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  • Web Hosting Checklist

    - by Chris
    I am a web developer that is starting to look into hosting his own website. I would like to showcase my programming skills (PHP, MySQl, C#, Wordpress). My knowledge of languages I am OK with but the actually hosting site is where my knowledge starts to get a little shaky. I know the basics (bandwidth, sub-domains, re-write rules) but I would love your input, to help me formulate a check list of certain web-hosting services that I should be on the look-out for. Also I was wondering if there were any reliable hosting providers who give you the option to host both c# code-behinds and PHP code. As I would like to have two versions of my site, one in C# and one in PHP the hope is that if I need to look for another job this website will help me show possible employers my server side knowledge. I hope this is enough info, I did some researching online but found a bunch of unless articles and I've always have had luck on the StackExchange sites. So hopefully you, can help me. Thanks alot.

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  • What Is The Formula for the 3 of 9 Bar Code Alphabet?

    - by Chris Moschini
    Background: 3 of 9 Barcode Alphabet A simple syntax for 3 of 9 bar codes What is the formula behind the alphabet and digits in a 3 of 9 bar code? For example, ASCII has a relatively clear arrangement. Numbers start at 33, capitals at 65, lowercase at 97. From these starting points you can infer the ASCII code for any number or letter. The start point for each range is also a multiple of 32 + 1. Bar codes seem random and lacking sequence. If we use the syntax from the second link, this is the first six characters in 3 of 9: A 100-01 B 010-01 C 110-00 D 001-01 E 101-00 F 011-00 I see no pattern here; what is it? I'm as much interested in the designer's intended pattern behind these as I am in someone devising an algorithm of their own that can give you the above code for a given character based on its sequence. I struggled with where to put this question; is it history, computer science, information science? I chose Programmers because a StackExchange search had the most barcode hits here, and because I wanted to specifically relate it to ASCII to explain what sort of formula/explanation I'm looking for.

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  • No operating system found even when grub2 was reinstalled

    - by Cruzer
    I know there have been many variations on this question and have certainly tried to do my research. I don't really know what I'm doing so I would rather not take risks. I am trying to dual boot xubuntu and windows 7. I started out with xubuntu and just installed windows. Of course, the mbr got overwritten and windows didn't seem to recognize linux. So I booted to the live cd and rewrote the mbr. And of course, now I get the error "No Operating System Found" on startup. I have been following these tutorials to help me out. community.linuxmint.com/tutorial/view/245 unix.stackexchange.com/questions/96977/grub-wont-install ubuntuforums.org/showthread.php?t=2036730 Specifically, I ran these commands: # sdb2 is the partition with xubuntu sudo mount /dev/sdb2 /mnt # sdb1 is my boot partition sudo mount /dev/sdb1 /mnt/boot # not sure what this does, but ran it anyway... for i in /dev /dev/pts /proc /sys /run; do sudo mount -B $i /mnt$i; done sudo chroot /mnt #once chrooted grub-install /dev/sdb update-grub here's a link to my gparted https://www.dropbox.com/s/zpbbzh9z7k1l3pj/gparted.png EDIT--- didn't realize that the drive letters are different in the picture than in my code (its sda in the pic instead of sdb). I have been restarting a lot and sometimes the drive letters change and make my usb into sda.

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  • Does lesser wide screen fit better than a large one?

    - by artaxerxe
    About 3 weeks ago I changed my job. At the former workplace, I had 2 monitors for doing programming (GUI and core programming). Here, at the place where I am, the administrators gave me a laptop (15.6 inch) and wanted to provide me a wider screen additional to the laptop's one. I said that for now I want to test as it is, with the laptop's screen. I also want to mention, that in the current job I'm not targeted for GUI development. My feeling until now (but it can be just a feeling) is that working on this single not so wide screen, I'm not so weary after a full day work as I was with 2 wide monitors. Does anyone have any recommendations on this problem? Does lesser screens (in my case exclusively 15.6 inch vs 20 inch screens) affect your eyes? If anyone have any knowledge about, please feel free to say what's your opinion. P.S. I think that's a good site for this kind of question. Otherwise, please guide me on what site from StackExchange should I put it. Thanks.

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  • PHP I am pulling my hair out trying to find the best! [closed]

    - by darga33
    PULLING MY HAIR OUT I have heard of Martin Fowler's book PoEAA and the other book Head First OOA OOD but those are not in PHP. I DESPERATELY WANT TO READ THEM, but ONLY in PHP utilizing SOLID principles! Does anyone know of the absolute best, most recent PHP book that utilizes the SOLID principles and GRASP, and all the other best practices? I want to learn from the best possible source! Not beginner books! I already understand OOP. This seems like an almost impossible question to find the answer to and so I thought, hey, might as well post on stackexchange!! Surely someone out there must know!!!!!!!!!! Or if noone knows Maybe they know of an open source application that utilizes these principles that is relatively small that is not a framework. Something that I can go through every single class, and spend time understanding the insides and outs of how the program was developed. Thanks so much in advance! I really really really really appreciate it!

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  • Is text-only mode a saving or a problem for battery savings?

    - by Robottinosino
    A friend is flying to the US from Europe and asked me a very thought-provoking question, which I am not remotely able to answer with substance so I am asking it here: How to absolutely maximise battery life on an Ubuntu (laptop) install? do not rush to mark this as duplicate, there is an important point here: does -GNOME- help or worsen battery life? Let me provide some context: The only task he needs to perform is: edit text files in Vim. He is unsure whether running GNOME will drain his battery life more or actually save him some battery life given the smarts of GNOME's power management features like "switch this peripheral to -power save- after X minutes..." (GNOME might just be a configuration front-end for settings that are governed by command-line utils for all I know?) He could perfectly well boot the system in text-only mode and use the automatic 6 virtual consoles for his needs, if that's a saving at all over running tmux (I think so because of all the smart buffering/history/etc the latter does by default?) Exactly how would you advise him to run his laptop during his flight? What I told him already: power off WiFi in the BIOS, not from the "GUI" power off Bluetooth switch off the courtesy light and use low monitor brightness play music off of his phone, not mp3blaster do not use his tiny portable mouse (and do not attach any other USB gimmicks like "screen light", etc) stop development services he will not be using, especially apache2, tomcat, dovecot, postgresql, etc. Potentially: - switch off his cron jobs? (he does an rsync + tar + 7za of his "work in progress" every so often) I think the above is standard stuff one could get off StackExchange, and with many duplicates... the core of this question is, I think: __ will running Ubuntu in text-only mode be a saving in terms of battery life or a problem? why? (provide some technical arguments) __ I think it will be a saving but I am also scared about "other things" detecting and enabling advanced chipset power management features only when some services are started.. and fear these "services" may be off in text-only mode?

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  • What kind of projects are suited as a portfolio? [on hold]

    - by Asyx
    I was thinking about finishing up some hobby projects I used myself or am planing to use myself but I'm not sure if a future employer might be put off by them. For example, if I decided to create a custom website for an online (gaming, maybe) community instead of using an existing CMS, is it a good idea to provide a link to said community website or should I just put up the CMS and pretend like nobody actually uses it? Also, what about very specific things? I like linguistics and constructing languages. Obviously nobody wants to come up with 1000s of words so people usually use word generators or software to emulate sound shift or software to organise everything and produce dictionaries and such. Would such a project be too specific and too abstract for a portfolio or is the "he did programming work simply for enjoyment and his hobby and not just for money or grades" thing more important? It's quite an abstract hobby and most people don't even know that it's a thing and think the languages you hear in Game of Thrones, Avatar or Star Trek are just gibberish. Explaining such things to people is a pain to begin with especially if said people speak no other language. Would such things throw an employer off or is the content itself completely irrelevant? Thanks. Also, if this is not fitting for the programmers stackexchange, then please, don't close the thread right away but tell me where else to go because I got here though a closed question from stackoverflow. Thanks.

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  • Is it possible to use two different ErrorDocuments for different paths of a website?

    - by tapwater
    this is my first question on stackexchange and it might be a bit confusing. I currently run PmWiki (sorry, you'll have to google it, new user can only have 2 hyperlinks) at mydomain.com/pmwiki. I have a 404 page and .htaccess set up in my site's document root for 404 pages regarding anything that doesn't have to do with my wiki. By default, PmWiki handles URLs a little confusingly so I had to use this in order to get it to look like mydomain.com/pmwiki/Namespace/Page I had to create a .htaccess in /pmwiki to remove parts of the URL. PmWiki also has a custom 404 (Site/PageNotFound) page that has stopped working, now my site uses the /404.htm page. I noticed this when trying to install this "recipe" to enable case-insensitive URLs. Currently the only way to access Site/PageNotFound is by actually linking to it, and, if you read how that recipe seems to function, this is an issue. Currently mydomain.com/pmwiki/blahblah and mydomain.com/pmwiki/legitimate_namespace_but_lowercase/legitimate_lowercase_page_name both direct to mydomain.com/404.htm. I have to admit I'm very confused, and I apologize if I was unclear in any of this, but I could definitely use some help. Thanks!

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  • CentOS drive mapping? [on hold]

    - by DroidOS
    This is the first time I am posting on this particular StackExchange forum and I hope that I am using the right one for the present question. Briefly, this is what I need to do I am running a web service where users can, amongst other things, upload and store files on the server. What I want to do is to hive off user file storage to a different location so my server (CentOS 64 bit) can concentrate on what it does best - server side scripting and database management. As things stand all user files go into subdirectories in a folder called stash that lies above DOC_ROOT. What I would like to do is Transparently detect all attempts to read/write to stash/sub_folder and get/set file data on a remote server - ideally the latter would be one which replicates files like a CDN so they can be delivered from the closest/fastest location based on where the user's location. Even nicer would be if for all read accesses I could provide a URL that allows the user's browser to fetch the relevant file directly without having to funnel them via my server. I am a relative newbie when it comes to this sort of thing so I hope that I have phrased this question adequately well. From the little searching I done I gathered that WebDAV can be used to map drives to a different location on the web so perhaps that is a starting point. But if that will work I need to Establish how to get WebDAV up and running on my CentOS 64 bit server. Ideally, identify a service that allows this kind of file storage and provides an API I can use in my own scripting. I'd much appreciate any help with this.

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  • TTPhotoViewController: Images not loading until swipe

    - by Raj
    Hi, I am trying to implement TTPhotoViewController in a sample iPad application. I have implemented properly TTPhotoSource and TTPhoto protocols. The TTPhotoViewController does show image, but not until swiped. The right and left button in the tab bar below doesnt seem to work at all, they never change the image displayed. The UIActivityIndicatorView is never put up, nor the right and left buttons are validated when last or first images are reached. I am initializing the subclass of TTPhotoViewController as a rootViewController of a UINavigationController object which I am adding it onto a view. This rules out the possibility of the problem faced here: http://three20.stackexchange.com/questions/78/ttphotoviewcontroller-not-loading-images-immediately What else am I missing? Anybody faced similar problems and found a way around? Thanks, Raj

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  • Converting from samplerate/cutoff frequency to pi-radians/sample in a discrete time sampled IIR filter system.

    - by Fake Name
    I am working on doing some digital filter work using Python and Numpy/Scipy. I'm using scipy.signal.iirdesign to generate my filter coefficents, but it requires the filter passband coefficents in a format I am not familiar with wp, ws : float Passband and stopband edge frequencies, normalized from 0 to 1 (1 corresponds to pi radians / sample). For example: Lowpass: wp = 0.2, ws = 0.3 Highpass: wp = 0.3, ws = 0.2 (from here) I'm not familiar with digital filters (I'm coming from a hardware design background). In an analog context, I would determine the desired slope and the 3db down point, and calculate component values from that. In this context, how do I take a known sample rate, a desired corner frequency, and a desired rolloff, and calculate the wp, ws values from that? (This might be more appropriate for math.stackexchange. I'm not sure)

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  • building a website

    - by Ant
    Not sure if this is the right place to post this, or if it should be under programmers.stackexchange... Anywho, a couple of my friends run a business and they asked me to build them a public website. It will only be used for information about the company with soe pictures. No transactions will be involved. Right now I work for a company where I build internal websites, and do alot of backend programming in C#. I understand html, css, jquery, etc. so I feel like I am completely capable of building a website for them. However, I do not know all the basic knowledge to building one. For example, where should we host the files, what type of security issues do I need to be aware of, what's the best software to use for developing websites (I use visual studio at work), where can I find some design techniques, etc. Any help is appreciated.

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  • Interesting Row_Number() bug

    - by Joel Coehoorn
    I was playing with the Stack Exchange Data Explorer and ran this query: http://odata.stackexchange.com/stackoverflow/q/2828/rising-stars-top-50-users-ordered-on-rep-per-day Notice down in the results, rows 11 and 12 have the same value and so are mis-numbered, even though the row_number() function takes the same order by parameter as the query. I know the correct fix here is to specify an additional tie-breaker column in the order by clauses, but I'm more curious as to why/how the row_number() function returned different results on the same data? If it makes a difference anywhere, this runs on Azure.

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

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  • Data validation best practices: how can I better construct user feedback?

    - by Cory Larson
    Data validation, whether it be domain object, form, or any other type of input validation, could theoretically be part of any development effort, no matter its size or complexity. I sometimes find myself writing informational or error messages that might seem harsh or demanding to unsuspecting users, and frankly I feel like there must be a better way to describe the validation problem to the user. I know that this topic is subjective and argumentative. StackOverflow might not be the proper channel for diving into this subject, but like I've mentioned, we all run into this at some point or another. There are so many StackExchange sites now; if there is a better one, feel free to share! Basically, I'm looking for good resources on data validation and user feedback that results from it at a theoretical level. Topics and questions I'm interested in are: Content Should I be describing what the user did correctly or incorrectly, or simply what was expected? How much detail can the user read before they get annoyed? (e.g. Is "Username cannot exceed 20 characters." enough, or should it be described more fully, such as "The username cannot be empty, and must be at least 6 characters but cannot exceed 30 characters."?) Grammar How do I decide between phrases like "must not," "may not," or "cannot"? Delivery This can depend on the project, but how should the information be delivered to the user? Should it be obtrusive (e.g. JavaScript alerts) or friendly? Should they be displayed prominently? Immediately (i.e. without confirmation steps, etc.)? Logging Do you bother logging validation errors? Internationalization Some cultures prefer or better understand directness over subtlety and vice-versa (e.g. "Don't do that!" vs. "Please check what you've done."). How do I cater to the majority of users? I may edit this list as I think more about the topic, but I'm genuinely interest in proper user feedback techniques. I'm looking for things like research results, poll results, etc. I've developed and refined my own techniques over the years that users seem to be okay with, but I work in an environment where the users prefer to adapt to what you give them over speaking up about things they don't like. I'm interested in hearing your experiences in addition to any resources to which you may be able to point me.

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  • How (recipe) to build only one kernel module?

    - by Pro Backup
    I have a bug in a Linux kernel module that causes the stock Ubuntu 14.04 kernel to oops (crash). That is why I want to edit/patch the source of only that single kernel module to add some extra debug output. The kernel module in question is mvsas and not necessary to boot. For that reason I don't see any need to update any initrd images. I have read a lot of information (as shown below) and find the setup and build process confusion. I need two recipes: to setup/configure the build environment once steps to do after editing any source file of this kernel module (.c and .h) and converting that edit into a new kernel module (.ko) The sources that have been used are: build one kernel module - Google search http://www.linuxquestions.org/questions/linux-kernel-70/rebuilding-a-single-kernel-module-595116/ http://stackoverflow.com/questions/8744087/how-to-recompile-just-a-single-kernel-module http://www.pixelbeat.org/docs/rebuild_kernel_module.html How do I build a single in-tree kernel module? http://ubuntuforums.org/showthread.php?t=1153067 http://ubuntuforums.org/showthread.php?t=2112166 http://ubuntuforums.org/showthread.php?t=1115593 build one kernel module ubuntu - Google search 'make +single +kernel +module' - Ask Ubuntu 'make +kernel +module' - Ask Ubuntu My makefile results in: No rule to make target `arch/x86/tools/relocs.c', needed '"Invalid module format"' - Ask Ubuntu Driver installation: compiling source code for newer kernel Modprobe: 'Invalid nodule format', yet works after insmod "Symbol version dump" "is missing" - Google search http://stackoverflow.com/questions/9425523/should-i-care-that-the-symbol-version-dump-is-missing-how-do-i-get-one Where can I find the corresponding Module.symvers and .config files for 12.04.3 i386 server? "no symbol version for module_layout" when trying to load usbhid.ko Broken links inside Linux header file folder 'make modules_install' - Ask Ubuntu 'modules_install' - Ask Ubuntu Empty build directory in custom compiled kernel Not able to see pr_info output In which directory are the kernel source files and how can I recompile it? How can I compile and install that patched libata-eh.c file? 'modules_install +depmod' - Ask Ubuntu modules_install depmod - Google search "make modules_install" - Google search http://www.csee.umbc.edu/courses/undergraduate/CMSC421/fall02/burt/projects/howto_build_kernel.html http://unix.stackexchange.com/questions/20864/what-happens-in-each-step-of-the-linux-kernel-building-process https://wiki.ubuntu.com/KernelCustomBuild http://www.cyberciti.biz/tips/build-linux-kernel-module-against-installed-kernel-source-tree.html http://www.linuxforums.org/forum/kernel/170617-solved-make-modules_install-different-path.html "make prepare" - Google search "make prepare" "scripts/kconfig/conf --silentoldconfig Kconfig" - Google search http://ubuntuforums.org/showthread.php?t=1963515 ubuntu "make prepare" version - Google search http://stackoverflow.com/questions/8276245/how-to-compile-a-kernel-module-against-a-new-source https://help.ubuntu.com/community/Kernel/Compile How do I compile a kernel module? How to add a custom driver to my kernel? Compile and loading kernel module without compiling the kernel

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  • Avoid SEO loss after URL structure change

    - by Eric Nguyen
    We recently re-wrote our site from Umbraco to WordPress. This has been done by third-party developers. I have been the project manager and it is my mistake that I haven't notice the change of URLs that affect SEO until now. New site was launch last Thursday. The old URL for a "place" (a WordPress custom post type, in case you're WordPress expert and want/ need to point me to another discussion on WP Stackexchange) page is as follows: ourdomain.com/singapore/central/alexandra/an-interesting-place Now it has been changed to ourdomain.com/places/an-interesting-place I have already requested the third-party developers to work rewriting the URLs to emulate the old URL structure. However, it's taking quite a lot of time (we have multiple custom post types e.g. events etc. so it might be complicated; the developers seem quite by blur when I first mentioned rewriting URLs for the custom post types) In the meantime, I wonder if there is a quicker work around for this 1) Use .htaccess to rewrite ourdomain.com/singapore/central/alexandra/an-interesting-place to ourdomain.com/places/an-interesting-place This should avoid 90% loss of the search traffic. I suppose I can learn how to do this quite quickly but no harm mentioning it here 2) Use rel="canonical" to indicate that ourdomain.com/places/an-interesting-place is the exact duplicate of ourdomain.com/singapore/central/alexandra/an-interesting-place I will definitely go for both approaches (and also I'm changing 404 page to cater for this temporary isue) but I wonder if 2) is even feasible and if I have missed anything. Is there anything else you could recommend me in this situation. Let me know if my question is not clear anywhere. Clarifications The old website is on a Windows Server EC2 completely separated from the Linux EC2 instance on which the new site is running. In addition, the same domain "ourdomain.com" is used here (an A record is used to point to an EC2 Elastic IP). Therefore, the old server is completely inaccessible at the moment, unless you we use the IP address to old server (which doesn't help me at all in this case). Even if the old server is accessible, I can't see where one can put the .htaccess or a HTML file to do 301 redirect here. Unless I'm successful with my approach 1) or the developers can rewrite the URLs with coding, 404 page is really a choice for me.

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  • Create USB installer from the command line?

    - by j-g-faustus
    I'm trying to create a bootable USB image to install Ubuntu on a new computer. I have done this before following the "create USB drive" instructions for Ubuntu desktop, but I don't have an Ubuntu desktop available. How can I do the same using only the command line? Things I've tried: Create bootable USB on Mac OS X following the ubuntu.com "create USB drive" instructions for Mac: Doesn't boot. usb-creator: According to apt-cache search usb-creator and Wikipedia usb-creator only exists as a graphical tool. "Create manually" instructions at help.ubuntu.com: None of the files and directories described (e.g. casper, filesystem.manifest, menu.lst) exist in the ISO image, and I don't know what has replaced them. unetbootin scripting: Requires X server (graphics support) to run, even when fully scripted. (The command sudo unetbootin lang=en method=diskimage isofile=~/ubuntu-10.10-server-amd64.iso installtype=USB targetdrive=/dev/sdg1 autoinstall=yes gives an error message unetbootin: cannot connect to X server.) Update Also tried GRUB fiddling: Merging information from pendrivelinux.com a related question on the Linux Stackexchange and a grub configuration example I was able to get halfway there - it booted from USB, displayed the grub menu and started the installation, but installation did not complete. For reference, this is the closest I got: sudo su # mount USB pen mount /dev/sd[X]1 /media/usb # install GRUB grub-install --force --no-floppy --root-directory=/media/usb /dev/sd[X] # copy ISO image to USB cp ~/ubuntu-10.10-server-amd64.iso /media/usb # mount ISO image, copy existing grub.cfg mount ~/ubuntu-10.10-server-amd64.iso /media/iso/ -o loop cp /media/iso/boot/grub/grub.cfg /media/usb/boot/grub/ I then edited /media/usb/boot/grub.cfg to add an .iso loopback, example grub entry: menuentry "Install Ubuntu Server" { set gfxpayload=keep loopback loop /ubuntu-10.10-server-amd64.iso linux (loop)/install/vmlinuz file=(loop)/preseed/ubuntu-server.seed iso-scan/filename=/ubuntu-10.10-server-amd64.iso quiet -- initrd (loop)/install/initrd.gz } When booting from USB, this would give me the Grub boot menu and start the installer, but the installer gave up after a couple of screens complaining that it couldn't find the CD-ROM drive. (Naturally, as the box I'm installing on doesn't have an optical drive.) I resolved this particular issue by giving up and doing the "create USB drive" routine using the Ubuntu Live desktop CD (on a computer that does have an optical drive), then the USB install works. But I expect that there is some way to do this from the command line of an Ubuntu system without X server and without an optical drive, so the question still stands. Does anyone know how?

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  • How do I import my first sprites?

    - by steven_desu
    Continuing from this question (new question - now unrelated) So I have a thorough background in programming already (algorithms, math, logic, graphing problems, etc.) however I've never attempted to code a game before. In fact, I've never had anything more than minimal input from a user during the execution of a program. Generally input was given from a file or passed through console, all necessary functions were performed, then the program terminated with an output. I decided to try and get in on the world of game development. From several posts I've seen around gamedev.stackexchange.com XNA seems to be a favorite, and it was recommended to me when I asked where to start. I've downloaded and installed Visual Studio 2010 along with the XNA Framework and now I can't seem to get moving in the right direction. I started out looking on Google for "xna game studio tutorial", "xna game development beginners", "my first xna game", etc. I found lots of crap. The official "Introduction to Game Studio 4.0" gave me this (plus my own train of thought happily pasted on top thanks to MSPaint): http://tinypic.com/r/2w1sgvq/7 The "Get Additional Help" link (my best guess, since there was no "Continue" or "Next" link) lead me to this page: http://tinypic.com/r/2qa0dgx/7 I tried every page. The forum was the only thing that seemed helpful, however searching for "beginner", "newbie", "getting started", "first project", and similar on the forums turned up many threads with specific questions that are a bit above my level ("beginner to collision detection", for instance) Disappointed I returned to the XNA Game Studio home page. Surely their own website would have some introduction, tutorial, or at least a useful link to a community. EVERYTHING on their website was about coding Windows Phone 7.... Everything. http://tinypic.com/r/10eit8i/7 http://tinypic.com/r/120m9gl/7 Giving up on any official documentation after a while, I went back to Google. I managed to locate www.xnadevelopment.com. The website is built around XNA Game Studio 3.0, but how different can 3.0 be from 4.0?.... Apparently different enough. http://tinypic.com/r/5d8mk9/7 http://tinypic.com/r/25hflli/7 Figuring that this was the correct folder, I right-clicked.... http://tinypic.com/r/24o94yu/7 Hmm... maybe by "Add Content Reference" they mean "Add a reference to an existing file (content)"? Let's try it (after all- it's my only option) http://tinypic.com/r/2417eqt/7 At this point I gave up. I'm back. My original goal in my last question was to create a keyboard-navigable 3D world (no physics necessary, no logic or real game necessary). After my recent failures my goal has been revised. I want to display an image on the screen. Hopefully in time I'll be able to move it with the keyboard.

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  • Joomla Hide Menu Item, or: Using Rich Content as part of the navigation

    - by chiccodoro
    In my Joomla based web site, I have a two layer main menu. The page layout contains two sections whereas the left one displays the content and the right one displays some other kind of content which at the same time serves as a menu. For example, if the user clicks on the "Products" - "SomeCategory" 2nd level menu item, the left section displays an image. The right section lists all products of that category. Each product is represented by an image and text. The content is scrollable. This section is implemented by means of a custom module (mod_custom) assigned to the menu. The content is rich text (HTML). Each product is entered manually by adding a picture and a text in the WYSIWYG editor, and by inserting a link for the picture and text. Now the issue: When the user clicks on a product, I want to display the corresponding product description article ("SomeProduct") to the left, accounting for the following requirements: The bread crumb now displays "Products - SomeCategory - SomeProduct" The main menu still displays the 2nd level for "Products", and "SomeCategory" is still marked as selected. (I would love if the right section which lists the product would remain in the exact same scroll state, but that's a completely different story.) If I link the product entry from the right hand side directly to the article "SomeProduct", then the article appears to the left, but the breadcrumb and menu are reset. So I wanted to create a hidden menu item "SomeProduct" beneath "SomeCategory", and to link the product entry to that menu item. This way, if I click on the product entry, the article appears to the left, the breadcrumb behaves correctly, and the menu state is preserved. However, it is not possible to configure the SomeProduct menu item as "hidden", therefore it appears in the main menu. I found some resources that suggest to create another menu, called "hidden", which does not use any modules, and to create the "SomeProduct" menu item in that menu. Unfortunately this did not work for me: If I link that menu item from the product entry, and click on that entry, then the article appears to the left, but the menu is reset, and the breadcrumb displays "SomeProduct" instead of "Products SomeCategory SomeProduct". Lucky me! I found an appropriate stackexchange site where I can pour out my heart to you guys. Sure you can help me :-)

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  • How to handle this unfortunately non hypothetical situation with end-users?

    - by User Smith
    I work in a medium sized company but with a very small IT force. Last year (2011), I wrote an application that is very popular with a large group of end-users. We hit a deadline at the end of last year and some functionality (I will call funcA from now on) was not added into the application that was wanted at the very end. So, this application has been running in live/production since the end of 2011, I might add without issue. Yesterday, a whole group of end-users started complaining that funcA that was never in the application is no longer working. Our priority at this company is that if an application is broken it must be fixed first prior to prioritized projects. I have compared code and queries and there is no difference since 2011, which is proofA. I then was able to get one of the end-users to admit that it never worked proofB, but since then that end-user has went back and said that it was working previously......I believe the horde of end-users has assimilated her. I have also reviewed my notes for this project which has requirements and daily updates regarding the project which specifically states, "funcA not achieved due to time constraints", proofC. I have spoken with many of them and I can see where they could be confused as they are very far from a programming background, but I also know they are intelligent enough to act in a group in order to bypass project prioritization orders in order to get functionality that they want to make their job easier. The worst part is is that now group think is setting in and my boss and the head of IT is actually starting to believe them, even though there is no code or query changes. As far as reviewing the state of the logic it is very cut and dry to the point of if 1 = 1, funcA will not work. So, this is the end of the description of my scenario, but I am trying not to get severally dinged on my performance metrics due to this which would essentially have me moved to fixing a production problem that doesn't exist that will probably take over 1 month. I am looking for direct answers to this question. This question is not for rants, polling, or discussions as this is not the format for StackExchange. Please don't downvote me too terribly it is pretty common on this specific site of stack, I am looking for honest answers to this situation and I couldn't find a forum more appropriate.

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  • prism and multiple screens

    - by Avi
    OK - I am studying Prism a little because of a "free weekend" offer on Pluralsight. As this is proving too complex for me, I went to the Prism book and looked at the forward, and this is what it said: What comes after “Hello, World?” WPF and Silverlight developers are blessed with an abundance of excellent books... There’s no lack of tutorials on Model-View-ViewModel ... But they stop short of the guidance you need to deliver a non-trivial application in full. Your first screen goes well. You add a second screen and a third. Because you started your solution with the built-in “Navigation Application Template,” adding new screens feels like hanging shirts on a closet rod. You are on a roll. Until the harsh reality of real application requirements sets in. As it happens, your application has 30 screens not three. There’s no room on that closet rod for 30 screens. Some screens are modal pop-ups; you don’t navigate to a pop-up. Screens become interdependent such that user activity in one screen triggers changes that propagate throughout the UI. Some screens are optional; others are visible only to authorized users. Some screens are permanent, while other screens can be opened and closed at will. You discover that navigating back to a previously displayed screen creates a new instance. That’s not what you expected and, to your horror, the prior instance is gone along with the user’s unsaved changes. Now the issue is, I don't relate to this description. I've never been a UI programmer, but same as everyone else I'm using Windows apps such as MS-Office, and web sites such as Amazon, Facebook and StackExchange. And I look at these and I don't see many "so many screens" issues! Indeed, the only applications having many windows I can think of is Visual Studio. Maybe also Visio, a little. But take Word - You have a ribbon and a main window. Or take Facebook: You have those lists on the left (Favorites, Lists, Groups etc.), the status middle, the adds and then the Contacts sidebar. But it's only one page. Of course, I understand that in enterprise scenarios there are dashboad applications where multiple segments of the screen are updated from multiple non-related services. This I dig. But other scenarios? So - What am I missing? What is the "multiple screens" monster Pirsm is supposed to be the silver bullet solution for? Shoud I invest in studying Prism in addition to learning WPF or ASP.NET MVC?

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  • Best Advice Ever: Learn By Helping Others

    - by Argenis
    I remember when back in 2001 my friend and former SQL Server MVP Carlos Eduardo Rojas was busy earning his MVP street-cred in the NNTP forums, aka Newsgroups. I always thought he was playing the Sheriff trying to put some order in a Wild Wild West town by trying to understand what these people were asking. He spent a lot of time doing this stuff – and I thought it was just plain crazy. After all, he was doing it for free. What was he gaining from all of that work? It was not until the advent of Twitter and #SQLHelp that I realized the real gain behind helping others. Forget about the glory and the laurels of others thanking you (and thinking you’re the best thing ever – ha!), or whatever award with whatever three letter acronym might be given to you. It’s about what you learn in the process of helping others. See, when you teach something, it’s usually at a fixed date and time, and on a specific topic. But helping others with their issues or general questions is something that goes on 24x7, on whatever topic under the sun. Just go look at sites like DBA.StackExchange.com, or the SQLServerCentral forums. It’s questions coming in literally non-stop from all corners or the world. And yet a lot of people are willing to help you, regardless of who you are, where you come from, or what time of day it is. And in my case, this process of helping others usually leads to me learning something new. Especially in those cases where the question isn’t really something I’m good at. The delicate part comes when you’re ready to give an answer, but you’re not sure. Often times I’ll try to validate with Internet searches and what have you. Often times I’ll throw in a question mark at the end of the answer, so as not to look authoritative, but rather suggestive. But as time passes by, you get more and more comfortable with that topic. And that’s the real gain.  I have done this for many years now on #SQLHelp, which is my preferred vehicle for providing assistance. I cannot tell you how much I’ve learned from it. By helping others, by watching others help. It’s all knowledge and experience you gain…and you might not be getting all that in your day job today. Such thing, my dear reader, is invaluable. It’s what will differentiate yours amongst a pack of resumes. It’s what will get you places. Take it from me - a guy who, like you, knew nothing about SQL Server.

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  • What are different ways to reduce latency between a server and a web application? [closed]

    - by jjoensuu
    this is a question about a web application that provides SOAP web services. For the sake of this question, this web app is hosted on a server SERVER B which is located in California. We have an automated, scheduled, process running on a server SERVER A, located in New York. This scheduled process is supposed to send SOAP messages to SERVER B every so often, but this process typically dies soon after starting. We have now been told by the vendor that reason why the process dies is because of the latency between SERVER A and SERVER B. The data traffic is routed through many diffent public networks. There is no dedicated line between SERVER A and SERVER B. As a result I have been asked to look into ways to reduce the latency between SERVER A and SERVER B. So I wanted to ask, what are the different ways to reduce latency in a situation like this? For example, would it help to switch from HTTPS to some other secure protocol? (the thought here is that perhaps some other alternative would require fewer handshakes than HTTPS). Or would a VPN help? If a VPN would reduce the latency, how would it do that? NOTE: I am not looking for an explicit answer that would work in my specific situation. I am more like looking just for a simple list of what technologies could be used for this. I will still have to evaluate the technologies and discuss them internally with others, so the list would just be a starting point. Here I am assuming that there exists very few ways to reduce latency between two servers that communicate across public networks using HTTPS. Feel free to correct me if this assumption is wrong and please ask if there is a need for specific information. NOTE 2: A list of technologies is a specific answer to the question I stated in the title. NOTE 3: Its rather dumb to close this question when it is after all about me looking for information and furthermore this information can clearly be useful for others. Anyway luckily there are other sites where I can ask around. StackExchange seems to attached to their own philosophical principles. Many thanks

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