantasy films made by Melies. A Trip to the Moon is the first science fiction film, and utilizes innovative animation and special effects, including the iconic shot of the rocketship landing in the Moon’s eye. A Trip to the Moon / Le Voyage dans la lune – 1902 [via 20 best designs in sci-fi movies - Page 3 (Creative Bloq)] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • Why does my browser take me to Scour.com? (redirect virus)

    - by Paula DiTallo
    The "scour" or Rootkit.Win32.TDSS virus has a long history which can be found here: http://en.wikipedia.org/wiki/Scour Here is the primary symptom: after searching for something in your web browser using google, one of the results that you click on redirects you to scour.com. If you've executed ClamWin, Malwarebytes, McAfee, Norton, etc. to find and isolate the virus without any luck--this isn't really a surprise, since this virus attaches to existing system drivers. I only know of one reliable package that will remove this without ill effects--like adding new spyware. This package is called TDSSKiller. I have seen multiple websites that claim to have this software available, but the one that I know is reliable is located here: http://support.kaspersky.com/viruses/solutions?qid=208280684 Once you go to Kaspersky's tech support site, the TDSSKiller zip file is available for downloading. When you execute this software, you will be able to "cure" or repair the infected driver. Remember to jot down the name of the driver for future reference--should you need to reinstall the driver from a "same-as" working computer, or your install disk if the repair is ineffective. The driver that happened to get infected on my computer was the tcpip.sys driver. This caused my win sockets to loose their ip addresses. In most other instances, less critical drivers such as HDAudBus.sys are infected. In my case, I was not through correcting my computer problems until I corrected the broken WinSock issue and loaded an earlier version of the tcpip.sys driver from: C:\WINDOWS\ServicePackFiles\i386 which I placed in: C:\WINDOWS\system32\drivers Don't forget to reboot your computer after your repair! Once you download TDSSKiller and cure/repair your infected driver(s), the redirect on google searches should disappear .

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  • Combine Two Shader Program

    - by Siddharth
    For my android application, I want to apply brightness and contrast shader on same image. At present I am using gpuimage plugin. In that I found two separate program for brightness and contrast as per the following. Contrast shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float contrast; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4(((textureColor.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColor.w); } Brightness shader: varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; uniform lowp float brightness; void main() { lowp vec4 textureColor = texture2D(inputImageTexture, textureCoordinate); gl_FragColor = vec4((textureColor.rgb + vec3(brightness)), textureColor.w); } Now applying both of the effects I write following code varying highp vec2 textureCoordinate; uniform sampler2D inputImageTexture; varying highp vec2 textureCoordinate2; uniform sampler2D inputImageTexture2; uniform lowp float contrast; uniform lowp float brightness; void main() { lowp vec4 textureColorForContrast = texture2D(inputImageTexture, textureCoordinate); lowp vec4 contastVec4 = vec4(((textureColorForContrast.rgb - vec3(0.5)) * contrast + vec3(0.5)), textureColorForContrast.w); lowp vec4 textureColorForBrightness = texture2D(inputImageTexture2, textureCoordinate2); lowp vec4 brightnessVec4 = vec4((textureColorForBrightness.rgb + vec3(brightness)), textureColorForBrightness.w); gl_FragColor = contastVec4 + brightnessVec4; } Doesn't able to get desire result. I can't able to figure out what I have to do next? So please friends help me in this. What program I have to write?

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  • Lenovo ThinkPad L520 slows down when AC power adapter is plugged in

    - by Aamir
    I have a new laptop Lenovo ThinkPad L520 (7859-5BG) Core i5-2520M(2.5GHz) with 4GB RAM. Having installed Ubuntu 11.10 32-bit, while browsing with Chrome on GNOME classic (no effects), I noticed 173% CPU usage by chrome browser process, and the system slowly got very very slow, Now, at this stage as I removed the power adapter, the system suddenly got faster (and stopped the lagging behavior) and CPU usage drops down to 48% !! Observation 1: I was browsing through chrome when my system seemed to be seriously lagging, so I killed chrome to see if it gets any faster. But there remained no difference. Notice that CPU usage was a bit strange here. It showed no high activity, but as soon as I would click on applications in gnome panel, it would shoot CPU usage to 70, or 80 or 90 or 143% etc. depending on how quickly i clicked back and forth. At this instance I removed by AC adapter of my laptop, and suddenly system got fine. So i again clicked on gnome panel, and noticed that it now took only 7% or 12% or 13% at max, with same kind of clicks in application menu. Observation 2: At the other times, with AC adapter plugged in, top indicates four instances of chromium taking 90%, 60%, 47% and 2% (for example), and then once I take out the AC adapter same processes take lesser CPU all of a sudden Intermediate conclusions: What does this indicate ? I cannot figure out any "other" process in "top" that is suddenly being triggered, its the same process that hogs up my CPU once AC power is plugged in ! NOTE: the problem is now CONFIRMED, as i can repeat that when I have power adapter plugged in ! Can anyone tell me what exactly does this indicate ? What is wrong, is it some bug with power management or what ?

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  • Need to combine a color, mask, and sprite layer in a shader

    - by Donutz
    My task: to display a sprite using different team colors. I have a sprte graphic, part of which has to be displayed as a team color. The color isn't 'flat', i.e. it shades from brighter to darker. I can't "pre-build" the graphics because there are just too many, so I have to generate them at runtime. I've decided to use a shader, and supply it with a texture consisting of the team color, a texture consisting of a mask (black=no color, white=full color, gray=progressively dimmed color), and the sprite grapic, with the areas where the team color shows being transparent. So here's my shader code: // Effect attempts to merge a color layer, a mask layer, and a sprite layer // to produce a complete sprite sampler UnitSampler : register(s0); // the unit sampler MaskSampler : register(s1); // the mask sampler ColorSampler : register(s2); // the color float4 main(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex1 = tex2D(ColorSampler, texCoord); // get the color float4 tex2 = tex2D(MaskSampler, texCoord); // get the mask float4 tex3 = tex2D(UnitSampler,texCoord); // get the unit float4 tex4 = tex1 * tex2.r * tex3; // color * mask * unit return tex4; } My problem is the calculations involving tex1 through tex4. I don't really understand how the manipulations work, so I'm just thrashing around, producing lots of different incorrect effects. So given tex1 through tex3, what calcs do I do in order to take the color (tex1), mask it (tex2), and apply the result to the unit if it's not zero? And would I be better off to make the mask just on/off (white/black) and put the color shading in the unit graphic?

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  • How do I properly use String literals for loading content?

    - by Dave Voyles
    I've been using verbatim string literals for some time now, and never quite thought about using a regular string literal until I started to come across them in Microsoft provided XNA samples. With that said, I'm trying to implement a new AudioManager class from the Net Rumble sample. I have two (2) issues here: Question 1: In my code for my GameplayScreen screen I have a folder location written as the following, and it works fine: menuButton = content.Load<SoundEffect>(@"sfx/menuButton"); menuClose = content.Load<SoundEffect>(@"sfx/menuClose"); If you notice, you'll see that I'm using a verbatim string, with a forward slash "/". In the AudioManager class, they use a regular string literal, but with two backslashes "\". I understand that one is used as an escape, but why are they BACK instead of FORWARD? (See below) soundList[soundName] = game.Content.Load<SoundEffect>("audio\\wav\\"+ soundName); Question 2: I seem to be doing everything correctly in my AudioManager class, but I'm not sure of what this line means: audioFileList = audioFolder.GetFiles("*.xnb"); I suppose that the *xnb means look for everything BUT files that end in *xnb? I can't figure out what I'm doing wrong with my file locations, as the sound effects are not playing. My code is not much different from what I've linked to above. private AudioManager(Game game, DirectoryInfo audioDirectory) : base(game) { try { audioFolder = audioDirectory; audioFileList = audioFolder.GetFiles("*.mp3"); soundList = new Dictionary<string, SoundEffect>(); for (int i = 0; i < audioFileList.Length; i++) { string soundName = Path.GetFileNameWithoutExtension(audioFileList[i].Name); soundList[soundName] = game.Content.Load<SoundEffect>(@"sfx\" + soundName); soundList[soundName].Name = soundName; } // Plays this track while the GameplayScreen is active soundtrack = game.Content.Load<Song>("boomer"); } catch (NoAudioHardwareException) { // silently fall back to silence } }

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  • Files backup utility with incremental backups that would keep backup device clean

    - by Wojtek
    I've tested a few of backup utilities and still haven't found one that would satisfy me. Almost every one of them has two options: - full backup - not an option to use frequently - incremental backup - seems right, but there's one thing about it: Incremental backup builds on a base of a full backup, backing up only those files, that were created/changed. The thing is, that after some time you've got a lot of unwanted files from the old backups bloating your backup device. Also, if you'd accidentally delete your full (first) backup file, then the differential backups would be corrupted (you wouldn't be able to restore them). The thing I'm looking for is a program, that would backup files simply by copying them. It would check the backup device whether it contains the file (unchanged): - if yes, it should proceed to the next file (we've got current version backed up) - if no, it would copy the file to the backup device - if the device contains a file that is no longer on our disk, the program would delete it from the backup device Is there any such utility, that would work this way? If not, do you have any hints on how to backup fairly big amounts of data (around 20gb) quite frequently with incremental backups and not be exposed to those unwanted effects of backup size puffing up?

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  • Emulator PCSX Reloaded - Fullscreen not working on Unity

    - by Leonardo Montenegro
    I have an older PS1 console with a couple of games I bought some years ago. On my pc, I'm using PCSX Reloaded - the best PS1 emulators for Linux I found so far. But I'm having a little issue on Ubuntu 12.04 Precise. I'm using Unity 3D and I'm trying to run some of my original PS1 games on PCSX Reloaded. Everything works nicely, except for fullscreen. I toggle fullscreen and specify maximum resolution for my monitor, but on fullscreen mode, both left and top unity bars aren't getting hidden. I tried changing between other graphic modes like Gnome Classic and Gnome Classic w/o Effects. On both, PCSX shows bars in fullscreen mode, so it isn't an Unity-specific issue, but an emulator problem. It's a bit annoying play games this way, so basically I'm running games on window mode for now. I'm using default OpenGL graphic plugin on this emulator. I tried changing to X11 graphic plugin and fullscreen worked, but graphics on X11 plugin aren't as good as OpenGL one. Anyone know a way to get fullscreen working on PCSX using OpenGL plugin? Or maybe another graphic plugin w/ OpenGL support.

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  • Ubuntu and bumblebee and intel problem

    - by LnxSlck
    I have a brain teaser that i can't solve. When 12.04 (64bits) came out, i did a fresh install and then installed bumblebee with: sudo add-apt-repository ppa:bumblebee/stable sudo apt-get install bumblebee bumblebee-nvidia And Ubuntu recognized (System Settings - Details) Intel Card for primary card, and i could launch applications with optirun. I have: 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF119 [GeForce GT 520MX] (rev ff) Now, a few days back, i did the exact same thing, installed from the same DVD everything the same, installed bumblebee the same way. Nvidia with Optirun works fine, but Ubuntu doesn't have 3D effects: root@deathstar:~# optirun /usr/lib/nux/unity_support_test -p OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce GT 520MX/PCIe/SSE2 OpenGL version string: 4.2.0 NVIDIA 295.40 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no I never did anything to install Intel drivers (except installing mesa-utils), before bumblebee got everything working, but now i can't get Ubuntu to get Unity with 3D. Can someone help me please get Unity 3d working? Your help will be much appreciated

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  • What Technology can Render Medium Scale 3d Environments in a Web-Browser

    - by JakeM
    I intend to make a web application that displays 3d environments that can be navigated by dragging(with a finger or mouse depending on the platform). The web app will render 3d environments of development sites including contours, water pipeline locations, buildings etc. I am trying to decide what technology/libraries to use that will create a web-app that will work on Android-Web-Browser, iOS-Safari, IE9, Safari, Firefox and Chrome. And also what technology will provide speed in development. I understand that this is 'asking for my cake and eating it too'/'asking for the moon' but I don't know all the technologies out there - so there may be advanced libraries that can render 3d environments across many web-browsers including the main smart phone ones and I dont know of them. The 3d rendering would not be highly detailed buildings or water with effects, but rather simple 3d representations of these objects. The environment would be navigable by dragging around and you could view the landscape in layers(view only contour lines, view only underground pipelines, view only sewerage pipes, etc.). Are there any 3d libraries for web-browsers out there? Is there a way to run OpenGL(or OpenGL ES) through a webbrowser? What technology would you use if you were making this kind of app/web app that should work on desktop Windows, Android, iOS and WindowsPhone? Is there any technology I have failed to mention that would be good for this kind of project? I am tending towards a Browser Driven Web App because I get that cross platform ability(where it even works on linux and MacOS by using compatible web-browsers). Also I know of CSS3 transforms that can create cubes that can rotate in 3d space(NOTE only works for WebKit browsers - so no IE :( ). But I don't know if CSS3 is robust enough to render whole 3d environments? Do you think it could? Maybe I could use HTML5 canvas's for this? Can Google maps create custom 3d maps?

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  • How to change system time or force a time sync

    - by cpury
    My laptop is probably running out of CMOS battery, I know I have to fix it soon, but until then, this very annoying issue keeps me from using it. Scenario: My system clock is reset to 15/12/08 11:00 AM every time I turn on my computer. This has all sorts of side-effects, one of the more annoying being that I can't log into my gmail. At first I just waited for a time sync to happen, as I have that activated and all. It never happened. I googled and didn't find any way of enforcing a time sync, which I found very strange. Is there really none? Setting the time and date by hand is also a problem. For my 12.10 installation, the time & date settings are bugged. I remember it being for my last, older installation as well, though. Of course the easiest way should be to just manually edit the date and time fields by entering a new date. This is possible in theory, but the changes are reverted as soon as the text boxes loose focus. The other way to do it is to click the +-buttons for a long, long time. The first time I did that, the changes weren't stored either. I found out that afterwards I have to switch from manual to internet-sync mode and wait ~5 seconds until the in the top left corner of my system the new time is shown, or otherwise it won't have effect. So a nice solution would be one of the following: Setting the time/date by hand, maybe via terminal, so I can just enter the right values. Or, a command that would enforce an immediate time sync, that I can run after booting. I know I have to change the batteries soon, but this is seriously keeping me from working...

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  • a little code to allow word substitution depending on user

    - by Fred Quimby
    Can anyone help? I'm creating a demo web app in html in order for people to physically see and comment on the app prior to committing to a proper build. So whilst the proper app will be database driven, my demo is just standard html with some javascript effects. What I do want to demonstrate is that different user group will see different words. For example, imagine I have an html sentence that says 'This will cost £100 to begin'. What I need to some way of identifying that if the user has deemed themselves to be from the US, the sentence says 'This will cost $100 to begin'. This requirement is peppered throughtout the pages but I'm happy to add each one manually. So I envisage some code along the lines of 'first, remove the [boot US] trunk' where the UK version is 'first remove the boot' but the code is saying that the visitor needs the US version. It then looks up boot (in an Access database perhaps) and sees that the table says for boot for US, display 'trunk'. I'm not a programmer but I can normally cobble together scripts so I'm hoping someone may have a relatively easy solution in javascrip, CSS or asp. To recap; I have a number of words or short sentences that need to appear differently and I'm happy to manually insert each one if necessary (but would be even better if the words were automatically changed). And I need a device which allows me to tell the pages to choose the US version, or for example, the New Zealand version. Thanks in advance. Fred

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  • General questions regarding open-source licensing

    - by ndg
    I'm looking to release an open-source iOS software project but I'm very new to the licensing side of the things. While I'm aware that the majority of answers here will not lawyers, I'd appreciate it if anyone could steer me in the right direction. With the exception of the following requirements I'm happy for developers to largely do whatever they want with the projects source code. I'm not interested in any copyleft licensing schemes, and while I'd like to encourage attribution in derivative works it is not required. As such, my requirements are as follows: Original source can be distributed and re-distributed (verbatim) both commercially and non-commercially as long as the original copyright information, website link and license is maintained. I wish to retain rights to any of the multi-media distributed as part of the project (sound effects, graphics, logo marks, etc). Such assets will be included to allow other developers to easily execute the project, but cannot be re-distributed in any manner. I wish to retain rights to the applications name and branding. Futher to selecting an applicable license, I have the following questions: The project makes use of a number of third-party libraries (all licensed under variants of the MIT license). I've included individual licenses within the source (and application) and believe I've met all requirements expressed in these licenses, but is there anything else that needs to be done before distributing them as part of my open-source project? Also included in my project is a single proprietary, close-sourced library that's used to power a small part of the application. I'm obviously unable to include this in the source release, but what's the best way of handling this? Should I simply weak-link the project and exclude it entirely from the Git project?

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  • 5 Mac Applications For Web And Graphic Design

    - by Jyoti
    In this article free applications useful and effective for the development and creation of websites with your Mac computer. Without further ado, here are 5 Excellent Mac Application for Web and Graphic Design. Fotoflexer : Fotoflexer claims to be “The world’s most advanced online image editor”. It offers completely free access to numerous features such as photo effects, graphics, shapes, morphing, and the creation of collages. You can also integrate and share your art with social sites like MySpace, Flickr, Facebook, and more. This can be an important app if the site you are creating is going to use applications. Simple CSS : With Simple CSS you can create Cascading Style Sheets from scratch or edit them right from the comfort of your desktop. Update styles on multiple pages all at once and reduce the data transfer usage on your page for faster loads. Blender : Blender is an open source software that allows you to create 3D animation with interactive playback leaves you with the option to optimize the style of your site with a few graphics. You can create animations with shades of colors, glossy features, soft shadows and advanced rendering features. JAlbum : Jalbum is a very useful app that allows you to create stylish photo galleries to publish on the web. All you have to do is simply drag selected folders into a pane where any images contained within the folder will automatically be arranged into a photo gallery. You can add several different themes and templates to enhance the appearance of your gallery, later then gain the HTML code and publish the complete gallery onto the web. Colorate : With Colorate you can create harmonized color palettes along with color schemes. Generate these palettes for images, photographs and more.

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  • A Cautionary Tale About Multi-Source JNDI Configuration

    - by scott.s.nelson(at)oracle.com
    Here's a bit of fun with WebLogic JDBC configurations.  I ran into this issue after reading that p13nDataSource and cgDataSource-NonXA should not be configured as multi-source. There were some issues changing them to use the basic JDBC connection string and when rolling back to the bad configuration the server went "Boom".  Since one purpose behind this blog is to share lessons learned, I just had to post this. If you write your descriptors manually (as opposed to generating them using the WLS console) and put a comma-separated list of JNDI addresses like this: <jdbc-data-source-params> <jndi-name>weblogic.jdbc.jts.commercePool,contentDataSource, contentVersioningDataSource,portalFrameworkPool</jndi-name> <algorithm-type>Load-Balancing</algorithm-type> <data-source-list>portalDataSource-rac0,portalDataSource-rac1</data-source-list> <failover-request-if-busy>false</failover-request-if-busy> </jdbc-data-source-params> so long as the first address resolves, it will still work. Sort of.  If you call this connection to do an update, only one node of the RAC instance is updated. Other wonderful side-effects include the server refusing to start sometimes. The proper way to list the JNDI sources is one per node, like this: <jdbc-data-source-params> <jndi-name>weblogic.jdbc.jts.commercePool</jndi-name> <jndi-name>contentDataSource</jndi-name> <jndi-name>contentVersioningDataSource</jndi-name> <jndi-name>portalFrameworkPool</jndi-name> <algorithm-type>Load-Balancing</algorithm-type> <data-source-list>portalDataSource-rac0, portalDataSource-rac1, portalDataSource-rac2 </data-source-list> <failover-request-if-busy>false</failover-request-if-busy> </jdbc-data-source-params>(Props to Sandeep Seshan for locating the root cause)

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  • Why is sudo bash different from regular bash

    - by cyberjar09
    Problem description : I am using something called play framework in my development which requires me to make the python script play available in the path. Hence I create a symbolic link in /usr/local/bin ... Now I have written a shell script (call it status.sh) which calls this python script as follows : play status <some values here related to my app> &> /tmp/xyz.txt and this shell script then sends me the file via email. This works perfectly when I execute the script as follows ./script.sh. However when the script is executed as a cron expression everyday I get an output from stderr saying 'play: command not found'. Hence I did some digging on my own and here are my findings : echo $PATH when I am on the shell shows that I have /usr/local/bin available to me hence I can successfully execute the command play status however when I type in sudo bash and then echo $PATH I do not have the path /usr/local/bin anymore. It is a limited set of folders (one of them being /usr/bin). Q : Why this behavior ?! I fail to understand why the path is different. Also as a workaround would you suggest I do : new symbolic link from /usr/bin to /usr/local/bin (what are the side effects of this?) remove /usr/local/bin sym link altogether and only use /usr/bin is there a convention that I am not following here for linking new programs and executing them from $PATH ? Thanks.

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  • Chrome and Firefox not able to find some sites after Ubuntu's recent update?

    - by gkr
    Loading of revision3.com in Chrome stops and status saying "waiting for static.inplay.tubemogul.com" grooveshark.com in Chrome never loads But wikipedia.org, google.com works just normal same behavior in Firefox too. I use wired DSL connection in Ubuntu 12.04. I guess this started happening after I upgraded the Chrome browser or Flash plugin few days ago from Ubuntu updates through update-manager. Thanks EDIT: Everything works normal in my WinXP. Problem is only in Ubuntu 12.04. This is what I get when I use wget gkr@gkr-desktop:~$ wget revision3.com --2012-06-12 08:58:01-- http://revision3.com/ Resolving revision3.com (revision3.com)... 173.192.117.198 Connecting to revision3.com (revision3.com)|173.192.117.198|:80... connected. HTTP request sent, awaiting response... 200 OK Length: unspecified [text/html] Saving to: `index.html' [ ] 81,046 32.0K/s in 2.5s 2012-06-12 08:58:04 (32.0 KB/s) - `index.html' saved [81046] gkr@gkr-desktop:~$ wget static.inplay.tubemogul.com --2012-06-12 08:51:25-- http://static.inplay.tubemogul.com/ Resolving static.inplay.tubemogul.com (static.inplay.tubemogul.com)... 72.21.81.253 Connecting to static.inplay.tubemogul.com (static.inplay.tubemogul.com)|72.21.81.253|:80... connected. HTTP request sent, awaiting response... 404 Not Found 2012-06-12 08:51:25 ERROR 404: Not Found. grooveshark.com nevers responses so I have to Ctrl+C to terminate wget. gkr@gkr-desktop:~$ wget grooveshark.com --2012-06-12 08:51:33-- http://grooveshark.com/ Resolving grooveshark.com (grooveshark.com)... 8.20.213.76 Connecting to grooveshark.com (grooveshark.com)|8.20.213.76|:80... connected. HTTP request sent, awaiting response... ^C gkr@gkr-desktop:~$ This is the apt term.log of updates I mentioned Log started: 2012-06-09 04:51:45 (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 161392 files and directories currently installed.) Preparing to replace google-chrome-stable 19.0.1084.52-r138391 (using .../google-chrome-stable_19.0.1084.56-r140965_i386.deb) ... Unpacking replacement google-chrome-stable ... Preparing to replace libpulse0 1:1.1-0ubuntu15 (using .../libpulse0_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement libpulse0 ... Preparing to replace libpulse-mainloop-glib0 1:1.1-0ubuntu15 (using .../libpulse-mainloop-glib0_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement libpulse-mainloop-glib0 ... Preparing to replace libpulsedsp 1:1.1-0ubuntu15 (using .../libpulsedsp_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement libpulsedsp ... Preparing to replace sudo 1.8.3p1-1ubuntu3.2 (using .../sudo_1.8.3p1-1ubuntu3.3_i386.deb) ... Unpacking replacement sudo ... Preparing to replace flashplugin-installer 11.2.202.235ubuntu0.12.04.1 (using .../flashplugin-installer_11.2.202.236ubuntu0.12.04.1_i386.deb) ... Unpacking replacement flashplugin-installer ... Preparing to replace pulseaudio-utils 1:1.1-0ubuntu15 (using .../pulseaudio-utils_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement pulseaudio-utils ... Preparing to replace pulseaudio 1:1.1-0ubuntu15 (using .../pulseaudio_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement pulseaudio ... Preparing to replace pulseaudio-module-gconf 1:1.1-0ubuntu15 (using .../pulseaudio-module-gconf_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement pulseaudio-module-gconf ... Preparing to replace pulseaudio-module-x11 1:1.1-0ubuntu15 (using .../pulseaudio-module-x11_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement pulseaudio-module-x11 ... Preparing to replace shared-mime-info 1.0-0ubuntu4 (using .../shared-mime-info_1.0-0ubuntu4.1_i386.deb) ... Unpacking replacement shared-mime-info ... Preparing to replace pulseaudio-module-bluetooth 1:1.1-0ubuntu15 (using .../pulseaudio-module-bluetooth_1%3a1.1-0ubuntu15.1_i386.deb) ... Unpacking replacement pulseaudio-module-bluetooth ... Processing triggers for menu ... /usr/share/menu/downverter.menu: 1: /usr/share/menu/downverter.menu: Syntax error: word unexpected (expecting ")") Processing triggers for man-db ... locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for ureadahead ... ureadahead will be reprofiled on next reboot Processing triggers for update-notifier-common ... flashplugin-installer: downloading http://archive.canonical.com/pool/partner/a/adobe-flashplugin/adobe-flashplugin_11.2.202.236.orig.tar.gz Installing from local file /tmp/tmpNrBt4g.gz Flash Plugin installed. Processing triggers for doc-base ... Processing 1 changed doc-base file... Registering documents with scrollkeeper... Setting up google-chrome-stable (19.0.1084.56-r140965) ... Setting up libpulse0 (1:1.1-0ubuntu15.1) ... Setting up libpulse-mainloop-glib0 (1:1.1-0ubuntu15.1) ... Setting up libpulsedsp (1:1.1-0ubuntu15.1) ... Setting up sudo (1.8.3p1-1ubuntu3.3) ... Installing new version of config file /etc/pam.d/sudo ... Setting up flashplugin-installer (11.2.202.236ubuntu0.12.04.1) ... locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory Setting up pulseaudio-utils (1:1.1-0ubuntu15.1) ... Setting up pulseaudio (1:1.1-0ubuntu15.1) ... Setting up pulseaudio-module-gconf (1:1.1-0ubuntu15.1) ... Setting up pulseaudio-module-x11 (1:1.1-0ubuntu15.1) ... Setting up shared-mime-info (1.0-0ubuntu4.1) ... Setting up pulseaudio-module-bluetooth (1:1.1-0ubuntu15.1) ... Processing triggers for menu ... /usr/share/menu/downverter.menu: 1: /usr/share/menu/downverter.menu: Syntax error: word unexpected (expecting ")") Processing triggers for libc-bin ... ldconfig deferred processing now taking place Log ended: 2012-06-09 04:53:32 This is from history.log Start-Date: 2012-06-09 04:51:45 Commandline: aptdaemon role='role-commit-packages' sender=':1.56' Upgrade: shared-mime-info:i386 (1.0-0ubuntu4, 1.0-0ubuntu4.1), pulseaudio:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), libpulse-mainloop-glib0:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), sudo:i386 (1.8.3p1-1ubuntu3.2, 1.8.3p1-1ubuntu3.3), pulseaudio-module-bluetooth:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), pulseaudio-module-x11:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), flashplugin-installer:i386 (11.2.202.235ubuntu0.12.04.1, 11.2.202.236ubuntu0.12.04.1), pulseaudio-utils:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), pulseaudio-module-gconf:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), libpulse0:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), libpulsedsp:i386 (1.1-0ubuntu15, 1.1-0ubuntu15.1), google-chrome-stable:i386 (19.0.1084.52-r138391, 19.0.1084.56-r140965) End-Date: 2012-06-09 04:53:32

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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  • Doing powerups in a component-based system

    - by deft_code
    I'm just starting really getting my head around component based design. I don't know what the "right" way to do this is. Here's the scenario. The player can equip a shield. The the shield is drawn as bubble around the player, it has a separate collision shape, and reduces the damage the player receives from area effects. How is such a shield architected in a component based game? Where I get confused is that the shield obviously has three components associated with it. Damage reduction / filtering A sprite A collider. To make it worse different shield variations could have even more behaviors, all of which could be components: boost player maximum health health regen projectile deflection etc Am I overthinking this? Should the shield just be a super component? I really think this is wrong answer. So if you think this is the way to go please explain. Should the shield be its own entity that tracks the location of the player? That might make it hard to implement the damage filtering. It also kinda blurs the lines between attached components and entities. Should the shield be a component that houses other components? I've never seen or heard of anything like this, but maybe it's common and I'm just not deep enough yet. Should the shield just be a set of components that get added to the player? Possibly with an extra component to manage the others, e.g. so they can all be removed as a group. (accidentally leave behind the damage reduction component, now that would be fun). Something else that's obvious to someone with more component experience?

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