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  • Proper password handling for login

    - by piers
    I have read a lot about PHP login security recently, but many questions on Stack Overflow regarding security are outdated. I understand bcrypt is one of the best ways of hashing passwords today. However, for my site, I believe sha512 will do very well, at least to begin with. (I mean bcrypt is for bigger sites, sites that require high security, right?) I´m also wonder about salting. Is it necessary for every password to have its own unique salt? Should I have one field for the salt and one for the password in my database table? What would be a decent salt today? Should I join the username together with the password and add a random word/letter/special character combination to it? Thanks for your help!

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  • Checkbox in a Crystal Report

    - by JosephStyons
    What is the best way to display a checkbox in a Crystal Report? Example: My report has a box for "Male" and "Female", and one should be checked. My current workaround is to draw a small graphical square, and line it up with a formula which goes like this: if {table.gender} = "M" then "X" else " " This is a poor solution, because changing the font misaligns my "X" and the box around it, and it is absurdly tedious to squint at the screen and get a pixel-perfect alignment for every box (there are dozens). Does anyone have a better solution? I've thought about using the old-style terminal characters, but I'm not sure if they display properly in Crystal. Edit: I'm using Crystal XI.

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  • Detect Open Space in Farseer

    - by Tom G
    I'm working on a 2D platformer using XNA and Farseer. I would like the player's character to be able to grab and climb up ledges. Detecting a collision between the player and the side of a wall is simple enough with the OnCollision delegate, but I have to admit I'm a bit stumped on how to detect that there's enough clearance for the PC to mount the ledge. Essentially, I want to ensure there's an appropriately sized rectangle above and to the left or right of the PC (depending on their direction) and I'm not sure how I would check for such a space. Any suggestions on how to determine there is nothing in the simulated world within some bounding rectangle?

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  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

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  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

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  • Is the escaping provided by the Google-Gson library enough to ensure a safe JSON payload?

    - by Lifetime_Learner
    I am currently using the Google-Gson library to convert Java objects into JSON inside a web service. Once the object has been converted to JSON, it is returned to the client to be converted into a JSON object using the JavaScript eval() function. Is the character escaping provided by the Gson library enough to ensure that nothing nasty will happen when I run the eval() function on the JSON payload? Do I need to HTML Encode the Strings in the Java Objects before passing them to the Gson library? Are there any other security concerns that I should be aware of?

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  • The best DPI value to let you work nicely [closed]

    - by user827992
    I'm probably about to buy a laptop, unfortunely they all have glare screen, even the "premium" device, the actual offer just differentiate on 2-3 variations about DPI and display resolution; considering that i would like a 13" laptop, what can be the best resolution? I was looking for a 4:3 but this days they are all cheap-made so i do not think that something expensive to produce like a 4:3 is on the market. on the 13" laptops i see that basically there are available 3 kinds of displays: 1366x768 ( a 16:9 ratio ) 1400x900 ( a 16:10 ratio ) 1600x900 ( a 16:9 ratio ) Honestly i'm asking for an advice because i do not like this things, not even one of them, but this is the market today, i was looking for some old-style laptop with good plastics, a 4:3 ratio or 5:4 or something like that and a true matte finish with an higher resolution compared to what you could find in the old laptops. Since programming involves the presence of many text character on the screen it's a good thing to choose the one with the highest DPI/PPI ?

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  • how to have 'find' not return the current directory

    - by Pinpin
    I'm currently trying to find (and copy) all files and folder structure matching a specific pattern, in a specified directory and I'm so nearly there! Specifically, I want to recursively copy all folders not begining with a '_' character from a specified path. find /source/path/with/directories -maxdepth 1 -type d ! -name _\* -exec cp -R {} /destination/path \; In the /source/path/with/directories/ path are machine-specific directories beginning with '_' and others, and I'm only interested in copying the others. For a reason beyond me, the find command returns the /source/path/with/directories/ directory, and therefore copies its content, directories begining with '_' included. Anyone have a hint as to why that is? Thanks, Pascal

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  • Flickering/Flashing screen problem related to keyboard

    - by LeandroCR
    This will seems quite bizarre but that's a huge problem for me, I'm facing it for a long time since Ubuntu 12.04. My Ubuntu/Linux Mint/Debian (Unity/Gnome) always starts flickering after using the computer for a while, I always thought this had something to do with the video board. I have an Vostro 3550 (Radeon 6xxx/Intel Onboard). First I realized that when I was navigating trough an website, when i selected with the mouse a combo, the combo closed it self automatically then the screen starts flickering. The i realized when i was trying to make the login in the terminal (crtl + alt + f1) a strange character appears, like: ^@ repeatedly. When i keep CRTL pressed the system never flickers! I have absolutely no problem using Windows. What can i do? There is no such thing as Keyboard driver on Dell Support. I would love to use Ubuntu only, but this is very annoying. Problem happens on Ubuntu 12.04, .10 and 13.04 Linux Mint 15 (Cinnamon) Debian Live with Gnome

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  • how to give meaningful id to the things in database

    - by gcc
    There are a lot of manuals. I am trying to create an database to hold information of these documents. But, there is a small problem. How can I give meaningful id to the manuals? Are there any standard or logic behind the giving meaningful id to the documents? If there is no standard, can you tell me how I should do that? example: table : manual id | manual name EDIT: Not Meaningful ID 1 or M1 or foo 2 C2 bar 3 P123 name ... ... ... (i) (ii) (iii) (i) Not meaningful for me because if some item deleted, there can be gap. ex 1 33 100. (ii) random character can be confusing when one try to give a name to new manual (iii) Why giving name is not preferred is because finding a name to the manual as ID is hard after 500 manuals. Meaningful : New ID * Can be easily produced even if after 1000 manuals * Should not be so complicated

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  • Circular dock/menu in css or jquery

    - by sasidhar
    Is it possible to have a circular menu or dock using css or jquery.? I have a set of images as the dock items that need to be displayed as a circular dock... however the number of items in the dock are not constant and may vary.... so i cannot tend to use constant values for positioning each item in a pre-defined manner. Ajax loads some images into this particular div and i need to use css or jquery to style this so that they get displayed as circular dock items. Any idea on how this can be implemented..? I would like a browser in-specific implementation, but i also welcome if some one has some solutions specific to few browsers... UPDATE I don't think i exactly want a pie menu... it easily gets messed up as the number of dock items increase. I am looking for a spiral dock. and by spiral i mean that the menu items must be in the following alignment..

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  • Most efficient way to generate 2D portraits

    - by user1221
    Hey, I am not sure if this is a fitting question for gamedev, or if it is too art related. I am currently trying, to create 2D character protraits for my game. At first I tried to draw them and even though it helped polishing my drawing skills the end result either required way too much time or it simply looked like it was created by a grade school kid. So I am currently looking into some tools which from which people like me who are not out of the art-world might benefit. Especially tools which can create a 3D head+hair, so that I can render them. I have tried several 3D generation tools such as makehead and makehuman to create the basic head-shape. But I have to admit I am not well versed in what other options are available/what has the best quality/etc.

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  • How to implement time traveling into a game?

    - by Billy
    I was wondering how to implement time travel into a game. Nothing super complex, just time-reversal like what's in Braid, where the user can rewind/fast forward time by 30 seconds or whatever. I searched around the web a lot, but my results usually referred to using time as in like "it's 3:00" or a timer and such. The only thing I could think of was using 2 arrays, one for the player's x position and the other for the player's y position, and then iterating through those arrays and placing the character at that position as they rewind/fast forward time. Could that work? If it would work, how large would the array have to be and how often should I store the player's x and y? If it doesn't work, what else could I try? Thanks in advance!

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  • How can I leverage String constants in an XML file?

    - by jayshao
    I'd like to enforce standardized keys by storing them as static final String variables on a Java class, and either referencing or statically importing them, to use them as values in either XML, Strings, Methods, Annotations, etc. Does anyone know a good way to have Maven insert (like filtering) values like StringKeys.SOME_KEY into an XML file? e.g. something like <element value="${StringKeys.SOME_KEY}"/> or similar - the main idea is to enforce commonality and prevent key mis-alignment. Or an alternative solution to accomplish the same - with some semantic that if a non-existant String is referenced, that it fails during build? Bonus points if it works in C# as well.

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  • Cron doesn't execute one of the scheduled jobs

    - by user288633
    I'm using a lubuntu desktop, distribution Ubuntu 13.10, i686. This is my problem: in the job list scheduled by cron a job hasn't effect, but in /var/log/syslog its execution is traced. This is the relative log line: Jun 4 09:06:01 kiosk CRON[14189]: (root) CMD (/usr/bin/xinput set-prop 12 --type=float "Coordinate Transformation Matrix" 0 -1 1 1 0 0 0 0 1 /tmp/mybackup.log) This job should rotate touchscreen mapping. I try different solutions: I substitute in crontab the with bash -c "", I set "export DISPLAY=:0.0" ("for Graphics related job in Unix Environment we need to set first the DISPLAY...") before the command,...and many other! I know there are a lots of details affect cron execution (path, environment variables, special character and other) and I have no more idea by now :( Could some gentleman suggest me an idea? where can I find the problem? Thanks in advance!

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  • What is the standard for naming variables and why?

    - by P.Brian.Mackey
    I'm going through some training on objective-c. The trainer suggests setting single character parameter names. The .NET developer in me is crying. Is this truly the convention? Why? For example, @interface Square : NSObject { int size; } -(void)setSize: (int)s; I've seen developers using underscores int _size to declar variables (I think people call the variable declared in @interface ivar for some unknown reason). Personally, I prefer to use descriptive names. E.G. @interface Square : NSObject { int Size; } -(void)setSize: (int)size; C, like C# is case sensitive. So why don't we use the same convention as .NET?

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  • Playing a death anim on an enemy that I want to remove

    - by Max
    I've been trying to find a tutorial on how to best make animations in Android. I already have some animations for my enemies and my character that are controlled by rectangles and changing rectangleframe between updates using a picture like this: When I'm shooting my enemies they lose HP, and when their HP == 0 they get removed. As long as I'm using an arrayList (which I do for all enemies and bullets) I'm fine, since I can just use list.remove(i). But when I'm on a boss-level and the Boss's HP == 0, I want to remove him and play an animation of an explosion of stars before the "End-screen". Is there a preferred way to do temporary animations like this? If you can give me an example or redirect me to a tutorial, I'd be really grateful!

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  • java 2d game how to make a player jump

    - by user2957632
    Hi I'm making a 2d plat former running game kind of like jetpack joyride fro example were u are constantly running but there is obstacles and u need to jump over them. but I want the character to jump and come back down. here is some of my code. if (listen.ml == true) { if (y > 120) { jump = true; y -= 1; } } if (y == 121 && jump == true) { jump = false; y += 1; }

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  • how to make the footer div start after all other divs have finished

    - by amit
    i am having a slight problem with the alignment of the footer div. i have a header at the top. div = maincontent { two divs for content, side by side. another 2 divs side by side below the content div. } //just to represent. i know this is not html ;) now i want the footer div to start after the maincontent div finishes. i can do that if i specify a fixed height for the maincontent div. but i dont want to specify a height for it. if i dont specify the height, the footer div starts at the middle of the page. what am i doing wrong?

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • Advice about testing an application before release?

    - by Troy
    I would like to get some tips from peer developers about how you go about testing an application you developed, prior to release to QA. Keep in mind, this is a small scale application (requirements are verbal), and so doing formal testing processes wont work, especially, since your boss told you to develop this app quick, push it out the door. Despite the time restraints, I would like to make sure it is bug free, however, numerous times in the past, I have had the app sent back to me because clicking the "Reset" button, messes up the other controls alignment etc. I know there are people out there that develop small scale apps fast, and send them out with minimal bugs. How can I achieve that? I researched this post, but it didnt quite answer my question. Testing your code before releasing to QA

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

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  • Is there a way to return a response every x seconds or so to a single http request?

    - by luis
    I'm wondering if it's possible to send a response every second or so to a single http request. Like for example the client makes an http request, then the server sends a space character every second. This could be never ending or with a limit, for example a minute. I think the word 'response' is misleading in this context, since I don't necessarily mean an http response. The whole http response could be composed of the space characters, which would mean a single http response to a single http request, except that it is a minute long. I tried chunked encoding but I don't think it works, or at least my implementation's wrong.

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