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  • SQL SERVER – Attach or Detach Database – SQL in Sixty Seconds #068

    - by Pinal Dave
    When we have to move a database from one server to another server or when we have to move a database from one file to another file, we commonly use Database Attach or Detach process. I have been doing this for quite a while as well. Recently, when I was visiting an organization I found that in this organization lots of developers are still using an older version of the code to attach the database. I quickly pointed that out to them the new method to attach the database, however it was really interesting to find out that they really did not know that sp_attach_db is now a deprecated method to attach the database. This really made me to do today’s SQL in Sixty Seconds. I demonstrate in this SQL in Sixty Seconds how to attach or detach the database using a new method of attaching database. The code which I have used in this code is over here: -- Detach Database USE [master] GO EXEC MASTER.dbo.sp_detach_db @dbname = N'AdventureWorks2014_new' GO -- Deprecated Way to Attach Database USE [master] GO EXEC MASTER.dbo.sp_attach_db 'AdventureWorks2014_new', 'E:\AdventureWorks2012_Data_new.mdf', 'E:\AdventureWorks2012_log_new.ldf' GO -- Correct Way to Attach Database USE [master] GO CREATE DATABASE [AdventureWorks2014_new] ON ( FILENAME = 'E:\AdventureWorks2012_Data_new.mdf'), ( FILENAME = 'E:\AdventureWorks2012_log_new.ldf') FOR ATTACH GO Here is the question back to you – Do you still use old methods to attach database? If yes, I suggest that you start using the new method onwards. SQL in Sixty Seconds Video I have attempted to explain the same subject in simple words over in following video. Action Item Here are the blog posts I have previously written on the subject of SA password. You can read it over here: SQL SERVER – 2005 – T-SQL Script to Attach and Detach Database SQL SERVER – Move Database Files MDF and LDF to Another Location SQL SERVER – 2005 Take Off Line or Detach Database SQL SERVER – Attach mdf file without ldf file in Database SQL SERVER – Copy Database from Instance to Another Instance – Copy Paste in SQL Server You can subscribe to my YouTube Channel for frequent updates. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Book Review, SQLAuthority News, T SQL, Video

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  • OpenFilesView Displays All Open and Locked Files to Help Resolve In-Use Errors

    - by Jason Fitzpatrick
    Windows: You go to move a file and Windows throws up an “In Use” error. OpenFilesView shows you what application or system process is locking up the files you’re trying to move. Sometimes the culprit is obvious; if you go to move your media folder and you’ve got your media player open watching South Park then shutting down the media player is the obvious solution. Other times the culprit is less obvious; sometimes Windows processes and less-than-obvious applications are accessing your files in ways that aren’t apparent. The screenshot below showcases the “In Use” error: This is where OpenFilesView comes into play. Fire up the application to see a list of all active files on your system. The master list is a bit overwhelming (on our test system there were over 1200 open files) but you use the find command to drill down to specific file or folder names. Once you’ve found the locked file you can close the file handle, kill the process, or bring the process to the front (so you can examine the program, if possible, before terminating it). It’s much more efficient than rebooting in an attempt to shake the In-Use error. OpenFilesView is freeware and works on Windows XP through Windows 7. HTG Explains: Do You Really Need to Defrag Your PC? Use Amazon’s Barcode Scanner to Easily Buy Anything from Your Phone How To Migrate Windows 7 to a Solid State Drive

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  • Advice for someone moving from Windows / Coldfusion / Java to Linux / Ruby / Rails

    - by Ciaran Archer
    Hi all I am thinking of undertaking a serious career move. Currently I work day to day with ColdFusion 9+, and some Java in a Windows environment. My background is Java/JSP etc prior to ColdFusion. I'm considering a move towards Ruby / Rails on Linux as I think it would be a real challenge, keep things fresh and would stand me in good stead for the next few years. There are also more jobs in this area. I would consider myself an experienced web professional. I do TDD and I understand good OO design concepts. I have worked for the past few years on a busy transactional gaming website with all the security and performance challenges that entails. I have also contributed to an open source ColdFusion project recently and I am a active member of the CF community on StackOverflow . In order to maintain my current remuneration (!) etc. I would like to get up to speed on Ruby / Rails and Linux before I go job hunting. The idea is that I can demonstrate enough proficiency in these new skills and combined with my other language / programming / architectural and performance experience I have I'll be a good candidate. I am building a personal website in Rails 3.0 on Ubuntu which I hope will expose me to lots of Rails/Ruby and I am reading a few books. What else can I do? Has anyone made this type of move, and if so would they have any tips apart from what I've mentioned? Is there any areas around Rails/Ruby/Linux that I have to get up to speed with? Any and all tips are appreciated.

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  • PhysicsMouseJoint problem in andengine + Box2d

    - by Nikhil Lamba
    What we can remove from this code i.e from PhysicsMouseJointExample to remove the functionality of drag and drog of sprite but i need all functionality except this only user move the sprite with some force and velocity of fling but user can't move the ball as like drag and drop like moving a finger on screen and sprite move with finger plz plz help me I am Using Below method for Mouse Joint CODE : public MouseJoint createMouseJoint(final IShape pFace, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { final Body body = (Body) pFace.getUserData(); final MouseJointDef mouseJointDef = new MouseJointDef(); final Vector2 localPoint = Vector2Pool.obtain((pTouchAreaLocalX - pFace.getWidth() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT, (pTouchAreaLocalY - pFace.getHeight() * 0.5f) / PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT); this.groundBody.setTransform(localPoint, 0); mouseJointDef.bodyA = this.groundBody; mouseJointDef.bodyB = body; mouseJointDef.dampingRatio = 0.95f; mouseJointDef.frequencyHz = 30; mouseJointDef.maxForce = (200.0f * body.getMass()); mouseJointDef.collideConnected = true; mouseJointDef.target.set(body.getWorldPoint(localPoint)); Vector2Pool.recycle(localPoint); return (MouseJoint)mPhysicsWorld.createJoint(mouseJointDef); }

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  • Adding objects to the environment at timed intervals

    - by david
    I am using an ArrayList to handle objects and at each interval of 120 frames, I am adding a new object of the same type at a random location along the z-axis of 60. The problem is, it doesn't add just 1. It depends on how many are in the list. If I kill the Fox before the time interval when one is supposed to spawn comes, then no Fox will be spawned. If I don't kill any foxes, it grows exponentially. I only want one Fox to be added every 120 frames. This problem never happened before when I created new ones and added them to the environment. Any insights? Here is my code: /**** FOX CLASS ****/ import env3d.EnvObject; import java.util.ArrayList; public class Fox extends Creature { private int frame = 0; public Fox(double x, double y, double z) { super(x, y, z); // Must use the mutator as the fields have private access // in the parent class setTexture("models/fox/fox.png"); setModel("models/fox/fox.obj"); setScale(1.4); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; setX(getX()-0.2); setRotateY(270); if (frame > 120) { Fox f = new Fox(60, 1, (int)(Math.random()*28)+1); new_creatures.add(f); frame = 0; } for (Creature c : creatures) { if (this.distance(c) < this.getScale()+c.getScale() && c instanceof Tux) { dead_creatures.add(c); } } for (Creature c : creatures) { if (c.getX() < 1 && c instanceof Fox) { dead_creatures.add(c); } } } } import env3d.Env; import java.util.ArrayList; import org.lwjgl.input.Keyboard; /** * A predator and prey simulation. Fox is the predator and Tux is the prey. */ public class Game { private Env env; private boolean finished; private ArrayList<Creature> creatures; private KingTux king; private Snowball ball; private int tuxcounter; private int kills; /** * Constructor for the Game class. It sets up the foxes and tuxes. */ public Game() { // we use a separate ArrayList to keep track of each animal. // our room is 50 x 50. creatures = new ArrayList<Creature>(); for (int i = 0; i < 10; i++) { creatures.add(new Tux((int)(Math.random()*10)+1, 1, (int)(Math.random()*28)+1)); } for (int i = 0; i < 1; i++) { creatures.add(new Fox(60, 1, (int)(Math.random()*28)+1)); } king = new KingTux(25, 1, 35); ball = new Snowball(-400, -400, -400); } /** * Play the game */ public void play() { finished = false; // Create the new environment. Must be done in the same // method as the game loop env = new Env(); // Make the room 50 x 50. env.setRoom(new Room()); // Add all the animals into to the environment for display for (Creature c : creatures) { env.addObject(c); } for (Creature c : creatures) { if (c instanceof Tux) { tuxcounter++; } } env.addObject(king); env.addObject(ball); // Sets up the camera env.setCameraXYZ(30, 50, 55); env.setCameraPitch(-63); // Turn off the default controls env.setDefaultControl(false); // A list to keep track of dead tuxes. ArrayList<Creature> dead_creatures = new ArrayList<Creature>(); ArrayList<Creature> new_creatures = new ArrayList<Creature>(); // The main game loop while (!finished) { if (env.getKey() == 1 || tuxcounter == 0) { finished = true; } env.setDisplayStr("Tuxes: " + tuxcounter, 15, 0); env.setDisplayStr("Kills: " + kills, 140, 0); processInput(); ball.move(); king.check(); // Move each fox and tux. for (Creature c : creatures) { c.move(creatures, dead_creatures, new_creatures); } for (Creature c : creatures) { if (c.distance(ball) < c.getScale()+ball.getScale() && c instanceof Fox) { dead_creatures.add(c); ball.setX(-400); ball.setY(-400); ball.setZ(-400); kills++; } } // Clean up of the dead tuxes. for (Creature c : dead_creatures) { if (c instanceof Tux) { tuxcounter--; } env.removeObject(c); creatures.remove(c); } for (Creature c : new_creatures) { creatures.add(c); env.addObject(c); } // we clear the ArrayList for the next loop. We could create a new one // every loop but that would be very inefficient. dead_creatures.clear(); new_creatures.clear(); // Update display env.advanceOneFrame(); } // Just a little clean up env.exit(); } private void processInput() { int keyDown = env.getKeyDown(); int key = env.getKey(); if (keyDown == 203) { king.setX(king.getX()-1); } else if (keyDown == 205) { king.setX(king.getX()+1); } if (ball.getX() <= -400 && key == Keyboard.KEY_S) { ball.setX(king.getX()); ball.setY(king.getY()); ball.setZ(king.getZ()); } } /** * Main method to launch the program. */ public static void main(String args[]) { (new Game()).play(); } } /**** CREATURE CLASS ****/ /* (Parent class to Tux, Fox, and KingTux) */ import env3d.EnvObject; import java.util.ArrayList; abstract public class Creature extends EnvObject { private int frame; private double rand; /** * Constructor for objects of class Creature */ public Creature(double x, double y, double z) { setX(x); setY(y); setZ(z); setScale(1); rand = Math.random(); } private void randomGenerator() { rand = Math.random(); } public void move(ArrayList<Creature> creatures, ArrayList<Creature> dead_creatures, ArrayList<Creature> new_creatures) { frame++; if (frame > 12) { randomGenerator(); frame = 0; } // if (rand < 0.25) { // setX(getX()+0.3); // setRotateY(90); // } else if (rand < 0.5) { // setX(getX()-0.3); // setRotateY(270); // } else if (rand < 0.75) { // setZ(getZ()+0.3); // setRotateY(0); // } else if (rand < 1) { // setZ(getZ()-0.3); // setRotateY(180); // } if (rand < 0.5) { setRotateY(getRotateY()-7); } else if (rand < 1) { setRotateY(getRotateY()+7); } setX(getX()+Math.sin(Math.toRadians(getRotateY()))*0.5); setZ(getZ()+Math.cos(Math.toRadians(getRotateY()))*0.5); if (getX() < getScale()) setX(getScale()); if (getX() > 50-getScale()) setX(50 - getScale()); if (getZ() < getScale()) setZ(getScale()); if (getZ() > 50-getScale()) setZ(50 - getScale()); // The move method now handles collision detection if (this instanceof Fox) { for (Creature c : creatures) { if (c.distance(this) < c.getScale()+this.getScale() && c instanceof Tux) { dead_creatures.add(c); } } } } } The rest of the classes are a bit trivial to this specific problem.

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  • Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox

    - by Asian Angel
    Are you looking for a way to move your tabs to the side in Firefox and gain access to more vertical UI space? The Vertical Tabs extension for Firefox lets you accomplish both in a matter of moments. As soon as you install the extension and restart Firefox the Tab Bar will be automatically converted into a shiny new Vertical Tabs Sidebar. All that you have to do is start enjoying the extra vertical UI space. Some things to keep in mind when using the extension are: You can easily adjust the width of the sidebar to suit your needs using the mouse (very nice!) The Firefox Menu Button, Panorama Button, and Tab Control controls move to the bottom of the sidebar (see screenshot above) You can group tabs if needed or desired There is no option available to move the sidebar to the right side of the browser at the moment The use of Personas themes (or other themes) may affect how the text for the tabs will look (i.e. a slightly fuzzy shadow effect when not selected as seen in the screenshot above) Note: Works with Firefox 4.0b7 – 4.0.* Install the Vertical Tabs Extension [Mozilla Add-ons] Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome Daisies and Rye Swaying in the Summer Wind Wallpaper Read On Phone Pushes Data from Your Desktop to the Appropriate Android App

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  • Nautilus header bar missing -- Ubuntu Gnome 13.10 (Gnome 3.10)

    - by user75252
    So, I recently did a fresh install of Ubuntu GNOME 13.10, added the gnome3-team/gnome3-next and gnome3-team/gnome3-staging PPA's, and upgraded to Gnome 3.10. (Also using a dual-monitor system, 1920 x 1080, Nvidia-319 driver.) Everything was running fine after the updates (including Nautilus, or "Files"), but when I opened Nautilus, at some point, the header bar was gone, and it got stuck in full-screen mode. The header is there for every other application, though. I can't resize Nautilus, I can't move it with the Alt+F7 hotkey. I can, however, make the sidebar disappear with F9 and make the program close with Alt+F4. I can also bring up the window menu with Alt+space, but the options to "resize" and "move" are greyed out, and the "Move Titlebar Onscreen" does nothing when clicked. Attempted solutions: I uninstalled, ran apt-get autoremove clean autoclean, and re-installed Nautilus, including any subsequent applications that were removed -- no fix. I installed and tried replacing the titlebar theme with Ambiance via Gnome Tweak Tool to at least restore the header/title bar -- no fix. I created a new user, logged into that, and opened Nautilus. It DID open up in the windowed mode with the header bar, but then, without my involvement, went to full-screen without the header bar. Same problem. Running "sudo nautilus" from the terminal does open it (full-screen, without header), but gives this error: (nautilus:7531): Gtk-WARNING **: Failed to register client: GDBus.Error:org.freedesktop.DBus.Error.ServiceUnknown: The name org.gnome.SessionManager was not provided by any .service files Here's a screenshot of the complete Nautilus dialog box:

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  • ubuntu one syncronizing problems

    - by user72249
    I am a user of Ubuntu and Ubuntu One. First: I had a serious problem with ubuntu one. I have a windows and several Ubuntu machine and they all sync one account. My first problem is that i can't really delete files. Whenever I delete something Ubu One resync it, so it appears again in my folder. Furthermore, when i move something to another dir it synconize the new location and resync the old one, so i got doubled my files. I can't reorganize my files. So i tried to delete the duplicated files through the web dash, but i cant reorder and select multiple files by extension. For example i wanted to move all PDF to another location... Second: I can't configure in the ubuntu one app the loacation of the main One folder. For example i want my One folder to be on another partition than my HOME folder. It is a main problem in linux and windows also. I tried to move that folder in windows with the hardlink method. So i uninstalled the U1, then i created a folder link to another drive, than installed the U1. THEN i lost all my files in my U1. Lucky thing that i have a backup, but i thought U1 is a stable solution for me, and i planned to extend my space, but these bugs are major problems! It's worth to pay for it if it's working perfectly. I think it's more important than releasing a new version in every month.

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  • displaying multi-section html documents - best practices

    - by ecpepper
    I work at a research organization and we publish a lot of large-ish documents, usually organized in sections. What I want to know is how best to present these multi-section documents on our website. Presently, what I do is load the entire document as a single page, with each section as its own div. Then I show and hide divs as needed via a table of contents and "next" and "prev" buttons. The advantages to this are mainly: 1) that you can move between sections very quickly, 2) it produces consistent analytics (when a page is loaded, I know a report is being read). The disadvantages, however, are real: Readers can't take advantage of browser back/forward buttons to move between sections. It's complicated to create direct links to individual sections (I can do it with javascript but it's not easy for other people to grab and share). For long reports, you have to wait for the full report to load before you can move around (and that can include hordes of images and charts). Do other people have thoughts on better ways to organize this? Here's an example of the current system: http://massbudget.org/825

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  • Windows Azure Virtual Machines - Make Sure You Follow the Documentation

    - by BuckWoody
    To create a Windows Azure Infrastructure-as-a-Service Virtual Machine you have several options. You can simply select an image from a “Gallery” which includes Windows or Linux operating systems, or even a Windows Server with pre-installed software like SQL Server. One of the advantages to Windows Azure Virtual Machines is that it is stored in a standard Hyper-V format – with the base hard-disk as a VHD. That means you can move a Virtual Machine from on-premises to Windows Azure, and then move it back again. You can even use a simple series of PowerShell scripts to do the move, or automate it with other methods. And this then leads to another very interesting option for deploying systems: you can create a server VHD, configure it with the software you want, and then run the “SYSPREP” process on it. SYSPREP is a Windows utility that essentially strips the identity from a system, and when you re-start that system it asks a few details on what you want to call it and so on. By doing this, you can essentially create your own gallery of systems, either for testing, development servers, demo systems and more. You can learn more about how to do that here: http://msdn.microsoft.com/en-us/library/windowsazure/gg465407.aspx   But there is a small issue you can run into that I wanted to make you aware of. Whenever you deploy a system to Windows Azure Virtual Machines, you must meet certain password complexity requirements. However, when you build the machine locally and SYSPREP it, you might not choose a strong password for the account you use to Remote Desktop to the machine. In that case, you might not be able to reach the system after you deploy it. Once again, the key here is reading through the instructions before you start. Check out the link I showed above, and this link: http://technet.microsoft.com/en-us/library/cc264456.aspx to make sure you understand what you want to deploy.  

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  • 10gR2 Transportable Tablespaces Certified for EBS 11i

    - by Steven Chan
    Database migration across platforms of different "endian" (byte ordering) formats using the Cross Platform Transportable Tablespaces (XTTS) process is now certified for Oracle E-Business Suite Release 11i (11.5.10.2) with Oracle Database 10g Release 2.  This process is sometimes also referred to as transportable tablespaces (TTS).What is the Cross-Platform Transportable Tablespace Feature?The Cross-Platform Transportable Tablespace feature allows users to move a user tablespace across Oracle databases. It's an efficient way to move bulk data between databases. If the source platform and the target platform are of different endianness, then an additional conversion step must be done on either the source or target platform to convert the tablespace being transported to the target format. If they are of the same endianness, then no conversion is necessary and tablespaces can be transported as if they were on the same platform.Moving data using transportable tablespaces can be much faster than performing either an export/import or unload/load of the same data. This is because transporting a tablespace only requires the copying of datafiles from source to the destination and then integrating the tablespace structural information. You can also use transportable tablespaces to move both table and index data, thereby avoiding the index rebuilds you would have to perform when importing or loading table data.

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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • How to limit click'n'drag movement to an area?

    - by Vexille
    I apologize for the somewhat generic title. I'm really don't have much clue about how to accomplish what I'm trying to do, which is making it harder even to research a possible solution. I'm trying to implement a path marker of sorts (maybe there's a most suitable name for it, but this is the best I could come up with). In front of the player there will be a path marker, which will determine how the player will move once he finishes planning his turn. The player may click and drag the marker to the position they choose, but the marker can only be moved within a defined working area (the gray bit). So I'm now stuck with two problems: First of all, how exactly should I define that workable area? I can imagine maybe two vectors that have the player as a starting point to form the workable angle, and maybe those two arcs could come from circles that have their center where the player is, but I definetly don't know how to put this all together. And secondly, after I've defined the area where the marker can be placed, how can I enforce that the marker should only stay within that area? For example, if the player clicks and drags the marker around, it may move freely within the working area, but must not leave the boundaries of the area. So for example, if the player starts dragging the marker upwards, it will move upwards until it hits he end of the working area (first diagram below), but if after that the player starts dragging sideways, the marker must follow the drag while still within the area (second diagram below). I hope this wasn't all too confusing. Thanks, guys.

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  • SFML - Moving a sprite on mouseclick

    - by Mike
    I want to be able to move a sprite from a current location to another based upon where the user clicks in the window. This is the code that I have: #include <SFML/Graphics.hpp> int main() { // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600), "SFML window"); // Load a sprite to display sf::Texture Image; if (!Image.LoadFromFile("cb.bmp")) return EXIT_FAILURE; sf::Sprite Sprite(Image); // Define the spead of the sprite float spriteSpeed = 200.f; // Start the game loop while (App.IsOpened()) { if (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)) App.Close(); if (sf::Mouse::IsButtonPressed(sf::Mouse::Right)) { Sprite.SetPosition(sf::Mouse::GetPosition(App).x, sf::Mouse::GetPosition(App).y); } // Clear screen App.Clear(); // Draw the sprite App.Draw(Sprite); // Update the window App.Display(); } return EXIT_SUCCESS; } But instead of just setting the position I want to use Sprite.Move() and gradually move the sprite from one position to another. The question is how? Later I plan on adding a node system into each map so I can use Dijkstra's algorithm, but I'll still need this for moving between nodes.

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  • Mouse click events are delayed when moving the cursor in xubuntu 12.04

    - by bobbaluba
    I am trying out live xubuntu on my samsung n150 (netbook, similar to eeepc). So far everything seems perfect, except for this one thing. When I am clicking the mouse while moving the cursour, the click event is delayed. This is extremely annoying when i try to to move windows, because i end up clicking the window behind the window i am trying to move and thereby changing focus. This goes for all applications. I.e selecting text is difficult. There is no lag in the cursor movement, just the click event. The click event is registered with the new mouse position, not the one when the mouse was clicked. I tried searching for the problem, but all the other cases where either kind of different, or had no solution. EDIT: After testing some more, here are some more information. The click doesn't occur until i stop moving the cursor. If I move the cursor smoothly around, the click never gets through. I have ubuntu netbook remix 10.04 installed, and have no problems with the mouse there. EDIT2: Once I connected a usb-mouse, the problem dissappeared. Dragging now works perfectly with both the track pad and the usb mouse. I will update once I have installed xubuntu and figured out if this is a persistant problem. EDIT3: I have installed, and the problem is still there. It dissappears when I have a second mouse connected however, and after I resume from suspend. My solution for now, is just to keep the dongle connected all the time.

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  • Algorithm to shift the car

    - by Simran kaur
    I have a track that can be divided into n number of tracks and a car as GamObject. The track has transforms such that some part of the track's width lies in negative x axis and other in positive. Requirement: One move should cross one track. On every move(left or right), I want the car to reach exact centre of the next track on either sides i.e left or right. My code: Problem: : Because of negative values , somewhere I am missing out something that is making car move not in desirable positions and that's because of negative values only. variable tracks is the number of tracks the whole track is divided in. variable dist is the total width of the complete track. On left movement: if (Input.GetKeyDown (KeyCode.LeftArrow)) { if (this.transform.position.x < r.renderer.bounds.min.x + box.size.x) { this.transform.position = new Vector3 (r.renderer.bounds.min.x + Mathf.FloorToInt(box.size.x), this.transform.position.y, this.transform.position.z); } else { int tracknumber = Mathf.RoundToInt(dist - transform.position.x)/tracks; float averagedistance = (tracknumber*(dist/tracks) + (tracknumber-1)*(dist/tracks))/2; if(transform.position.x > averagedistoftracks) { amountofmovement = amountofmovement + (transform.position.x - averagedistance); } else { amountofmovement = amountofmovement - (averagedistance - transform.position.x); } this.transform.position = new Vector3 (this.transform.position.x - amountofmovement, this.transform.position.y, this.transform.position.z); } }

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  • How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?

    - by Milo
    I'm working on my player object for my game. PhysicsBodyDef def; def.fixedRotation = true; def.density = 1.0f; def.position = Vec2(200.0f, 200.0f); def.isDynamic = true; def.size = Vec2(50.0f,200.0f); m_player.init(def,&m_physicsEngine.getWorld()); This is how he moves: b2Vec2 vel = getBody()->GetLinearVelocity(); float desiredVel = 0; if (m_keys[ALLEGRO_KEY_A] || m_keys[ALLEGRO_KEY_LEFT]) { desiredVel = -5; } else if (m_keys[ALLEGRO_KEY_D] || m_keys[ALLEGRO_KEY_RIGHT]) { desiredVel = 5; } else { desiredVel = 0; } float velChange = desiredVel - vel.x; float impulse = getBody()->GetMass() * velChange; //disregard time factor getBody()->ApplyLinearImpulse( b2Vec2(impulse,0), getBody()->GetWorldCenter(),true); This creates a few problems. First, to move the player at a constant speed he must be given a high velocity. The problem with this is if he just comes in contact with a small box, he makes it move a lot. Now, I can fix this by lowering his density, but then comes my main issue: I need other objects to be able to run into him, but when they do, he should be like a static wall and not move. I'm not sure how to do that without high density. I cannot use collision groups since I still need him to be solid toward other dynamic things. How can this be done? Essentially, how do I prevent other dynamic bodies from affecting the player's velocity?

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  • What&rsquo;s in your wallet, er&hellip;Inbox?

    - by johndoucette
    Since my first UUCP operation in UNIX to deliver and receive an email, I have always been challenged to find the ultimate email organizer. About a year ago, I switched to a very simple process of managing email and have found the ultimate in organization. On the craziest of days with 250+ emails, I keep my inbox empty. Here is how I do it; First, start with the following folders in your mailbox; Inbox    Archive    FollowUp    Hold Of course, all inbound emails will start in the Inbox. As you work throughout the day, follow these steps to keep your inbox empty; Read the email. Are you responsible for any action? If you are and can do it immediately, then do it. If you need to do it later, move the email to the “FollowUp” folder If you are not responsible for any action, move it to the archive folder. Use Outlook’s search to find them when you need them. If you will need to reference the email later in the week or for a short term (week or two), then move the email to the “Hold” folder As your day progresses, frequently review the FollowUp folder and accomplish the task *Notes: If I am waiting for someone to do something for me, I keep it in the FollowUp folder. As I review the folder, I am constantly reminded that there is something I am waiting on – and can send a simple reminder by forwarding the original email. I sometimes send myself a “todo” email and park it in the FollowUp folder I like to know how many emails are in the folders so I set the “Show total number of items” property on the folder to show the amount of emails.

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  • Sprites, Primitives and logic entity as structs

    - by Jeffrey
    I'm wondering would it be considered acceptable: The window class is responsible for drawing data, so it will have a method: Window::draw(const Sprite&); Window::draw(const Rect&); Window::draw(const Triangle&); Window::draw(const Circle&); and all those primitives + sprites would be just public struct. For example Sprite: struct Sprite { float x, y; // center float origin_x, origin_y; float width, height; float rotation; float scaling; GLuint texture; Sprite(float w, float h); Sprite(float w, float h, float a, float b); void useTexture(std::string file); void setOrigin(float a, float b); void move(float a, float b); // relative move void moveTo(float a, float b); // absolute move void rotate(float a); // relative rotation void rotateTo(float a); // absolute rotation void rotationReset(); void scale(float a); // relative scaling void scaleTo(float a); // absolute scaling void scaleReset(); }; So instead of having each primitive to call their draw() function, which is a little bit off topic for their object, I let the Window class handle all the OpenGL stuff and manipulate them as simple objects that will be drawn later on. Is this pattern used? Does it have any cons against it's primitives-draw-themself pattern? Are there any other related patterns?

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  • Doing a passable 4X game AI

    - by Extrakun
    I am coding a rather "simple" 4X game (if a 4X game can be simple). It's indie in scope, and I am wondering if there's anyway to come up with a passable AI without having me spending months coding on it. The game has three major decision making portions; spending of production points, spending of movement points and spending of tech points (basically there are 3 different 'currency', currency unspent at end of turn is not saved) Spend Production Points Upgrade a planet (increase its tech and production) Build ships (3 types) Move ships from planets to planets (costing Movement Points) Move to attack Move to fortify Research Tech (can partially research a tech i.e, as in Master of Orion) The plan for me right now is a brute force approach. There are basically 4 broad options for the player - Upgrade planet(s) to its his production and tech output Conquer as many planets as possible Secure as many planets as possible Get to a certain tech as soon as possible For each decision, I will iterate through the possible options and come up with a score; and then the AI will choose the decision with the highest score. Right now I have no idea how to 'mix decisions'. That is, for example, the AI wishes to upgrade and conquer planets at the same time. I suppose I can have another logic which do a brute force optimization on a combination of those 4 decisions.... At least, that's my plan if I can't think of anything better. Is there any faster way to make a passable AI? I don't need a very good one, to rival Deep Blue or such, just something that has the illusion of intelligence. This is my first time doing an AI on this scale, so I dare not try something too grand too. So far I have experiences with FSM, DFS, BFS and A*

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • Complexity of defense AI

    - by Fredrik Johansson
    I have a non-released game, and currently it's only possible to play with another human being. As the game rules are made up by me, I think it would be great if new players could learn basic game play by playing against an AI opponent. I mean it's not like Tennis, where the majority knows at least the fundamental rules. On the other hand, I'm a bit concerned that this AI implementation can be quite complex. I hope you can help me with an complexity estimation. I've tried to summarize the gameplay below. Is this defense AI very hard to do? Basic Defense Game Play Player Defender can move within his land, i.e. inside a random, non-convex, polygon. This land will also contain obstacles modeled as polygons, that Defender has to move around. Player Attacker has also a land, modeled as another such polygon. Assume that Defender shall defend against Attacker. Attacker will then throw a thingy towards Defender's land. To be rewarded, Attacker wants to hit Defender's land, and Defender will want to strike away the thingy from his land before it stops to prevent Attacker from scoring. To feint Defender, Attacker might run around within his land before the throw, and based on these attacker movements Defender shall then continuously move to the best defense position within his land.

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  • Proportional speed movement between mouse and cube

    - by user1350772
    Hi i´m trying to move a cube with the freeglut mouse "glutMotionFunc(processMouseActiveMotion)" callback, my problem is that the movement is not proportional between the mouse speed movement and the cube movement. MouseButton function: #define MOVE_STEP 0.04 float g_x=0.0f; glutMouseFunc(MouseButton); glutMotionFunc(processMouseActiveMotion); void MouseButton(int button, int state, int x, int y){ if(button == GLUT_LEFT_BUTTON && state== GLUT_DOWN){ initial_x=x; } } When the left button gets clicked the x cordinate is stored in initial_x variable. void processMouseActiveMotion(int x,int y){ if(x>initial_x){ g_x-= MOVE_STEP; }else{ g_x+= MOVE_STEP; } initial_x=x; } When I move the mouse I look in which way it moves comparing the mouse new x coordinate with the initial_x variable, if xinitial_x the cube moves to the right, if not it moves to the left. Any idea how can i move the cube according to the mouse movement speed? Thanks EDIT 1 The idea is that when you click on any point of the screen and you drag to the left/right the cube moves proportionally of the mouse mouvement speed.

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  • Microeconomical simulation: coordination/planning between self-interested trading agents

    - by Milton Manfried
    In a typical perfect-information strategy game like Chess, an agent can calculate its best move by searching the state tree for the best possible move, while assuming that the opponent will also make the best possible move (i.e. Mini-max). I would like to use this approach in a "game" modeling economic activity, where the possible "moves" would be to buy or sell for a given price, and the goal, rather than a specific class of states (e.g. Checkmate), would be to maximize some function F of the agent's state (e.g. F(money, widget) = 10*money + widget). How to handle buy/sell actions that require coordination between both parties, at the very least agreement upon a price? The cheap way out would be to set the price beforehand, maybe based upon the current supply -- but the idea of this simulation is to examine how prices emerge when freely determined by "perfectly rational" agents. A great example of what I do not want is the trading algorithm in SugarScape -- paraphrasing from Growing Artificial Societies p101-102: when a pair of agents interact to trade, they each compute their internal valuations of the goods, then a bargaining process is conducted and a price is agreed to. If this price makes both agents better off, they complete the transaction The protocol itself is beautiful, but what it cannot capture (as far as I can tell) is the ability for an agent to pay more than it might otherwise for a good, because it knows that it can sell it for even more at a later date -- what appears to be called "strategic thinking" in this pape at Google Books Multi-Agent-Based Simulation III: 4th International Workshop, MABS 2003... to get realistic behavior like that, it seems one would either (1) have to build an outrageously-complex internal valuation system which could at best only cover situations that were planned for at compile-time, or otherwise (2) have some mechanism to search the state tree... which would require some way of planning future trades. Note: The chess analogy only works as far as the state-space search goes; the simulation isn't intended to be "zero sum", so a literal mini-max search wouldn't be appropriate -- and ideally, it should work with more than two agents.

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  • How to make it so units don't stack up in one location?

    - by Daggio
    So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so far so good, I have the A* pathfinding algorithm all sorted out and the minion units move to the desired location as I want them to be. The problem a rise when a unit stops in a node that has already occupied by another friendly unit. Both (or more than two) of them stacks up in one location, it looks like they're one unit. I want to add collision detection so when they collide they don't stack up together. But now they stop when they collide on they way to a node. This isn't good because they won't move at all midway (they won't respond to enemy attacks like that). I've added a deltatime so they only stopped for 2 seconds before they move again to their designated designation. This moves them again but they flicker. Not how I want it. So, like the title said. How to make more than one units don't stack up in a node? And if possible, how to make them not flicker while moving (it's good if they can tell other friendly units on the way and avoid them accordingly)?

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