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  • Does Exchange Cache Mode affect email markers refresh time in other Outlook clients?

    - by David
    We have users who share a single email account by using the Additional Email option under their accounts. Now, they want to assign emails to one another using the markers alongside the emails. We noticed that when changing the color of a marker, one Outlook client updated immediately, but another Outlook client did not. It looked like they were both set to "Cached Mode". Is it likely that caching effected the refresh of the client? Would it be better to turn off cached mode if we are using Outlook this way?

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  • Why no Win16 support in 64-bit Windows?

    - by dsimcha
    My understanding (from Wikipedia) is that the x64 instruction set supports executing 16-bit protected mode code from long mode, but cannot execute real mode code without being switched out of long mode because long mode lacks virtual 8086 mode. Therefore, it stands to reason that real mode DOS apps can't be run in Win64 w/o software emulation or dynamic translation. However, why was support for Win16 protected-mode apps excluded when support for them seems (at least at first glance) to be reasonably implementable and is included in newer versions of Win32? Was it just a matter of demand not being high enough to justify implementation costs (and the win32 version was already implemented), or is there a good technical reason?

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  • how can i disable safe mode for php on web server?

    - by user1767434
    I am using wkhtmltopdf for making a pdf of a page. My code executes the shell to run a command using this wkhtmltopdf library. Everything works fine in my wamp server but when the code runs on my web-server it does not work and gives the following error: Warning: shell_exec() has been disabled for security reasons in /home/pssptech/public_html/.../cert.php on line 272 I think that the php is running on safe mode on the server that's why the shell execution is disabled. But the main problem is I am unable to find the php.ini file on my remote web-server. Can you tell me where can I find the config file so that I can disable the safe mode? Thanks in advance.

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  • 100% CPU in QuickTime H.264 decoder on Windows on Win7, except when using XP compat. mode

    - by user858518
    I have a Windows program that uses the Apple QuickTime API to play video. On Windows 7, CPU usage is 100% on one core, which I believe is why the playback is choppy. If I turn on XP compatibility mode for this program, the CPU usage is around 20% of one core, and playback is normal. Using a profiling tool called Very Sleepy (http://www.codersnotes.com/sleepy), I was able to narrow down the high CPU usage to a function in the QuickTime H.264 decoder called JVTCompComponentDispatch. I can't imagine why there would be a difference in CPU usage when XP compatibility mode is turned off or on. Any ideas?

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  • Why can't my FreeBSD 6.1 (vmware player client under Win7) do DNS in Bridged mode.

    - by Walter Stickle
    I have a 64-bit FreeBSD 6.1 client, running under Windows 7 (64-bit) via VMWare player 3.0, with networking set to bridge mode. DHCP goes fine on boot... I get correct adress/gateway/nameserver info... I have good connectivity to the world in that I can ping any host I can name by IP addr, (including both of the nameservers in resolv.conf,) ...but I can't resolve any names. Inside the Windows box, the network interface has VMWare Bridge Protocol enabled, and the windows side of things has full connectivity. dig replies with: ;; connection timed out; no servers could be reached ...even if I use "dig @server_ip_addr" to point it at a pingable, working nameserver If I set VM networking to NAT mode, I can get outbound connectivity (with happy DNS) but, of course, can't do INBOUND connectivity, which I need. Thoughts?

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  • Trying to sentinel loop this program.

    - by roger34
    Okay, I spent all this time making this for class but I have one thing that I can't quite get: I need this to sentinel loop continuously (exiting upon entering x) so that the System.out.println("What type of Employee? Enter 'o' for Office " + "Clerical, 'f' for Factory, or 's' for Saleperson. Enter 'x' to exit." ); line comes back up after they enter the first round of information. Also, I can't leave this up long on the (very) off chance a classmate might see this and steal the code. Full code following: import java.util.Scanner; public class Project1 { public static void main (String args[]){ Scanner inp = new Scanner( System.in ); double totalPay; System.out.println("What type of Employee? Enter 'o' for Office " + "Clerical, 'f' for Factory, or 's' for Saleperson. Enter 'x' to exit." ); String response= inp.nextLine(); while (!response.toLowerCase().equals("o")&&!response.toLowerCase().equals("f") &&!response.toLowerCase().equals("s")&&!response.toLowerCase().equals("x")){ System.out.print("\nInvalid selection,please enter your choice again:\n"); response=inp.nextLine(); } char choice = response.toLowerCase().charAt( 0 ); switch (choice){ case 'o': System.out.println("Enter your hourly rate:"); double officeRate=inp.nextDouble(); System.out.println("Enter the number of hours worked:"); double officeHours=inp.nextDouble(); totalPay = officeCalc(officeRate,officeHours); taxCalc(totalPay); break; case 'f': System.out.println("How many Widgets did you produce during the week?"); double widgets=inp.nextDouble(); totalPay=factoryCalc(widgets); taxCalc(totalPay); break; case 's': System.out.println("What were your total sales for the week?"); double totalSales=inp.nextDouble(); totalPay=salesCalc(totalSales); taxCalc(totalPay); break; } } public static double taxCalc(double totalPay){ double federal=totalPay*.22; double state =totalPay*.055; double netPay = totalPay - federal - state; federal =federal*Math.pow(10,2); federal =Math.round(federal); federal= federal/Math.pow(10,2); state =state*Math.pow(10,2); state =Math.round(state); state= state/Math.pow(10,2); totalPay =totalPay*Math.pow(10,2); totalPay =Math.round(totalPay); totalPay= totalPay/Math.pow(10,2); netPay =netPay*Math.pow(10,2); netPay =Math.round(netPay); netPay= netPay/Math.pow(10,2); System.out.printf("\nTotal Pay \t: %1$.2f.\n", totalPay); System.out.printf("State W/H \t: %1$.2f.\n", state); System.out.printf("Federal W/H : %1$.2f.\n", federal); System.out.printf("Net Pay \t: %1$.2f.\n", netPay); return totalPay; } public static double officeCalc(double officeRate,double officeHours){ double overtime=0; if (officeHours>=40) overtime = officeHours-40; else overtime = 0; if (officeHours >= 40) officeHours = 40; double otRate = officeRate * 1.5; double totalPay= (officeRate * officeHours) + (otRate*overtime); return totalPay; } public static double factoryCalc(double widgets){ double totalPay=widgets*.35 +300; return totalPay; } public static double salesCalc(double totalSales){ double totalPay = totalSales * .05 + 500; return totalPay; } }

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  • Trying to sentinel loop this program. [java]

    - by roger34
    Okay, I spent all this time making this for class but I have one thing that I can't quite get: I need this to sentinel loop continuously (exiting upon entering x) so that the System.out.println("What type of Employee? Enter 'o' for Office " + "Clerical, 'f' for Factory, or 's' for Saleperson. Enter 'x' to exit." ); line comes back up after they enter the first round of information. Also, I can't leave this up long on the (very) off chance a classmate might see this and steal the code. Full code following: import java.util.Scanner; public class Project1 { public static void main (String args[]){ Scanner inp = new Scanner( System.in ); double totalPay; System.out.println("What type of Employee? Enter 'o' for Office " + "Clerical, 'f' for Factory, or 's' for Saleperson. Enter 'x' to exit." ); String response= inp.nextLine(); while (!response.toLowerCase().equals("o")&&!response.toLowerCase().equals("f") &&!response.toLowerCase().equals("s")&&!response.toLowerCase().equals("x")){ System.out.print("\nInvalid selection,please enter your choice again:\n"); response=inp.nextLine(); } char choice = response.toLowerCase().charAt( 0 ); switch (choice){ case 'o': System.out.println("Enter your hourly rate:"); double officeRate=inp.nextDouble(); System.out.println("Enter the number of hours worked:"); double officeHours=inp.nextDouble(); totalPay = officeCalc(officeRate,officeHours); taxCalc(totalPay); break; case 'f': System.out.println("How many Widgets did you produce during the week?"); double widgets=inp.nextDouble(); totalPay=factoryCalc(widgets); taxCalc(totalPay); break; case 's': System.out.println("What were your total sales for the week?"); double totalSales=inp.nextDouble(); totalPay=salesCalc(totalSales); taxCalc(totalPay); break; } } public static double taxCalc(double totalPay){ double federal=totalPay*.22; double state =totalPay*.055; double netPay = totalPay - federal - state; federal =federal*Math.pow(10,2); federal =Math.round(federal); federal= federal/Math.pow(10,2); state =state*Math.pow(10,2); state =Math.round(state); state= state/Math.pow(10,2); totalPay =totalPay*Math.pow(10,2); totalPay =Math.round(totalPay); totalPay= totalPay/Math.pow(10,2); netPay =netPay*Math.pow(10,2); netPay =Math.round(netPay); netPay= netPay/Math.pow(10,2); System.out.printf("\nTotal Pay \t: %1$.2f.\n", totalPay); System.out.printf("State W/H \t: %1$.2f.\n", state); System.out.printf("Federal W/H : %1$.2f.\n", federal); System.out.printf("Net Pay \t: %1$.2f.\n", netPay); return totalPay; } public static double officeCalc(double officeRate,double officeHours){ double overtime=0; if (officeHours>=40) overtime = officeHours-40; else overtime = 0; if (officeHours >= 40) officeHours = 40; double otRate = officeRate * 1.5; double totalPay= (officeRate * officeHours) + (otRate*overtime); return totalPay; } public static double factoryCalc(double widgets){ double totalPay=widgets*.35 +300; return totalPay; } public static double salesCalc(double totalSales){ double totalPay = totalSales * .05 + 500; return totalPay; } }

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  • How to properly scroll a 2D tilemap?

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • Connecting to SQL database using SQLCMD

    - by kaleidoscope
    As we all know, there are a number of ways you can connect to your SQL Azure Database. One of the quick options is to try to connect to SQL server is SQLCMD. To start the SQLCMD utility and connect to a named instance of SQL Server Open a Command Prompt window, and type sqlcmd -S myServer\instanceName. Replace myServer\instanceName with the name of the computer and the instance of SQL Server that you want to connect to. Press ENTER. The sqlcmd prompt (1>) indicates that you are connected to the specified instance of SQL Server. SQL Management Studio offers the facility to use SQLCMD from within SQL scripts by using SQLCMD Mode. How to: Enable SQLCMD mode in the Transact-SQL Editor (About how to start the editor, see How to: Start the Transact-SQL Editor.) To toggle SQLCMD mode from the Data menu 1. Open the query in the Transact-SQL editor. 2. On the Data menu, point to Transact-SQL Editor, and click SQLCMD Mode. To toggle SQLCMD mode from the toolbar 1. Open the query in the Transact-SQL editor. 2. On the Transact-SQL Editor toolbar, click SQLCMD Mode. To toggle SQLCMD mode from the shortcut menu 1. Open the query in the Transact-SQL editor. 2. Right-click anywhere in the editor window, and then click SQLCMD Mode. For more information follow below link http://msdn.microsoft.com/en-us/library/ms170207.aspx   Geeta, G

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  • Windows Azure Evolution - Web Sites (aka Antares) Part 1

    - by Shaun
    This is the 3rd post of my Windows Azure Evolution series, focus on the new features and enhancement which was alone with the Windows Azure Platform Upgrade June 2012, announced at the MEET Windows Azure event on 7th June. In the first post I introduced the new preview developer portal and how to works for the existing features such as cloud services, storages and SQL databases. In the second one I talked about the Windows Azure .NET SDK 1.7 on the latest Visual Studio 2012 RC on Windows 8. From this one I will begin to introduce some new features. Now let’s have a look on the first one of them, Windows Azure Web Sites.   Overview Windows Azure Web Sites (WAWS), as known as Antares, was a new feature still in preview stage in this upgrade. It allows people to quickly and easily deploy websites to a highly scalable cloud environment, uses the languages and open source apps of the choice then deploy such as FTP, Git and TFS. It also can be integrated with Windows Azure services like SQL Database, Caching, CDN and Storage easily. After read its introduction we may have a question: since we can deploy a website from both cloud service web role and web site, what’s the different between them? So, let’s have a quick compare.   CLOUD SERVICE WEB SITE OS Windows Server Windows Server Virtualization Windows Azure Virtual Machine Windows Azure Virtual Machine Host IIS IIS Platform ASP.NET WebForm, ASP.NET MVC, WCF ASP.NET WebForm, ASP.NET MVC, PHP Language C#, VB.NET C#, VB.NET, PHP Database SQL Database SQL Database, MySQL Architecture Multi layered, background worker, message queuing, etc.. Simple website with backend database. VS Project Windows Azure Cloud Service ASP.NET Web Form, ASP.NET MVC, etc.. Out-of-box Gallery (none) Drupal, DotNetNuke, WordPress, etc.. Deployment Package upload, Visual Studio publish FTP, Git, TFS, WebMatrix Compute Mode Dedicate VM Shared Across VMs, Dedicate VM Scale Scale up, scale out Scale up, scale out As you can see, there are many difference between the cloud service and web site, but the main point is that, the cloud service focus on those complex architecture web application. For example, if you want to build a website with frontend layer, middle business layer and data access layer, with some background worker process connected through the message queue, then you should better use cloud service, since it provides full control of your code and application. But if you just want to build a personal blog or a  business portal, then you can use the web site. Since the web site have many galleries, you can create them even without any coding and configuration. David Pallmann have an awesome figure explains the benefits between the could service, web site and virtual machine.   Create a Personal Blog in Web Site from Gallery As I mentioned above, one of the big feature in WAWS is to build a website from an existing gallery, which means we don’t need to coding and configure. What we need to do is open the windows azure developer portal and click the NEW button, select WEB SITE and FROM GALLERY. In the popping up windows there are many websites we can choose to use. For example, for personal blog there are Orchard CMS, WordPress; for CMS there are DotNetNuke, Drupal 7, mojoPortal. Let’s select WordPress and click the next button. The next step is to configure the web site. We will need to specify the DNS name and select the subscription and region. Since the WordPress uses MySQL as its backend database, we also need to create a MySQL database as well. Windows Azure Web Sites utilize ClearDB to host the MySQL databases. You cannot create a MySQL database directly from SQL Databases section. Finally, since we selected to create a new MySQL database we need to specify the database name and region in the last step. Also we need to accept the ClearDB’s terms as well. Then windows azure platform will download the WordPress codes and deploy the MySQL database and website. Then it will be ready to use. Select the website and click the BROWSE button, the WordPress administration page will be shown. After configured the WordPress here is my personal web blog on the cloud. It took me no more than 10 minutes to establish without any coding.   Monitor, Configure, Scale and Linked Resources Let’s click into the website I had just created in the portal and have a look on what we can do. In the website details page where are five sections. - Dashboard The overall information about this website, such as the basic usage status, public URL, compute mode, FTP address, subscription and links that we can specify the deployment credentials, TFS and Git publish setting, etc.. - Monitor Some status information such as the CPU usage, memory usage etc., errors, etc.. We can add more metrics by clicking the ADD METRICS button and the bottom as well. - Configure Here we can set the configurations of our website such as the .NET and PHP runtime version, diagnostics settings, application settings and the IIS default documents. - Scale This is something interesting. In WAWS there are two compute mode or called web site mode. One is “shared”, which means our website will be shared with other web sites in a group of windows azure virtual machines. Each web site have its own process (w3wp.exe) with some sandbox technology to isolate from others. When we need to scaling-out our web site in shared mode, we actually increased the working process count. Hence in shared mode we cannot specify the virtual machine size since they are shared across all web sites. This is a little bit different than the scaling mode of the cloud service (hosted service web role and worker role). The other mode called “dedicate”, which means our web site will use the whole windows azure virtual machine. This is the same hosting behavior as cloud service web role. In web role it will be deployed on the virtual machines we specified and all of them are only used by us. In web sites dedicate mode, it’s the same. In this mode when we scaling-out our web site we will use more virtual machines, and each of them will only host our own website. And we can specify the virtual machine size in this mode. In the developer portal we can select which mode we are using from the scale section. In shared mode we can only specify the instance count, but in dedicate mode we can specify the instance size as well as the instance count. - Linked Resource The MySQL database created alone with the creation of our WordPress web site is a linked resource. We can add more linked resources in this section.   Pricing For the web site itself, since this feature is in preview period if you are using shared mode, then you will get free up to 10 web sites. But if you are using dedicate mode, the price would be the virtual machines you are using. For example, if you are using dedicate and configured two middle size virtual machines then you will pay $230.40 per month. If there is SQL Database linked to your web site then they will be charged separately based on the Pay-As-You-Go price. For example a 1GB web edition database costs $9.99 per month. And the bandwidth will be charged as well. For example 10GB outbound data transfer costs $1.20 per month. For more information about the pricing please have a look at the windows azure pricing page.   Summary Windows Azure Web Sites gives us easier and quicker way to create, develop and deploy website to window azure platform. Comparing with the cloud service web role, the WAWS have many out-of-box gallery we can use directly. So if you just want to build a blog, CMS or business portal you don’t need to learn ASP.NET, you don’t need to learn how to configure DotNetNuke, you don’t need to learn how to prepare PHP and MySQL. By using WAWS gallery you can establish a website within 10 minutes without any lines of code. But in some cases we do need to code by ourselves. We may need to tweak the layout of our pages, or we may have a traditional ASP.NET or PHP web application which needed to migrated to the cloud. Besides the gallery WAWS also provides many features to download, upload code. It also provides the feature to integrate with some version control services such as TFS and Git. And it also provides the deploy approaches through FTP and Web Deploy. In the next post I will demonstrate how to use WebMatrix to download and modify the website, and how to use TFS and Git to deploy automatically one our code changes committed.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • I can't scroll my tilemap ... HELP!

    - by Sri Harsha Chilakapati
    Hello and I'm trying to make my own game engine in Java. I have completed all the necessary ones but I can't figure it out with the TileGame class. It just can't scroll. Also there are no exceptions. Here I'm listing the code. TileGame.java @Override public void draw(Graphics2D g) { if (back!=null){ back.render(g); } if (follower!=null){ follower.render(g); follower.draw(g); } for (int i=0; i<actors.size(); i++){ Actor actor = actors.get(i); if (actor!=follower&&getVisibleRect().intersects(actor.getBounds())){ g.drawImage(actor.getAnimation().getFrameImage(), actor.x - OffSetX, actor.y - OffSetY, null); actor.draw(g); } } } /** * This method returns the visible rectangle * @return The visible rectangle */ public Rectangle getVisibleRect(){ return new Rectangle(OffSetX, OffSetY, global.WIDTH, global.HEIGHT); } @Override public void update(){ if (follower!=null){ if (scrollHorizontally){ OffSetX = global.WIDTH/2 - Math.round((float)follower.x) - tileSize; OffSetX = Math.min(OffSetX, 0); OffSetX = Math.max(OffSetX, global.WIDTH - mapWidth); } if (scrollVertically){ OffSetY = global.HEIGHT/2 - Math.round((float)follower.y) - tileSize; OffSetY = Math.min(OffSetY, 0); OffSetY = Math.max(OffSetY, global.HEIGHT - mapHeight); } } for (int i=0; i<actors.size(); i++){ Actor actor1 = actors.get(i); if (getVisibleRect().contains(actor1.x, actor1.y)){ actor1.update(); for (int j=0; j<actors.size(); j++){ Actor actor2 = actors.get(j); if (actor1.isCollidingWith(actor2)){ actor1.collision(actor2); actor2.collision(actor1); } } } } } but the problem is that all the actors are working, but it just won't scroll. Help Please.. Thanks in Advance.

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  • help animating player in corona sdk

    - by andrew McCutchan
    working on a game in the corona sdk with lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. here is the player code function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end and here is the code for the line function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of " attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • help animating a player in Corona SDK

    - by andrew McCutchan
    Working on a game in the Corona SDK with Lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. Here is the player code: function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end And here is the code for the line: function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of "attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • How to I get a rotated sprite to move left or right?

    - by rphello101
    Using Java/Slick 2D, I'm using the mouse to rotate a sprite on the screen and the directional keys (in this case, WASD) to move the spite. Forwards and backwards is easy, just position += cos(ang)*speed or position -= cos(ang)*speed. But how do I get the sprite to move left or right? I'm thinking it has something to do with adding 90 degrees to the angle or something. Any ideas? Rotation code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); And the movement code (delta is change in time): Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); //On a separate note, what does this line of code do? velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ //??? }if (input.isKeyDown(sprite.right)){ //??? }

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  • Would it be a good idea to work on letting people add arrays of numbers in javascript?

    - by OneThreeSeven
    I am a very mathematically oriented programmer, and I happen to be doing a lot of java script these days. I am really disappointed in the math aspects of javascript: the Math object is almost a joke because it has so few methods you can't use ^ for exponentiation the + operator is very limited, you cant add array's of numbers or do scalar multiplication on arrays Now I have written some pretty basic extensions to the Math object and have considered writing a library of advanced Math features, amazingly there doesn't seem to be any sort of standard library already out even for calculus, although there is one for vectors and matricies I was able find. The notation for working with vectors and matricies is really bad when you can't use the + operator on arrays, and you cant do scalar multiplication. For example, here is a hideous expression for subtracting two vectors, A - B: Math.vectorAddition(A,Math.scalarMultiplication(-1,B)); I have been looking for some kind of open-source project to contribute to for awhile, and even though my C++ is a bit rusty I would very much like to get into the code for V8 engine and extend the + operator to work on arrays, to get scalar multiplication to work, and possibly to get the ^ operator to work for exponentiation. These things would greatly enhance the utility of any mathematical javascript framework. I really don't know how to get involved in something like the V8 engine other than download the code and start working on it. Of course I'm afraid that since V8 is chrome specific, that without browser cross-compatibility a fundamental change of this type is likely to be rejected for V8. I was hoping someone could either tell me why this is a bad idea, or else give me some pointers about how to proceed at this point to get some kind of approval to add these features. Thanks!

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  • How to do a multishot in xna?

    - by DeVonte
    I am trying to simulate a gun in which shoots multiple bullets at the same time(similar to a spread out shot). I am thinking I have to create another bullet array then do the same as I have below but in a different direction. Here is what I have so far: foreach (GameObject bullet in bullets) { // Find a bullet that isn't alive if (!bullet.alive) { //And set it to alive bullet.alive = true; if (flip == SpriteEffects.FlipHorizontally) //Facing right { float armCos = (float)Math.Cos(arm.rotation - MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation - MathHelper.PiOver2); // Set the initial position of our bullets at the end of our gun arm // 42 is obtained by taking the width of the Arm_Gun texture / 2 // and subtracting the width of the Bullet texture / 2. ((96/2)=(12/2)) bullet.position = new Vector2( arm.position.X + 42 * armCos, arm.position.Y + 42 * armSin); // And give it a velocity of the direction we're aiming. // Increae/decrease speed by changeing 15.0f bullet.Velocity = new Vector2( (float)Math.Cos(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2), (float)Math.Sin(arm.rotation - MathHelper.PiOver4 + MathHelper.Pi + MathHelper.PiOver2)) * 15.0f; } else //Facing left { float armCos = (float)Math.Cos(arm.rotation + MathHelper.PiOver2); float armSin = (float)Math.Sin(arm.rotation + MathHelper.PiOver2); //Set the initial position of our bullet at the end of our gun arm //42 is obtained be taking the width of the Arm_Gun texture / 2 //and subtracting the width of the Bullet texture / 2. ((96/2)-(12/2)) bullet.position = new Vector2( arm.position.X - 42 * armCos, arm.position.Y - 42 * armSin); //And give it a velocity of the direction we're aiming. //Increase/decrease speed by changing 15.0f bullet.Velocity = new Vector2( -armCos, -armSin) * 15.0f; } return; }// End if }// End foreach

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  • Interaction using Kinect in XNA

    - by Sweta Dwivedi
    So i have written a program to play a sound file when ever my RightHand.Joint touches the 3D model . . It goes like this . . even though the code works somehow but not very accurate . . for example it will play the sound when my hand is slightly under my 3D object not exactly on my 3D object . How do i make it more accurate? here is the code . . (HandX & HandY is the values coming from the Skeleton data RightHand.Joint.X etc) and also this calculation doesnt work with Animated Sprites..which i need to do foreach (_3DModel s in Solar) { float x = (float)Math.Floor(((handX * 0.5f) + 0.5f) * (resolution.X)); float y = (float)Math.Floor(((handY * -0.5f) + 0.5f) * (resolution.Y)); float z = (float)Math.Floor((handZ) / 4 * 20000); if (Math.Sqrt(Math.Pow(x - s.modelPosition.X, 2) + Math.Pow(y - s.modelPosition.Y, 2)) < 15) { //Exit(); PlaySound("hyperspace_activate"); Console.WriteLine("1" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } else { Console.WriteLine("2" + "handx:" + x + "," + " " + "modelPos.X:" + s.modelPosition.X + "," + " " + "handY:" + y + "modelPos.Y:" + s.modelPosition.Y); } }

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  • Better way to go up/down slope based on yaw?

    - by CyanPrime
    Alright, so I got a bit of movement code and I'm thinking I'm going to need to manually input when to go up/down a slope. All I got to work with is the slope's normal, and vector, and My current and previous position, and my yaw. Is there a better way to rotate whether I go up or down the slope based on my yaw? Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.toDegrees(Math.cos(Math.toRadians(yaw))); move.z = (float)-Math.toDegrees(Math.sin(Math.toRadians(yaw))); move.normalise(); if(move.z < 0 && slopeNormal.z > 0 || move.z > 0 && slopeNormal.z < 0){ if(move.x < 0 && slopeNormal.x > 0 || move.x > 0 && slopeNormal.x < 0){ move.y += slopeVec.y; } } if(move.z > 0 && slopeNormal.z > 0 || move.z < 0 && slopeNormal.z < 0){ if(move.x > 0 && slopeNormal.x > 0 || move.x < 0 && slopeNormal.x < 0){ move.y -= slopeVec.y; } } move.scale(movementSpeed * delta); Vector3f.add(pos, move, pos);

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  • Collision Detection Problems

    - by MrPlosion
    So I'm making a 2D tile based game but I can't quite get the collisions working properly. I've taken the code from the Platformer Sample and implemented it into my game as seen below. One problem I'm having is when I'm on the ground for some strange reason I can't move to the left. Now I'm pretty sure this problem is from the HandleCollisions() method because when I stop running it I can smoothly move around with no problems. Another problem I'm having is when I'm close to a tile the character jitters very strangely. I will try to post a video if necessary. Here is the HandleCollisions() method: Thanks. void HandleCollisions() { Rectangle bounds = BoundingRectangle; int topTile = (int)Math.Floor((float)bounds.Top / World.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)bounds.Bottom / World.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)bounds.Left / World.PixelTileSize); int rightTile = (int)Math.Ceiling((float)bounds.Right / World.PixelTileSize) - 1; isOnGround = false; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { if(world.Map[y, x].Collidable == true) { Rectangle tileBounds = new Rectangle(x * World.PixelTileSize, y * World.PixelTileSize, World.PixelTileSize, World.PixelTileSize); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if(depth != Vector2.Zero) { if(Math.Abs(depth.Y) < Math.Abs(depth.X)) { isOnGround = true; position = new Vector2(position.X, position.Y + depth.Y); } else { position = new Vector2(position.X + depth.X, position.Y); } bounds = BoundingRectangle; } } } }

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  • Basic Use of ApplyImpulse

    - by nycynik
    I am trying to apply a force to a bunch of b2_dynamicBodys, but it seems to only work for a random number of items and then stops with an error. //create some items to move bodyDef.type = b2Body.b2_dynamicBody; for(var i = 0; i < 5; ++i) { fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(1,1); fixDef.friction = 1; fixDef.restitution = .1; bodyDef.position.x = Math.random() * 10; bodyDef.position.y = Math.random() * 10; bodyDef.linearDamping=1; bodyDef.angularDamping=.8; itemsArray.push(world.CreateBody(bodyDef).CreateFixture(fixDef)); // store for later } then i try to apply a force later with: angle = 20; for (var xIdx=0; xIdx<itemArray.length; xIdx++) { itemsArray[xIdx].GetBody().ApplyImpulse(new b2Vec2(50*Math.cos(angle*Math.PI/180),50*Math.sin(angle*Math.PI/180));); } the error I receive is TypeError: 'undefined' is not an object (evaluating 'c.x') Is there something wrong with saving the items for later use when I am creating them? Does anyone know what is causing this.

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  • Going from a math career to a cs career: how to do it?

    - by Joseph
    Hey, I'm looking for some advice on how to successfully make the transition from mathematics to CS. My academic background is in mathematics (BS and MSc), and I've taken loads of math courses as well. You name it, and I took it: Measure Theory, Algebra, PDES, Manifolds, Complex Analysis, etc. I progressed quite far along this track, and at one point, I thought I would be a professional mathematician...But around the time I was finishing my MSc, I really got sick of it. Studying very abstract mathematics was fun, but it really lost it's appeal to me. Outside of a couple hundred people, I'm not sure if anybody would understand my research. I did not want to be 60 years old and say that my only contribution to the world consisted of published papers. Anyways, I've been an off and on hobbyist programmer since 2002. I've programmed in C and Java (just small projects), and I really started to be drawn to the area as time passed. There's a real appeal to CS work because, well, it actually means something to other people out there! I enjoy all parts of it: designing webpages (a real artistic appeal). On the other end, I do enjoy toying with compilers and more nitty-gritty stuff as well. Suffice to say, I have broad interests out there. Anyways, I know it's a bit late, but I was wondering if there were other folks out there who made the change, and if so, how I could do so. I know I have some fairly big gaps to fill in terms of data structures, lack of internship experience, etc. But I really would like to make this work. So my question is simply: How can I make the switch from math to CS? To pay the bills, I'll be doing financial analysis for a company, but I'd like to eventually transition into a developer type position. I've been reading "Algorithm Design" by Tardos and doing all the problems. It's not hard to make progress since the problems are far more concrete than the stuff I've been doing the past six years. I feel I can make fairly rapid progress in picking up all the materials from data structures, etc. but none of it can substitute the past several years I've lost. Anyways, I'm eager to learn but would love some advice/concrete direction. Thanks, Joseph

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