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  • How to determine position (x,y) relative to the page of every character inside spans through javascript?

    - by Fernando
    This is as simple as I can get. I will have several spans randomly positioned on the screen through something like: $(".hidden:first").css('-webkit-transform','rotate('+((0.5-Math.random())*40)+'deg)'); $(".hidden:first").animate({ left: '+=' + (((screen.width-800-224)/2) + Math.random()*800), top: '+=' + (50+Math.random()*600) } [...] and later on I would like to iterate through every char of every of those elements (that are randomly position and have random rotation), and I would need to discover the (x,y) position of every character on the screen so I can colorize it, forming certain draws according to certain functions. Is this easily achievable? I am really inexperienced at javascript. Thanks. Fernando.

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  • counting twice in a query, once using restrictions

    - by Andrew Heath
    Given the following tables: Table1 [class] [child] math boy1 math boy2 math boy3 art boy1 Table2 [child] [glasses] boy1 yes boy2 yes boy3 no If I want to query for number of children per class, I'd do this: SELECT class, COUNT(child) FROM Table1 GROUP BY class and if I wanted to query for number of children per class wearing glasses, I'd do this: SELECT Table1.class, COUNT(table1.child) FROM Table1 LEFT JOIN Table2 ON Table1.child=Table2.child WHERE Table2.glasses='yes' GROUP BY Table1.class but what I really want to do is: SELECT class, COUNT(child), COUNT(child wearing glasses) and frankly I have no idea how to do that in only one query. help?

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  • Algorithm for dragging objects on a fixed grid

    - by FlyingStreudel
    Hello, I am working on a program for the mapping and playing of the popular tabletop game D&D :D Right now I am working on getting the basic functionality like dragging UI elements around, snapping to the grid and checking for collisions. Right now every object when released from the mouse immediately snaps to the nearest grid point. This causes an issue when something like a player object snaps to a grid point that has a wall -or other- adjacent. So essentially when the player is dropped they wind up with some of the wall covering them. This is fine and working as intended, however the problem is that now my collision detection is tripped whenever you try to move this player because its sitting underneath a wall and because of this you cant drag the player anymore. Here is the relevant code: void UIObj_MouseMove(object sender, MouseEventArgs e) { blocked = false; if (dragging) { foreach (UIElement o in ((Floor)Parent).Children) { if (o.GetType() != GetType() && o.GetType().BaseType == typeof(UIObj) && Math.Sqrt(Math.Pow(((UIObj)o).cX - cX, 2) + Math.Pow(((UIObj)o).cY - cY, 2)) < Math.Max(r.Height + ((UIObj)o).r.Height, r.Width + ((UIObj)o).r.Width)) { double Y = e.GetPosition((Floor)Parent).Y; double X = e.GetPosition((Floor)Parent).X; Geometry newRect = new RectangleGeometry(new Rect(Margin.Left + (X - prevX), Margin.Top + (Y - prevY), Margin.Right + (X - prevX), Margin.Bottom + (Y - prevY))); GeometryHitTestParameters ghtp = new GeometryHitTestParameters(newRect); VisualTreeHelper.HitTest(o, null, new HitTestResultCallback(MyHitTestResultCallback), ghtp); } } if (!blocked) { Margin = new Thickness(Margin.Left + (e.GetPosition((Floor)Parent).X - prevX), Margin.Top + (e.GetPosition((Floor)Parent).Y - prevY), Margin.Right + (e.GetPosition((Floor)Parent).X - prevX), Margin.Bottom + (e.GetPosition((Floor)Parent).Y - prevY)); InvalidateVisual(); } prevX = e.GetPosition((Floor)Parent).X; prevY = e.GetPosition((Floor)Parent).Y; cX = Margin.Left + r.Width / 2; cY = Margin.Top + r.Height / 2; } } internal virtual void SnapToGrid() { double xPos = Margin.Left; double yPos = Margin.Top; double xMarg = xPos % ((Floor)Parent).cellDim; double yMarg = yPos % ((Floor)Parent).cellDim; if (xMarg < ((Floor)Parent).cellDim / 2) { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg, yPos - yMarg, xPos - xMarg + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } else { if (yMarg < ((Floor)Parent).cellDim / 2) { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + r.Height); } else { Margin = new Thickness(xPos - xMarg + ((Floor)Parent).cellDim, yPos - yMarg + ((Floor)Parent).cellDim, xPos - xMarg + ((Floor)Parent).cellDim + r.Width, yPos - yMarg + ((Floor)Parent).cellDim + r.Height); } } } Essentially I am looking for a simple way to modify the existing code to allow the movement of a UI element that has another one sitting on top of it. Thanks!

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  • How can I make my counter look less fake?

    - by Eddy Pronk
    I'm using this bit of code to display the number of users on a site. My customer is complaining it looks fake. Any suggestions? var visitors = 187584; var updateVisitors = function() { visitors++; var vs = visitors.toString(), i = Math.floor(vs.length / 3), l = vs.length % 3; while (i-->0) if (!(l==0&&i==0)) vs = vs.slice(0,i*3+l) + ',' + vs.slice(i*3+l); $('#count').text(vs); setTimeout(updateVisitors, Math.random()*2000); }; setTimeout(updateVisitors, Math.random()*2000);

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  • LWJGL Circle program create's an oval-like shape

    - by N1ghtk1n9
    I'm trying to draw a circle in LWJGL, but when I draw I try to draw it, it makes a shape that's more like an oval rather than a circle. Also, when I change my circleVertexCount 350+, the shape like flips out. I'm really not sure how the code works that creates the vertices(I have taken Geometry and I know the basic trig ratios). I haven't really found that good of tutorials on creating circles. Here's my code: public class Circles { // Setup variables private int WIDTH = 800; private int HEIGHT = 600; private String title = "Circle"; private float fXOffset; private int vbo = 0; private int vao = 0; int circleVertexCount = 300; float[] vertexData = new float[(circleVertexCount + 1) * 4]; public Circles() { setupOpenGL(); setupQuad(); while (!Display.isCloseRequested()) { loop(); adjustVertexData(); Display.update(); Display.sync(60); } Display.destroy(); } public void setupOpenGL() { try { Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); Display.setTitle(title); Display.create(); } catch (LWJGLException e) { e.printStackTrace(); System.exit(-1); } glClearColor(0.0f, 0.0f, 0.0f, 0.0f); } public void setupQuad() { float r = 0.1f; float x; float y; float offSetX = 0f; float offSetY = 0f; double theta = 2.0 * Math.PI; vertexData[0] = (float) Math.sin(theta / circleVertexCount) * r + offSetX; vertexData[1] = (float) Math.cos(theta / circleVertexCount) * r + offSetY; for (int i = 2; i < 400; i += 2) { double angle = theta * i / circleVertexCount; x = (float) Math.cos(angle) * r; vertexData[i] = x + offSetX; } for (int i = 3; i < 404; i += 2) { double angle = Math.PI * 2 * i / circleVertexCount; y = (float) Math.sin(angle) * r; vertexData[i] = y + offSetY; } FloatBuffer vertexBuffer = BufferUtils.createFloatBuffer(vertexData.length); vertexBuffer.put(vertexData); vertexBuffer.flip(); vao = glGenVertexArrays(); glBindVertexArray(vao); vbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER,vertexBuffer, GL_STATIC_DRAW); glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } public void loop() { glClear(GL_COLOR_BUFFER_BIT); glBindVertexArray(vao); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_FAN, 0, vertexData.length / 2); glDisableVertexAttribArray(0); glBindVertexArray(0); } public static void main(String[] args) { new Circles(); } private void adjustVertexData() { float newData[] = new float[vertexData.length]; System.arraycopy(vertexData, 0, newData, 0, vertexData.length); if(Keyboard.isKeyDown(Keyboard.KEY_W)) { fXOffset += 0.05f; } else if(Keyboard.isKeyDown(Keyboard.KEY_S)) { fXOffset -= 0.05f; } for(int i = 0; i < vertexData.length; i += 2) { newData[i] += fXOffset; } FloatBuffer newDataBuffer = BufferUtils.createFloatBuffer(newData.length); newDataBuffer.put(newData); newDataBuffer.flip(); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferSubData(GL_ARRAY_BUFFER, 0, newDataBuffer); glBindBuffer(GL_ARRAY_BUFFER, 0); } } 300 Vertex Count(This is my main problem) 400 Vertex Count - I removed this image, it's bugged out, should be a tiny sliver cut out from the right, like a secant 500 Vertex Count Each 100, it removes more and more of the circle, and so on.

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  • Re-encoding a video file and increasing the size -- does this improve the quality?

    - by Josh
    If I have a video file at 320x240 resolution which I want to re-encode (because I don't like the encoding it's in now) and I also want to play it at double size (640x480), will I get higher quality if I scale it up to 640x480 when I convert it to a new format, verses keeping it at 320x240 in the new format and playing it at double size? This probably depends on the program used to convert, and if so, please let me know any program which might increase the quality. Here's my thinking. If I play a 320x240 file at double size, the system has to scale up each frame in real time, whereas if I scale up while recompressing the system may be able to use a more intensive algorythm like Bicubic interpolation . However I am not sure if this is true or not.

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  • Printing out variables in c changes values of variables

    - by George Wilson
    I have an odd problem with some c-programme here. I was getting some wrong values in a matrix I was finding the determinant of and so I started printing variables - yet found that by printing values out the actual values in the code changed. I eventually narrowed it down to one specific printf statement - highlighted in the code below. If I comment out this line then I start getting incorrect values in my determinent calculations, yet by printing it out I get the value out I expect Code below: #include <math.h> #include <stdio.h> #include <stdlib.h> #define NUMBER 15 double determinant_calculation(int size, double array[NUMBER][NUMBER]); int main() { double array[NUMBER][NUMBER], determinant_value; int size; array[0][0]=1; array[0][1]=2; array[0][2]=3; array[1][0]=4; array[1][1]=5; array[1][2]=6; array[2][0]=7; array[2][1]=8; array[2][2]=10; size=3; determinant_value=determinant_calculation(size, array); printf("\n\n\n\n\n\nDeterminant value is %lf \n\n\n\n\n\n", determinant_value); return 0; } double determinant_calculation(int size, double array[NUMBER][NUMBER]) { double determinant_matrix[NUMBER][NUMBER], determinant_value; int x, y, count=0, sign=1, i, j; /*initialises the array*/ for (i=0; i<(NUMBER); i++) { for(j=0; j<(NUMBER); j++) { determinant_matrix[i][j]=0; } } /*does the re-cursion method*/ for (count=0; count<size; count++) { x=0; y=0; for (i=0; i<size; i++) { for(j=0; j<size; j++) { if (i!=0&&j!=count) { determinant_matrix[x][y]=array[i][j]; if (y<(size-2)) { y++; } else { y=0; x++; } } } } //commenting this for loop out changes the values of the code determinent prints -7 when commented out and -3 (expected) when included! for (i=0; i<size; i++) { for(j=0; j<size; j++){ printf("%lf ", determinant_matrix[i][j]); } printf("\n"); } if(size>2) { determinant_value+=sign*(array[0][count]*determinant_calculation(size-1 ,determinant_matrix)); } else { determinant_value+=sign*(array[0][count]*determinant_matrix[0][0]); } sign=-1*sign; } return (determinant_value); } I know its not the prettiest (or best way) of doing what I'm doing with this code but it's what I've been given - so can't make huge changes. I don't suppose anyone could explain why printing out the variables can actually change the values? or how to fix it because ideally i don't want to!!

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  • Makefile automatic link dependency ?

    - by Kuang Chen
    It's easy to let program figure out the dependency at compile time, (with gcc -MM). Nevertheless, link dependency (deciding which libraries should be linked to) seems to be difficult to figure out. This issue become emergent when multiple targets with individual libraries to link to are needed. For instance, three dynamic library targets t1.so, t2.so and t3.so needs to be built. t1.so needs math library (-lm), while t2 and t3 don't. It would be tedious to write separate rules. A single rule requiring the three targets linked with math library saves the trouble. However, it causes inflation of target size since math library is unused for t2.so and t3.so. Any ideas?

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  • SensorManager method crashes program

    - by Aidan
    Hi guys, When I run the following method my Android application crashes. I can't find the error because I get a "Source Not Found" error. Anyone have any idea's what I'm doing wrong? public void bearing(){ SensorManager sm = (SensorManager)getSystemService(Context.SENSOR_SERVICE); Sensor aSensor = sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER); Sensor mfSensor = sm.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD); sm.registerListener(myAccelerometerListener, aSensor, SensorManager.SENSOR_DELAY_UI); sm.registerListener(myMagneticFieldListener, mfSensor, SensorManager.SENSOR_DELAY_UI); float[] values = new float[3]; float[] R = new float[9]; SensorManager.getRotationMatrix(R, null, accelerometerValues, magneticFieldValues); SensorManager.getOrientation(R, values); //Convert from Radians to degrees values[0] = (float) Math.toDegrees(values[0]); values[1] = (float) Math.toDegrees(values[1]); values[2] = (float) Math.toDegrees(values[2]); }

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  • Heap property of this array

    - by davit-datuashvili
    From programming pearls, it is known that array[1...n] has heap property if for all 2<=i<=n x[i/2]<=x[i]. Here is my code: import java.math.*; public class Heap { public static void main(String[]args){ int x[]=new int[]{12,20,15,29,23,17,22,35,40,26,51,19}; int i=1; while (i<x.length) { if (x[Math.round(i/2)]<=x[i]) System.out.println("heap"); i++; } System.out.println("not heap"); } } Here I used Math.round because 4/2 and 5/2 is same and =2. When I compile this code it shows me at last line that it is not heap. Maybe because the index starts from 1 and we don't pay attention to index 0, yes?

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  • Share iTunes Library from Nas across several clients. How in Windows

    - by Mych
    I found this article http://gigaom.com/apple/one-itunes-library-on-multiple-computers/ which describes sharing a single library with multiple clients. Unfortunately this article is for Macs and I use Windows. The article mentions 3 jobs that need to be completed.' A) - pointing all clients to the location of the Library. This is understandable and I can replicate using windows clients. B) Universal Library Set-up. This mentions holing the option key and double click iTunes icon. This is so you can create the index at a specific location C) Point clients to index. Again this mentions Option double click. What is the Windows equivalent to option double click iTunes?

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  • why is my intent not useful?

    - by user1634887
    This is my first to ask here. I write the code for a Broadcast A start another Broadcast B. But the Broadcast B didn't get the intent's value. Broadcast A:get the sms contain message and start B public void onReceive(Context context, Intent intent) { Object[] pdus=(Object[])intent.getExtras().get("pdus"); for(Object pdu:pdus) { byte[] date=(byte[])pdu; SmsMessage message=SmsMessage.createFromPdu(date); String sender=message.getOriginatingAddress(); String body=message.getMessageBody(); if(sender.equals(AppUtil.herPhone)&&body.regionMatches(0, AppUtil.herSmsText, 0, 18)) { Toast.makeText(context, body, Toast.LENGTH_LONG).show(); String [] bodyArray=body.split(" "); String longitude=bodyArray[1]; String latitude=bodyArray[2]; **Intent uiIntent=new Intent(); Bundle bundle=new Bundle(); bundle.putString("longitude", longitude); bundle.putString("latitude", latitude); uiIntent.putExtras(bundle); uiIntent.setAction("android.janmac.location"); context.sendBroadcast(uiIntent);** abortBroadcast(); } } } Boardcast B: it nest in an Activity. register: button.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { AppUtil.SendMessage(MainActivity.this); uiReceiver=new UIReceiver(); IntentFilter filter=new IntentFilter(); filter.addAction("android.janmac.location"); registerReceiver(uiReceiver, filter); } }); extend: private class UIReceiver extends BroadcastReceiver { @Override public void onReceive(Context context, Intent intent) { Log.v("location","uireceiver????!"); **Bundle bundle=new Bundle(); bundle=intent.getExtras(); herLongitude=Double.valueOf(bundle.getString("longitude")); herLatitude=Double.valueOf(bundle.getString("latitude"));** } } but the bundle couldn't get any values. here is log: 08-30 11:17:40.494: D/AndroidRuntime(2359): Shutting down VM 08-30 11:17:40.514: W/dalvikvm(2359): threadid=1: thread exiting with uncaught exception (group=0x40018560) 08-30 11:17:40.544: E/AndroidRuntime(2359): FATAL EXCEPTION: main 08-30 11:17:40.544: E/AndroidRuntime(2359): java.lang.RuntimeException: Error receiving broadcast Intent { act=android.janmac.location (has extras) } in com.example.locationclient.MainActivity$UIReceiver@40513690 08-30 11:17:40.544: E/AndroidRuntime(2359): at android.app.LoadedApk$ReceiverDispatcher$Args.run(LoadedApk.java:722) 08-30 11:17:40.544: E/AndroidRuntime(2359): at android.os.Handler.handleCallback(Handler.java:587) 08-30 11:17:40.544: E/AndroidRuntime(2359): at android.os.Handler.dispatchMessage(Handler.java:92) 08-30 11:17:40.544: E/AndroidRuntime(2359): at android.os.Looper.loop(Looper.java:130) 08-30 11:17:40.544: E/AndroidRuntime(2359): at android.app.ActivityThread.main(ActivityThread.java:3835) 08-30 11:17:40.544: E/AndroidRuntime(2359): at java.lang.reflect.Method.invokeNative(Native Method) 08-30 11:17:40.544: E/AndroidRuntime(2359): at java.lang.reflect.Method.invoke(Method.java:507) 08-30 11:17:40.544: E/AndroidRuntime(2359): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:864) 08-30 11:17:40.544: E/AndroidRuntime(2359): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:622) 08-30 11:17:40.544: E/AndroidRuntime(2359): at dalvik.system.NativeStart.main(Native Method) 08-30 11:17:40.544: E/AndroidRuntime(2359): Caused by: java.lang.NumberFormatException 08-30 11:17:40.544: E/AndroidRuntime(2359): at org.apache.harmony.luni.util.FloatingPointParser.parseDblImpl(Native Method) 08-30 11:17:40.544: E/AndroidRuntime(2359): at org.apache.harmony.luni.util.FloatingPointParser.parseDouble(FloatingPointParser.java:283) 08-30 11:17:40.544: E/AndroidRuntime(2359): at java.lang.Double.parseDouble(Double.java:318) 08-30 11:17:40.544: E/AndroidRuntime(2359): at java.lang.Double.valueOf(Double.java:356) 08-30 11:17:40.544: E/AndroidRuntime(2359): at com.example.locationclient.MainActivity$UIReceiver.onReceive(MainActivity.java:231) 08-30 11:17:40.544: E/AndroidRuntime(2359): at android.app.LoadedApk$ReceiverDispatcher$Args.run(LoadedApk.java:709) 08-30 11:17:40.544: E/AndroidRuntime(2359): ... 9 more enter code here

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  • Jquery incrementing number +1 0n page refresh.

    - by sameast
    Hi guys i am trying to modify this code here. $(document).ready(function() { var randomImages = ['img-1','img-2','img-3','img-4']; var rndNum = Math.floor(Math.random() * randomImages.length); $("div#bg-image").css({ background: "url(http://example.com/images/" + randomImages[rndNum] + ".jpg) no-repeat" }); }); This works fine and gives me a random image each time which is great but what i need is for the image to increment +1 each time on page refresh. This is because sometimes i can refresh 3 times and will still get the same image show when using Math.random(). I need to cancel the random and set +1 each time. Any help

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  • JQuery Calculator not working

    - by user2798091
    I am trying to build a tile calculator but can't seem to get the following code to work: JQuery: $(document).ready( function caculateForm() { var length = document.getElementById('length').value; var width = document.getElementById('width').value; var size = document.getElementById('size').value; var compute = (length * width) / (size / 100); var total = compute * 100; var allowance = (compute * 100) * .10; allowance = Math.floor(total) + Math.floor(allowance + 1); document.getElementById('total').value = Math.floor(total); document.getElementById('allowance').value = allowance; } }); $(document).ready( function clearFileInput(id) { var elem = document.getElementById(id); elem.parentNode.innerHTML = elem.parentNode.innerHTML; } }); Here is my jsfiddle

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  • SQL SERVER – Find Max Worker Count using DMV – 32 Bit and 64 Bit

    - by pinaldave
    During several recent training courses, I found it very interesting that Worker Thread is not quite known to everyone despite the fact that it is a very important feature. At some point in the discussion, one of the attendees mentioned that we can double the Worker Thread if we double the CPU (add the same number of CPU that we have on current system). The same discussion has triggered this quick article. Here is the DMV which can be used to find out Max Worker Count SELECT max_workers_count FROM sys.dm_os_sys_info Let us run the above query on my system and find the results. As my system is 32 bit and I have two CPU, the Max Worker Count is displayed as 512. To address the previous discussion, adding more CPU does not necessarily double the Worker Count. In fact, the logic behind this simple principle is as follows: For x86 (32-bit) upto 4 logical processors  max worker threads = 256 For x86 (32-bit) more than 4 logical processors  max worker threads = 256 + ((# Procs – 4) * 8) For x64 (64-bit) upto 4 logical processors  max worker threads = 512 For x64 (64-bit) more than 4 logical processors  max worker threads = 512+ ((# Procs – 4) * 8) In addition to this, you can configure the Max Worker Thread by using SSMS. Go to Server Node >> Right Click and Select Property >> Select Process and modify setting under Worker Threads. According to Book On Line, the default Worker Thread settings are appropriate for most of the systems. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Query, SQL Scripts, SQL Server, SQL System Table, SQL Tips and Tricks, T SQL, Technology Tagged: SQL DMV

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  • Install Adobe AIR on Ubuntu/Linux

    Since quite some time Adobe Technologies released the Linux version of Adobe AIR to bring web applications and widgets to your desktop. Installing new applications on a Linux system is not always as easy as switching the computer on. The following instructions might be helpful to install Adobe AIR on any Linux system. First of all, get the latest installer of Adobe AIR from http://get.adobe.com/air/ - as of writing this article the file name is AdobeAIRInstaller.bin. Save the download in your preferred folder. Now, there are two ways to run the installer - visual style or console style. Visual Installation Launch your favorite or standard file manager like thunar or nautilus and browse to the folder where the AdobeAIRInstaller.bin has been saved. Right click on the file and choose 'Properties' in the context menu Set 'Execute' permissions and confirm modifications with OK Rename file into AdobeAIRInstaller Double click and follow the instructions Using the console Open a terminal like xterm Change into the directory where you stored the download Run this command:[code]chmod +x AdobeAIRInstaller.bin[/code] Now run this command:[code]sudo ./AdobeAIRInstaller.bin[/code] The normal installer will open, install it. From now whenever you download a .air file, just double click it and it will be installed. Troubleshooting In case that the installation does not start properly, try to install via console. This gives you more details about the reasons. Should you run into something like this: [code]AdobeAIRInstaller.bin: 1: Syntax error: "(" unexpected[/code] Double check the execute permission of the installer file and try again.

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  • Extreme Optimization –Mathematical Constants and Basic Functions

    - by JoshReuben
    Machine constants The MachineConstants class - contains constants for floating-point arithmetic because the CLS System.Single and Double floating-point types do not follow the standard conventions and are useless. machine constants for the Double type: machine precision: Epsilon , SqrtEpsilon CubeRootEpsilon largest possible value: MaxDouble , SqrtMaxDouble, LogMaxDouble smallest Double-precision floating point number that is greater than zero: MinDouble , SqrtMinDouble , LogMinDouble A similar set of constants is available for the Single Datatype  Mathematical Constants The Constants class contains static fields for many mathematical constants and common expressions involving small integers – if you are doing thousands of iterations, you wouldn't want to calculate OneOverSqrtTwoPi , Sqrt17 or Log17 !!! Fundamental constants E - The base for the natural logarithm, e (2.718...). EulersConstant - (0.577...). GoldenRatio - (1.618...). Pi - the ratio between the circumference and the diameter of a circle (3.1415...). Expressions involving fundamental constants: TwoPi, PiOverTwo, PiOverFour, LogTwoPi, PiSquared, SqrPi, SqrtTwoPi, OneOverSqrtPi, OneOverSqrtTwoPi Square roots of small integers: Sqrt2, Sqrt3, Sqrt5, Sqrt7, Sqrt17 Logarithms of small integers: Log2, Log3, Log10, Log17, InvLog10  Elementary Functions The IterativeAlgorithm<T> class in the Extreme.Mathematics namespace defines many elementary functions that are missing from System.Math. Hyperbolic Trig Functions: Cosh, Coth, Csch, Sinh, Sech, Tanh Inverse Hyperbolic Trig Functions: Acosh, Acoth, Acsch, Asinh, Asech, Atanh Exponential, Logarithmic and Miscellaneous Functions: ExpMinus1 - The exponential function minus one, ex-1. Hypot - The hypotenuse of a right-angled triangle with specified sides. LambertW - Lambert's W function, the (real) solution W of x=WeW. Log1PlusX - The natural logarithm of 1+x. Pow - A number raised to an integer power.

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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Why, in WPF, do we set an object to Stretch via its Alignment properties instead of Width/Height?

    - by Jonathan Hobbs
    In WPF's XAML, we can tell an element to fill its container like this: <Button HorizontalAlignment="Stretch" VerticalAlignment="Stretch" /> Why is it that when we set an element to Stretch, we do it via the HorizontalAlignment and VerticalAlignment properties? Why did the WPF design team decide to take this approach over having Width="Stretch" and Height="Stretch"? I presume it was a calculated decision, and I'm curious about the reasoning. CSS, among other technologies, follows the convention that stretching is done via the width and height properties, and that alignment affects positioning exclusively. This seems intuitive enough: stretching the element is manipulating its width and height, after all! Using the corresponding alignment property to stretch an element seems counter-intuitive and unusual in comparison. This makes me think they didn't just pick this option for no reason: they made a calculated decision and had reasons behind it. Width and Height use the double data type, which would ordinarily mean assigning it a string would be silly. However, WPF's Window objects can take Width="Auto", which gets treated as double.NaN. Couldn't Width="Stretch" be stored as double.PositiveInfinity or some other value?

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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • Music player with a few specific requirements

    - by Jordan Uggla
    I am looking for a music player with a few specific requirements: Must have a search function that whittles down results as you type, searching the entire library. Must start playing a song when double clicked, and not continue to another song when that song finishes. Must be approachable and immediately usable by people completely unfamiliar with the program. I think this is mostly covered by the first two requirements being met. I've tried many players but unfortunately every one has failed to meet at least one of the requirements. Rhythmbox meets 1 and 3, but continues to the next search result after the song which was double clicked ends. Banshee is basically the same as Rhythmbox. While it has an option to "Stop when finished" this cannot (as far as I can tell) be made the default when double clicking a song. Audacious (as far as I can tell) fails at 1. Muine meets requirements 1 and 2, but unfortunately I couldn't make the search dialog always shown like it is with Rhythmbox / Banshee which, despite its very simple interface, made Muine incomprehensible to people trying to use it for the first time. Amarok I could not configure to meet requirement 1, but I think it's likely I was just missing something, and with its configurability I'm confident that I can set it up to meet requirements 2 and 3.

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  • How to handle monetary values in PHP and MySql?

    - by Songo
    I've inherited a huge pile of legacy code written in PHP on top of a MySQL database. The thing I noticed is that the application uses doubles for storage and manipulation of data. Now I came across of numerous posts mentioning how double are not suited for monetary operations because of the rounding errors. However, I have yet to come across a complete solution to how monetary values should be handled in PHP code and stored in a MySQL database. Is there a best practice when it comes to handling money specifically in PHP? Things I'm looking for are: How should the data be stored in the database? column type? size? How should the data be handling in normal addition, subtraction. multiplication or division? When should I round the values? How much rounding is acceptable if any? Is there a difference between handling large monetary values and low ones? Note: A VERY simplified sample code of how I might encounter money values in everyday life: $a= $_POST['price_in_dollars']; //-->(ex: 25.06) will be read as a string should it be cast to double? $b= $_POST['discount_rate'];//-->(ex: 0.35) value will always be less than 1 $valueToBeStored= $a * $b; //--> any hint here is welcomed $valueFromDatabase= $row['price']; //--> price column in database could be double, decimal,...etc. $priceToPrint=$valueFromDatabase * 0.25; //again cast needed or not? I hope you use this sample code as a means to bring out more use cases and not to take it literally of course. Bonus Question If I'm to use an ORM such as Doctrine or PROPEL, how different will it be to use money in my code.

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  • Using ConcurrentQueue for thread-safe Performance Bookkeeping.

    - by Strenium
    Just a small tidbit that's sprung up today. I had to book-keep and emit diagnostics for the average thread performance in a highly-threaded code over a period of last X number of calls and no more. Need of the day: a thread-safe, self-managing stats container. Since .NET 4.0 introduced new thread-safe 'Collections.Concurrent' objects and I've been using them frequently - the one in particular seemed like a good fit for storing each threads' performance data - ConcurrentQueue. But I wanted to store only the most recent X# of calls and since the ConcurrentQueue currently does not support size constraint I had to come up with my own generic version which attempts to restrict usage to numeric types only: unfortunately there is no IArithmetic-like interface which constrains to only numeric types – so the constraints here here aren't as elegant as they could be. (Note the use of the Average() method, of course you can use others as well as make your own).   FIFO FixedSizedConcurrentQueue using System;using System.Collections.Concurrent;using System.Linq; namespace xxxxx.Data.Infrastructure{    [Serializable]    public class FixedSizedConcurrentQueue<T> where T : struct, IConvertible, IComparable<T>    {        private FixedSizedConcurrentQueue() { }         public FixedSizedConcurrentQueue(ConcurrentQueue<T> queue)        {            _queue = queue;        }         ConcurrentQueue<T> _queue = new ConcurrentQueue<T>();         public int Size { get { return _queue.Count; } }        public double Average { get { return _queue.Average(arg => Convert.ToInt32(arg)); } }         public int Limit { get; set; }        public void Enqueue(T obj)        {            _queue.Enqueue(obj);            lock (this)            {                T @out;                while (_queue.Count > Limit) _queue.TryDequeue(out @out);            }        }    } }   The usage case is straight-forward, in this case I’m using a FIFO queue of maximum size of 200 to store doubles to which I simply Enqueue() the calculated rates: Usage var RateQueue = new FixedSizedConcurrentQueue<double>(new ConcurrentQueue<double>()) { Limit = 200 }; /* greater size == longer history */   That’s about it. Happy coding!

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  • Problem with scrolling background in one OpenGL loop

    - by GvS
    I have 960x3000 map image in png and I'm scrolling it in a loop like this (it's called in 60 FPS loop): glPushMatrix(); glBindTexture( GL_TEXTURE_2D, mapTex[iBgImg]); glBegin(GL_QUADS); double mtstart = 0.0f - fBgVPos/(double)BgSize; double mtend = mtstart + mtsize; glTexCoord2d(0.0, mtstart); glVertex2f(fBgX, TOP_MARGIN); glTexCoord2d(1.0, mtstart); glVertex2f(fBgX + MAP_WIDTH, TOP_MARGIN); glTexCoord2d(1.0, mtend); glVertex2f(fBgX + MAP_WIDTH, BOTTOM_MARGIN); glTexCoord2d(0.0, mtend); glVertex2f(fBgX, BOTTOM_MARGIN); glEnd(); glPopMatrix(); unfortunately it isn't smooth when the game is in windowed mode. However, it is smooth in full screen mode. I'm using GLFW for windows. Maybe there is something wrong with my method? Is there anything better? Or could this be hardware problem? Edit: Window is created using glfwOpenWindowHint(GLFW_WINDOW_NO_RESIZE, GL_TRUE); glfwOpenWindowHint(GLFW_REFRESH_RATE, 60); and main loop is using glfwSwapInterval(1) to ensure 60 FPS;

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  • who can tell me the rules of extra 100% bonus for swtor credits in swtor2credits?

    - by user46860
    During Father's Day, you can buy swtor credits with 50% OFF! swtor2credits.com offer swtor players with extra 100% bonus for swtor credits, when you spend the same money as before, you can get double swtor credits! Rules for extra 100% bonus for swtor credits. 1. From June 16 to June 18, 2014, 02:00-03:00 a.m. GMT, is the ONLY valid time for getting double swtor credits at swtor2credits. 2. The total sum of your order is valued $10 at most. Beyond this money, please apply discount code you know to save extra money. 3. Everyone has only one chance to get double swtor credits at swtor2credits during our promotion. 4. As long as your order has used extra discount code or voucher, you lose the chance to get exclusive 100% bonus. Please read these activities rules carefully, and don't miss the time! Like Swtor2credits Facebook to Gain Free Cash Coupon, Up to $16 Giveaways for Swtor Credits! 1. Share our facebook posts in your timeline. 2. Leave your preciously constructive suggestion on our facebook page. 3. Share your amazing swtor gaming screenshots on our page. Time: May 29, 2014 to June 12.2014.GMT. https://www.facebook.com/pages/swtor2creditscom/493389160685307 Cheap swtor credits in swtor2credits.com.

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