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  • Since a few days, Dropbox stopped syncing

    - by Fabio
    Theres a new problem with nautilus-dropbox and is the worst for a service like Dropbox: stopped syncing and their tech support don't believe their users. The problem is: start dropbox it downloads index creates folders start to download files stop downloading files or the speed is like 0.3k/seg even deleting everything doesn't work, even syncing a single folder with a few files, not even configuring a different limit speed or let all your bandwith, nothing works for me and i have found many users with the same problem. it's strange, i have two computers with ubuntu 14.04 and one with windows 7, and in one of the linux machines it works fine, but not in the other one. Both of them are x64. The answers from the tech support starts with "delete everything and reinstall" to "you may be blocking port 443", yeah, sure (and if i do that half of internet dissapears, idiot), but nothing works. Someone has some idea? i cant find any log file (at least a text log file like in /var/log) to understand what is dropbox doing and what is not working. PS: sorry for my "english", is not my language Examples: dropbox slow on ubuntu 14.04 Dropbox does not sync on ubuntu 14.04 Dropbox Status (in spanish but is the same thing) fabio@canopus:~$ dropbox status Sincronizando (Quedan 330 archivos., Faltan 9 días.) Descargando 330 archivos... (0,3 KB/s, Faltan 9 días.) 9 days for 330 files / 100Mb

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Loading a new instance of a class through XML not working quite right

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Select tool to minimize JavaScript and CSS size

    - by Michael Freidgeim
    There are multiple ways and techniques how to combine and minify JS and CSS files.The good number of links can be found in http://stackoverflow.com/questions/882937/asp-net-script-and-css-compression and in http://www.hanselman.com/blog/TheImportanceAndEaseOfMinifyingYourCSSAndJavaScriptAndOptimizingPNGsForYourBlogOrWebsite.aspx There are 2 major approaches- do it during build or at run-time.In our application there are multiple user-controls, each of them required different JS or CSS files, and they loaded dynamically in the different combinations. We decided that loading all JS or CSS files for each page is not a good idea, but for each page we need to load different set of files.Based on this combining files on the build stage does not looks feasible.After Reviewing  different links I’ve decided that squishit should fit to our needs. http://www.codethinked.com/squishit-the-friendly-aspnet-javascript-and-css-squisherDifferent limitations of using SquishIt.We had some browser specific CSS files, that loaded conditionally depending of browser type(i.e IE and all other browsers). We had to put them in separate bundles,For Resources and AXD files we decide to use HttpModule and HttpHandler created by Mads KristensenTo GZIP html we are using wwWebUtils.GZipEncodePage() http://www.west-wind.com/weblog/posts/2007/Feb/05/More-on-GZip-compression-with-ASPNET-Content Just swap the order of which encoding you apply to start by asking for deflate support and then GZip afterwards.Additional tips about SquishIt.Use CDN: https://groups.google.com/group/squishit/browse_thread/thread/99f3b61444da9ad1Support intellisense and generate bundle in codebehind http://tech.kipusoep.nl/2010/07/23/umbraco-45-visual-studio-2010-dotless-jquery-vsdoc-squishit-masterpages/Links about other Libraries that were consideredA few links from http://stackoverflow.com/questions/5288656/which-one-has-better-minification-between-squishit-and-combres2.Net 4.5 will have out-of-the-box tools for JS/CSS combining.http://weblogs.asp.net/scottgu/archive/2011/11/27/new-bundling-and-minification-support-asp-net-4-5-series.aspx . It suggests default bundle of subfolder, but also seems supporting similar to squishit explicitly specified files.http://www.codeproject.com/KB/aspnet/combres2.aspx  config XML file can specify expiry etchttps://github.com/andrewdavey/cassette http://stackoverflow.com/questions/7026029/alternatives-to-cassetteDynamically loaded JS files requireJS http://requirejs.org/docs/start.html  http://www.west-wind.com/weblog/posts/2008/Jul/07/Inclusion-of-JavaScript-FilesPack and minimize your JavaScript code sizeYUI Compressor (from Yahoo)JSMin (by Douglas Crockford)ShrinkSafe (from Dojo library)Packer (by Dean Edwards)RadScriptManager  & RadStyleSheetManager -fromTeleric(not free)Tools to optimize performance:PageSpeed tools family http://code.google.com/intl/ru/speed/page-speed/download.htmlv

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  • Gathering all data in single iteration vs using functions for readable code

    - by user828584
    Say I have an array of runners with which I need to find the tallest runner, the fastest runner, and the lightest runner. It seems like the most readable solution would be: runners = getRunners(); tallestRunner = getTallestRunner(runners); fastestRunner = getFastestRunner(runners); lightestRunner = getLightestRunner(runners); ..where each function iterates over the runners and keeps track of the largest height, greatest speed, and lowest weight. Iterating over the array three times, however, doesn't seem like a very good idea. It would instead be better to do: int greatestHeght, greatestSpeed, leastWeight; Runner tallestRunner, fastestRunner, lightestRunner; for(runner in runners){ if(runner.height > greatestHeight) { greatestHeight = runner.height; tallestRunner = runner; } if(runner.speed > ... } While this isn't too unreadable, it can get messy when there is more logic for each piece of information being extracted in the iteration. What's the middle ground here? How can I use only a single iteration while still keeping the code divided into logical units?

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  • Introducing the Industry's First Analytics Machine, Oracle Exalytics

    - by Manan Goel
    Analytics is all about gaining insights from the data for better decision making. The business press is abuzz with examples of leading organizations across the world using data-driven insights for strategic, financial and operational excellence. A recent study on “data-driven decision making” conducted by researchers at MIT and Wharton provides empirical evidence that “firms that adopt data-driven decision making have output and productivity that is 5-6% higher than the competition”. The potential payoff for firms can range from higher shareholder value to a market leadership position. However, the vision of delivering fast, interactive, insightful analytics has remained elusive for most organizations. Most enterprise IT organizations continue to struggle to deliver actionable analytics due to time-sensitive, sprawling requirements and ever tightening budgets. The issue is further exasperated by the fact that most enterprise analytics solutions require dealing with a number of hardware, software, storage and networking vendors and precious resources are wasted integrating the hardware and software components to deliver a complete analytical solution. Oracle Exalytics In-Memory Machine is the world’s first engineered system specifically designed to deliver high performance analysis, modeling and planning. Built using industry-standard hardware, market-leading business intelligence software and in-memory database technology, Oracle Exalytics is an optimized system that delivers answers to all your business questions with unmatched speed, intelligence, simplicity and manageability. Oracle Exalytics’s unmatched speed, visualizations and scalability delivers extreme performance for existing analytical and enterprise performance management applications and enables a new class of intelligent applications like Yield Management, Revenue Management, Demand Forecasting, Inventory Management, Pricing Optimization, Profitability Management, Rolling Forecast and Virtual Close etc. Requiring no application redesign, Oracle Exalytics can be deployed in existing IT environments by itself or in conjunction with Oracle Exadata and/or Oracle Exalogic to enable extreme performance and best in class user experience. Based on proven hardware, software and in-memory technology, Oracle Exalytics lowers the total cost of ownership, reduces operational risk and provides unprecedented analytical capability for workgroup, departmental and enterprise wide deployments. Click here to learn more about Oracle Exalytics.  

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

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

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  • Can web apps allow fast data-typists to "type-ahead"?

    - by user61852
    In some data entry contexts, I've seen data typists, type really fast and know so well the app they use, and have a mechanic quality in their work so that they can "type ahead", ie continue typing and "tab-bing" and "enter-ing" faster than the display updates, so that in many occasions they are typing in the data for the next form before it draws itself. Then when this next entry form appears, their keystrokes fill the text boxes and they continue typing, selecting etc. In contexts like this, this speed is desirable, since this persons are really productive. I think this "type ahead of time" is only possible in desktop apps, but I may be wrong. My question is whether this way of handling the keyboard buffer (which in desktop apps require no extra programming) is achievable in web apps, or is this impossible because of the way web apps work, handle sessions, etc (network latency and the overhead of generating new web pages ) ? Edit: By "type ahead" I mean "keyboard type ahead" (typing faster than the next entry form can load), not suggets-as-you-type-like-google type ahead. Typeahead is a feature of computers and software (and some typewriters) that enables users to continue typing regardless of program or computer operation—the user may type in whatever speed he or she desires, and if the receiving software is busy at the time it will be called to handle this later. Often this means that keystrokes entered will not be displayed on the screen immediately. This programming technique for handling user what is known as a keyboard buffer.

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  • libgdx ActorGestureListener.pan() parameters not moving actor in smooth line

    - by Roar Skullestad
    I override the pan method in ActorGestureListener to implement dragging actors in libgdx (scene2d). When I move individual pieces on a board they move smoothly, but when moving the whole board, the x and y coordinates that is sent to pan is "jumping", and in an increasingly amount the longer it is dragged. These are an example of the deltaY coordinates sent to pan when dragging smoothly downwards: 1.1156368 -0.13125038 -1.0500145 0.98439217 -1.0500202 0.91877174 -0.984396 0.9187679 -0.98439026 0.9187641 -0.13125038 This is how I move the camera: public void pan (InputEvent event, float x, float y, float deltaX, float deltaY) { cam.translate(-deltaX, -deltaY); I have been using both the delta values sent to pan and the real position values, but similar results. And since it is the coordinates that are wrong, it doesn't matter whether I move the board itself or the camera. What could the cause be for this and what is the solution? When I move camera only half the delta-values, it moves smoothly but only at half the speed of the mouse pointer: cam.translate(-deltaX / 2, -deltaY / 2); It seems like the moving of camera or board affects the mouse input coordinates. How can I drag at "mouse speed" and still get smooth movements? (This question was also posted on stackoverflow: http://stackoverflow.com/questions/20693020/libgdx-actorgesturelistener-pan-parameters-not-moving-actor-in-smooth-line)

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  • Stuck at enemy movement

    - by Syed
    I am making a TD game in unity, Initially I made all of my enemy movements frame rate dependent say: I had a grid point1 at -22.65 and other at -21.1, diagrammatically: (-22.65) _________(-21.1)_______(-21.1+1.55) ...... so the distance on x axis between two points is 1.55, divided it by 25 jumps with each enemy jump of 0.062 of each frame. On reaching on next point of grid the enemy find again its path. All went fine until I have requirement of FastForward and Pause feature. I used timeScale property of unity but it wont work as they are frame dependent. I also tried double speed of enemy on clicking fast forward button at any time, it has some issues that enemy jumps are now less and it fails to reach on next grid point. Could someone suggest me solution to my problem. Do I need to change the enemy movement code to make it frame independent ?? I need the enemy to reach on the grid specific point I also need later to slow down any one enemy's speed when tower fires on it. Thnx

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  • Configuring Transmission for faster download

    - by Luis Alvarado
    I have tested on the same PC with the same torrent/magnet links the following Torrent Clients: Transmission Ktorrent Deluge qBittorrent Vuze After 7 days of testing I noticed that the only one that took longer to start downloading and to keep an optimum/max download speed was Transmission. It was the slowest of them all to download the same torrents or magnet links which I tested 8 torrents and 4 magnet links from different sites and the one that took the most to start downloading or start after a pause/resume event. The other 4 just took less than 2 seconds for example to start downloading and to download the same content between 50% less time to 80% less time. I think that Transmission has the same capabilities about downloading/resuming than the other torrent clients but it may be because of some configuration I need to do to get the same speed and effect than the others. In my tests all torrent clients were tested with their default configurations. No changes were made. They were tested on the same PC, with the same network connection in the same time periods. So I am thinking that Transmission just needs a little bit of configuration tunning. I also set the ports for use to the same one for each. Checked the router for any blocking and anything related to the network. What options can I change to make it so Transmission resumes a download faster (grabs the seeds faster) and keeps a fast download all the time (Stays with the seeds that offer the best connection for example). Both of which by the look of it are features that the rest of the torrent clients do already.

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  • In a Tower defense game, how to do buffs/debuffs

    - by Gabe
    The question is at the very bottom. If you understand Buffs/Debuffs in tower defense games then you should skip the bulk of this question and go to the bottom (seperated with the long line) I plan on making an IPhone TD game. The fact that its an iPhone game isn't relevant but I am coding in Objective-c with Cocos2D. I am relatively inexperienced in the field of game design so I'm looking for some advice from someone experienced in this field. In tower defense, there are two things that are relevant to my question: towers/enemies (both have their own classes/children). They each have stats like hp, damage, speed, etc. I want to add buffs/defuffs, for instance: Towers A,B and C each have 15 base damage. Tower D would be a buff tower with no damage, a tower with an AOE(area of effect) aura that gives 10% damage to all towers in range. Tower E might slow enemies in its AOE, a debuff. Stuff like that. The same could go for enemies. Enemy A is a boss that has a slow aura that affects towers and slows their base attack speed or something along those lines. So the question is, what would be the most effective way to implement this? If it was just towers then I would just mess around with the tower classes, but since tower classes and enemy classes are both affected, should I make a buff class? TD games can consume quite a bit of memory with large amounts of creeps and towers, and buffs I feel like would also consume quit a bit... So I'm trying to be as effective as possible.

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  • Positioning a sprite in XNA: Use ClientBounds or BackBuffer?

    - by Martin Andersson
    I'm reading a book called "Learning XNA 4.0" written by Aaron Reed. Throughout most of the chapters, whenever he calculates the position of a sprite to use in his call to SpriteBatch.Draw, he uses Window.ClientBounds.Width and Window.ClientBounds.Height. But then all of a sudden, on page 108, he uses PresentationParameters.BackBufferWidth and PresentationParameters.BackBufferHeight instead. I think I understand what the Back Buffer and the Client Bounds are and the difference between those two (or perhaps not?). But I'm mighty confused about when I should use one or the other when it comes to positioning sprites. The author uses for the most part Client Bounds both for checking whenever a moving sprite is of the screen and to find a spawn point for new sprites. However, he seems to make two exceptions from this pattern in his book. The first time is when he wants some animated sprites to "move in" and cross the screen from one side to another (page 108 as mentioned). The second and last time is when he positions a texture to work as a button in the lower right corner of a Windows Phone 7 screen (page 379). Anyone got an idea? I shall provide some context if it is of any help. Here's how he usually calls SpriteBatch.Draw (code example from where he positions a sprite in the middle of the screen [page 35]): spriteBatch.Draw(texture, new Vector2( (Window.ClientBounds.Width / 2) - (texture.Width / 2), (Window.ClientBounds.Height / 2) - (texture.Height / 2)), null, Color.White, 0, Vector2.Zero, 1, SpriteEffects.None, 0); And here is the first case of four possible in a switch statement that will set the position of soon to be spawned moving sprites, this position will later be used in the SpriteBatch.Draw call (page 108): // Randomly choose which side of the screen to place enemy, // then randomly create a position along that side of the screen // and randomly choose a speed for the enemy switch (((Game1)Game).rnd.Next(4)) { case 0: // LEFT to RIGHT position = new Vector2( -frameSize.X, ((Game1)Game).rnd.Next(0, Game.GraphicsDevice.PresentationParameters.BackBufferHeight - frameSize.Y)); speed = new Vector2(((Game1)Game).rnd.Next( enemyMinSpeed, enemyMaxSpeed), 0); break;

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  • apt-get update very slow, stuck at "Waiting for headers"

    - by Liam
    I have looked at similar questions: Stuck at 0% [waiting for headers] (apt) apt-get update stuck on "Waiting for Headers" However neither one of them answer my problem. I am running 12.04 AMD64 and have recently started getting an issue that when I update my repos from my connection at home through a terminal, using sudo apt-get update, it takes forever (literally after 2 hours it was at 28%), however when I run from a different location it takes less than 5 minutes to complete. I have attempted changing which mirror I use but that does not solve the issue. I have also cut down what is in my sources list but this also makes no difference. There are no faults on my ADSL line as I have already contacted my ISP to check this. It also makes no difference if I use a WiFi or network cable connection. What could be my issue? A speed test (www.speedtest.net) comes out at about 0.9 Mbps down and 0.42 Mbps up (which is a shade under the advertised line speed), I reside in South Africa and use the UCT LEG server. But I have also tried the other mirrors available in SA....none of them make a difference.

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  • Ubuntu 12.04 connected to wireless network but internet not working

    - by A.J.
    I can connect to my house's wireless network just fine, but when I'm connected I can't browse the web. Firefox starts connecting to a site and then just poops out. This doesn't happen on my roommates' computers (running Windows) or on our 3DSes, so I know it's just my laptop. I already tried sudo dhclient -r sudo dhclient sudo ifconfig eth0 down sudo ifconfig eth0 up Results of a few commands I was asked to run in comments: ping -c 2 4.2.2.2 PING 4.2.2.2 (4.2.2.2) 56(84) bytes of data. ^C --- 4.2.2.2 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms ping -c 2 google.com PING google.com (173.194.33.38) 56(84) bytes of data. --- google.com ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1006ms nm-tool NetworkManager Tool State: connected (global) - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 88:AE:1D:6B:4E:E7 Capabilities: Carrier Detect: yes Speed: 100 Mb/s Wired Properties Carrier: off - Device: wlan0 [JUSTICE] ----------------------------------------------------- Type: 802.11 WiFi Driver: ath9k State: connected Default: yes HW Address: 1C:65:9D:65:C6:31 Capabilities: Speed: 1 Mb/s Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points (* = current AP) HOME-9B18: Infra, 00:26:F3:53:9B:18, Freq 2412 MHz, Rate 54 Mb/s, Strength 34 WPA WPA2 cougdad48 Network: Infra, 60:33:4B:E4:C4:5D, Freq 2437 MHz, Rate 54 Mb/s, Strength 22 WPA2 cougdad48 Guest Network: Infra, 66:33:4B:E4:C4:5D, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 WPA2 belkin.ade: Infra, 94:44:52:FF:8A:DE, Freq 2457 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 *JUSTICE: Infra, 00:24:01:7B:9F:7E, Freq 2462 MHz, Rate 54 Mb/s, Strength 88 WEP CenturyLink: Infra, B2:B2:DC:8E:E2:58, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA WPA2 IPv4 Settings: Address: 192.168.0.11 Prefix: 24 (255.255.255.0) Gateway: 192.168.0.1 DNS: 192.168.0.1 (JUSTICE is my home's network.) ping -c 2 198.168.0.1 PING 198.168.0.1 (198.168.0.1) 56(84) bytes of data. --- 198.168.0.1 ping statistics --- 2 packets transmitted, 0 received, 100% packet loss, time 1007ms

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  • Troubleshooting wireless network connectivity

    - by taserian
    I'm currently running Ubuntu 10.10, and I'm running into trouble keeping my wireless connection alive. After rebooting, I get about 5-10 minutes of a good speed connection; afterwards, the connection just zeroes out. I've gotten around to stirring up a shell script that gives me another 10 minutes or so of connectivity. Script contents below: #! /bin/bash sudo ifconfig wlan0 up echo "Enabling wireless device . . ." sleep 5 sudo iwconfig wlan0 essid MyNetworkName echo "Connecting to network. . ." sleep 10 sudo dhclient wlan0 echo "Getting IP address. . ." sleep 5 echo "Done. Closing window. . ." sleep 5 Shortly after running the line "sudo iwconfig wlan0 essid MyNetworkName" from the script, I notice the speed pick up. Other computers in my home running Windows XP are not affected by this problem, so all indications point to my Ubuntu machine. Does anyone have any pointers as to how to resolve this?

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  • Simple collision detection for pong

    - by Dave Voyles
    I'm making a simple pong game, and things are great so far, but I have an odd bug which causes my ball (well, it's a box really) to get stuck on occasion when detecting collision against the ceiling or floor. It looks as though it is trying to update too frequently to get out of the collision check. Basically the box slides against the top or bottom of the screen from one paddle to the other, and quickly bounces on and off the wall while doing so, but only bounces a few pixels from the wall. What can I do to avoid this problem? It seems to occur at random. Below is my collision detection for the wall, as well as my update method for the ball. public void UpdatePosition() { size.X = (int)position.X; size.Y = (int)position.Y; position.X += speed * (float)Math.Cos(direction); position.Y += speed * (float)Math.Sin(direction); CheckWallHit(); } // Checks for collision with the ceiling or floor. // 2*Math.pi = 360 degrees // TODO: Change collision so that ball bounces from wall after getting caught private void CheckWallHit() { while (direction > 2 * Math.PI) { direction -= 2 * Math.PI; } while (direction < 0) { direction += 2 * Math.PI; } if (position.Y <= 0 || (position.Y > resetPos.Y * 2 - size.Height)) { direction = 2 * Math.PI - direction; } }

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  • Make an object slide around an obstacle

    - by Isaiah
    I have path areas set up in a game I'm making for canvas/html5 and have got it working to keep the player within these areas. I have a function isOut(boundary, x, y) that returns true if the point is outside the boundary. What I do is check only the new position x/y separately with the corresponding old position x/y. Then if each one is out I assign them the past value from the frame before. The old positions are kept in a variable from a closure I made. like this: opos = [x,y];//old position npos = [x,y];//new position if(isOut(bound, npos[0], opos[1])){ npos[0] = opos[0]; //assign it the old x position } if(isOut(bound, opos[0], npos[1])){ npos[1] = opos[1]; //assign it the old y position } It looks nice and works good at certain angles, but if your boundary has diagonal regions it results in jittery motion. What's happening is the y pos exits the area while x doesn't and continues pushing the player to the side, once it has moved the player to the side a bit the player can move forward and then the y exits again and the whole process repeats. Anyone know how I may be able to achieve a smoother slide? I have access to the player's velocity vector, the angle, and the speed(when used with the angle). I can move the play with either angle/speed or x/yvelocities as I've built in backups to translate one to the other if either have been altered manually.

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  • Recommended storage scheme for home server? (LVM/JBOD/RAID 5...)

    - by j-g-faustus
    Are there any guidelines for which storage scheme(s) makes most sense for a multiple-disk home server? I am assuming a separate boot/OS disk (so bootability is not a concern, this is for data storage only) and 4-6 storage disks of 1-2 TB each, for a total storage capacity in the range 4-12 TB. The file system is ext4, I expect there will be only one big partition spanning all disks. As far as I can tell, the alternatives are individual disks pros: works with any combination of disk sizes; losing a disk loses only the data on that disk; no need for volume management. cons: data management is clumsy when logical units (like a "movies" folder) are larger than the capacity of any single drive. JBOD span pros: can merge disks of any size. cons: losing a disk loses all data on all disks LVM pros: can merge disks of any size; relatively simple to add and remove disks. cons: losing a disk loses all data on all disks RAID 0 pros: speed cons: losing one drive loses all data; disks must be same size RAID 5 pros: data survives losing one disk cons: gives up one disk worth of capacity; disks must be same size RAID 6 pros: data survives losing two disks cons: gives up two disks worth of capacity; disks must be same size I'm primarily considering either LVM or JBOD span simply because it will let me reuse older, smaller-capacity disks when I upgrade the system. The runner-up is RAID 0 for speed. I'm planning on having full backups to a separate system, so I expect the extra redundancy from RAID levels 5 or 6 won't be important. Is this a fair representation of the alternatives? Are there other considerations or alternatives I have missed? And what would you recommend?

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  • Applications: Some more marble fun!

    - by TechTwaddle
    Well, yesterday night I was watching a tutorial on XNA when I came across this neat little trick. It was a simple XNA application with a Windows Phone logo in it and whenever the user clicked on the device the logo would move towards the click point, and I couldn't resist experimenting with the marble (; The code is written in C# using CF3.5. Here is a video of the demo,   You probably noticed that the motion of the marble towards the click point (destination) is not linear. The marble starts off with a high velocity and slows down as it reaches its destination. This is achieved by making the speed of the marble a function of the distance between marble's current position and the destination, so as the marble approaches the destination point, the distance between them reduces and so does the speed, until it becomes zero. More on the code and the logic behind it in the next post. What I'd like to do next is, instead of making the marble stop at the click point, it should continue to move beyond it, bounce around the screen a few times and eventually come to a stop after a while. Let's see how that goes.

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • USB device not accepting address

    - by Mike Williamson
    I have a series of machines that I am building for work that have usb card readers. When I boot them I get a long series of messages: ... [ 2347.768419] hub 1-6:1.0: unable to enumerate USB device on port 6 [ 2347.968178] usb 1-6.6: new full-speed USB device number 10 using ehci_hcd [ 2352.552020] usb 1-6.6: device not accepting address 10, error -32 [ 2352.568421] hub 1-6:1.0: unable to enumerate USB device on port 6 [ 2352.768179] usb 1-6.6: new full-speed USB device number 12 using ehci_hcd [ 2357.352033] usb 1-6.6: device not accepting address 12, error -32 ... On some older machines this only takes a few attempts before the card reader finally accepts an address, while on newer machines it can take many minutes. Changing hardware is not an option and plugging the usb card reader into a different port is only an option for the older manchines. This was a problem under 11.04 and I am now running the 12.04 beta and its still happening. Is there something I can do in the software (a udev rule perhaps?) that would fix this? Any advice appreciated. I'm happy to provide more details if you need them.

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  • Another good free utility - Campwood Software Source Monitor

    - by TATWORTH
    The Campwoood Source Monitor at http://www.campwoodsw.com/sourcemonitor.html  says in its introduction "The freeware program SourceMonitor lets you see inside your software source code to find out how much code you have and to identify the relative complexity of your modules. For example, you can use SourceMonitor to identify the code that is most likely to contain defects and thus warrants formal review. SourceMonitor, written in C++, runs through your code at high speed, typically at least 10,000 lines of code per second." It is indeed very high-speed and is useful as it: Collects metrics in a fast, single pass through source files. Measures metrics for source code written in C++, C, C#, VB.NET, Java, Delphi, Visual Basic (VB6) or HTML. Includes method and function level metrics for C++, C, C#, VB.NET, Java, and Delphi. Offers Modified Complexity metric option. Saves metrics in checkpoints for comparison during software development projects. Displays and prints metrics in tables and charts, including Kiviat diagrams. Operates within a standard Windows GUI or inside your scripts using XML command files. Exports metrics to XML or CSV (comma-separated-value) files for further processing with other tools.

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  • Create indefinitely oscillating pendulum in Farseer Physics 3.3.1/Box2d

    - by GONeale
    I am new to Farseer Physics and using version 3.3.1. I am after some help and would even be happy to receive Box2d answers just to ensure I get a response as I should then be able to convert it! -- Thanks ...After a lot of tinkering around I have managed to produce a thin vertical rectangle shape on the screen and I wish this to swing back and forth pinned at the top up to an angle I set (90 degrees would be fine for this sample). When it is approaching the top I wish it to slow down, then fall back the way it just came, increase speed then obviously slow to a stop at the top again. Almost how a swinging pirate ship would work at a theme park. This is the code I have so far which swings the shape, but it is seeming to lose speed on each swing eventually grinding to a halt: float playerWidth = ConvertUnits.ToSimUnits(5), playerHeight = ConvertUnits.ToSimUnits(68); playerPosition = ConvertUnits.ToSimUnits(-350, 0); playerBody = BodyFactory.CreateRectangle(World, playerWidth, playerHeight, 2f, playerPosition); playerBody.BodyType = BodyType.Dynamic; // create player sprite based on player body _rectangleSprite = new Sprite(ScreenManager.Assets.TextureFromShape(playerBody.FixtureList[0].Shape, MaterialType.Player, Color.Orange, 1f)); // Create swinging joint var joint = JointFactory.CreateFixedRevoluteJoint(World, playerBody, ConvertUnits.ToSimUnits(0, -34), playerBody.Position); If somebody could also provide the command I would need to pause the shape on a mouse click or keyboard command at it's current angle and then continue when I let go of the mouse click that would be super fantastic! (I actually posted this on StackOverflow as well before I realised there was a dedicated game development forum) Cheers

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  • Internet Explorer 9 is coming Monday to a web near you

    - by brian_ritchie
    Internet Explorer 9 is finally here...well almost.  Microsoft is releasing their new browser on March 14, 2011. IE9 has a number of improvements, including: Faster, Faster, Faster.  Did I mention it is faster?   With the new browsers coming out from Mozilla, Google, and Microsoft, there have been a flood of speed test coverage.  Chrome has long held the javascript speed crown.  But according to Steven J. Vaughan-Nichols over at ZDNET..."for the moment at least IE9 is actually the fastest browser I’ve tested to date."  He came to this revelation after figuring out that the 32-bit version of IE9 has the new Chakra JIT (the 64-bit version doesn't).  It also has a DirectX-based rendering engine so it can do cool tricks once reserved for desktop applications. Windows 7 Desktop Integration.  Read my post for more details.  Unfortantely, they didn't integrate my ideas...at least not yet :) Hot new UI.  Ok, they "borrowed" some ideas from Chrome...but that is the best form of flattery. Standards Compliance.  A real focus on HTML5 and CSS3.  Definite goodness for developers. So, go get yourself some IE9 on Monday and enjoy! 

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