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  • Many sources of movement in an entity system

    - by Sticky
    I'm fairly new to the idea of entity systems, having read a bunch of stuff (most usefully, this great blog and this answer). Though I'm having a little trouble understanding how something as simple as being able to manipualate the position of an object by an undefined number of sources. That is, I have my entity, which has a position component. I then have some event in the game which tells this entity to move a given distance, in a given time. These events can happen at any time, and will have different values for position and time. The result is that they'd be compounded together. In a traditional OO solution, I'd have some sort of MoveBy class, that contains the distance/time, and an array of those inside my game object class. Each frame, I'd iterate through all the MoveBy, and apply it to the position. If a MoveBy has reached its finish time, remove it from the array. With the entity system, I'm a little confused as how I should replicate this sort of behavior. If there were just one of these at a time, instead of being able to compound them together, it'd be fairly straightforward (I believe) and look something like this: PositionComponent containing x, y MoveByComponent containing x, y, time Entity which has both a PositionComponent and a MoveByComponent MoveBySystem that looks for an entity with both these components, and adds the value of MoveByComponent to the PositionComponent. When the time is reached, it removes the component from that entity. I'm a bit confused as to how I'd do the same thing with many move by's. My initial thoughts are that I would have: PositionComponent, MoveByComponent the same as above MoveByCollectionComponent which contains an array of MoveByComponents MoveByCollectionSystem that looks for an entity with a PositionComponent and a MoveByCollectionComponent, iterating through the MoveByComponents inside it, applying/removing as necessary. I guess this is a more general problem, of having many of the same component, and wanting a corresponding system to act on each one. My entities contain their components inside a hash of component type - component, so strictly have only 1 component of a particular type per entity. Is this the right way to be looking at this? Should an entity only ever have one component of a given type at all times?

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  • The Science of Creating a Money Making Keyword List

    Creating a money making keyword list is the foundation of your website marketing strategy. If your keyword list contains the right words or phrases then you will see plenty of traffic finding your site. If the keywords are not specific enough or are too general then your traffic will suffer and those that do happen to find your site may just look around a second or two and then move on.

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  • How should I structure my turn based engine to allow flexibility for players/AI and observation?

    - by Reefpirate
    I've just started making a Turn Based Strategy engine in GameMaker's GML language... And I was cruising along nicely until it came time to handle the turn cycle, and determining who is controlling what player, and also how to handle the camera and what is displayed on screen. Here's an outline of the main switch happening in my main game loop at the moment: switch (GameState) { case BEGIN_TURN: // Start of turn operations/routines break; case MID_TURN: switch (PControlledBy[Turn]) { case HUMAN: switch (MidTurnState) { case MT_SELECT: // No units selected, 'idle' UI state break; case MT_MOVE: // Unit selected and attempting to move break; case MT_ATTACK: break; } break; case COMPUTER: // AI ROUTINES GO HERE break; case OBSERVER: // OBSERVER ROUTINES GO HERE break; } break; case END_TURN: // End of turn routines/operations, and move Turn to next player break; } Now, I can see a couple of problems with this set-up already... But I don't have any idea how to go about making it 'right'. Turn is a global variable that stores which player's turn it is, and the BEGIN_TURN and END_TURN states make perfect sense to me... But the MID_TURN state is baffling me because of the things I want to happen here: If there are players controlled by humans, I want the AI to do it's thing on its turn here, but I want to be able to have the camera follow the AI as it makes moves in the human player's vision. If there are no human controlled player's, I'd like to be able to watch two or more AI's battle it out on the map with god-like 'observer' vision. So basically I'm wondering if there are any resources for how to structure a Turn Based Strategy engine? I've found lots of writing about pathfinding and AI, and those are all great... But when it comes to handling the turn structure and the game states I am having trouble finding any resources at all. How should the states be divided to allow flexibility between the players and the controllers (HUMAN, COMPUTER, OBSERVER)? Also, maybe if I'm on the right track I just need some reassurance before I lay down another few hundred lines of code...

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  • Application specific environment variable settings

    - by SuperElectric
    I'm trying to work around a known bug in Ubuntu 9.10, where using the scrollbar in emacs causes text to be highlighted, and the cursor to move. This page here shows that you can fix this by setting an environment variable before launching emacs: $ GDK_NATIVE_WINDOWS=1 emacs So a lazy fix would be to alias "emacs" in my .bashrc: alias emacs="GDK_NATIVE_WINDOWS=1 emacs" This, however, has the drawback of setting this environment variable for all subsequent commands run from that shell. Is there any way to set GDK_NATIVE_WINDOWS=1 for just emacs, whenever I run emacs?

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  • How to edit gnome/unity menus without using Alacarte?

    - by Vagrant232
    Alacarte crashes every time I attempt to edit a submenu or move an item from one submenu to another and then I'd have to wipe the application.menu files or my gnomeshell desktop would be useless. Is there a way to organize my main menu and unity dash applications subcategories without using Alacarte? I've got so many items installed in the wrong category and I'd also like to remove a ton of zombie icons.

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  • JavaOne 2012 Java Jungle Session!

    - by HecklerMark
    Well, it's official - the proposal I submitted to JavaOne 2012 was accepted! Pending management approval, I'll be leading the following session: Session ID: CON3519 Session Title: Building Hybrid Cloud Apps: Local Databases + The Cloud = Extreme Versatility If you've been struggling with ways to "move to the cloud" without losing the advantages you currently enjoy/require in your current environment, I hope you'll consider signing up for this session. Hope to see you there! Mark

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  • The Science of Creating a Money Making Keyword List

    Creating a money making keyword list is the foundation of your website marketing strategy. If your keyword list contains the right words or phrases then you will see plenty of traffic finding your site. If the keywords are not specific enough or are too general then your traffic will suffer and those that do happen to find your site may just look around a second or two and then move on.

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  • Menus intermittantly take two clicks

    - by heynnema
    Intermittently, when I left-click on the Applications/Places/System menus, the first click does nothing, and it takes a second click to drop the menu. I've also noticed that hiarchial menus sometimes don't show their expanded menus unless I move the mouse pointer away to another menu item, and then come back into the hiarchial menu. And lately, I've even noticed that in some applications, menus are acting the same way. Any ideas? Cheers, Al

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  • How can I plot a radius of all reachable points with pathfinding for a Mob?

    - by PugWrath
    I am designing a tactical turn based game. The maps are 2d, but do have varying level-layers and blocking objects/terrain. I'm looking for an algorithm for pathfinding which will allow me to show an opaque shape representing all of the possible max-distance pixels that a mob can move to, knowing the mob's max pixel distance. Any thoughts on this, or do I just need to write a good pathfinding algorithm and use it to find the cutoff points for any direction in which an obstacle exists?

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  • AWS EC2 Oracle RDB - Storing and managing my data

    - by llaszews
    When create an Oracle Database on the Amazon cloud you will need to store you database files somewhere on the EC2 cloud. There are basically three places where database files can be stored: 1. Local drive - This is the local drive that is part of the virtual server EC2 instance. 2. Elastic Block Storage (EBS) - Network attached storage that appears as a local drive. 3. Simple Storage Server (S3) - 'Storage for the Internet'. S3 is not high speed and intended for store static document type files. S3 can also be used for storing static web page files. Local drives are ephemeral so not appropriate to be used as a database storage device. The leaves EBS which is the best place to store database files. EBS volumes appear as local disk drives. They are actually network-attached to an Amazon EC2 instance. In addition, EBS persists independently from the running life of a single Amazon EC2 instance. If you use an EBS backed instance for your database data, it will remain available after reboot but not after terminate. In many cases you would not need to terminate your instance but only stop it, which is equivalent of shutdown. In order to save your database data before you terminate an instance, you can snapshot the EBS to S3. Using EBS as a data store you can move your Oracle data files from one instance to another. This allows you to move your database from one region or or zone to another. Unfortunately, to scale out your Oracle RDS on AWS you can not have read only replicas. This is only possible with the other Oracle relational database - MySQL. The free micro instances use EBS as its storage. This is a very good white paper that has more details: AWS Storage Options This white paper also discusses: SQS, SimpleDB, and Amazon RDS in the context of storage devices. However, these are not storage devices you would use to store an Oracle database. This slide deck discusses a lot of information that is in the white paper: AWS Storage Options slideshow

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  • Library For Opengl 1.4?

    - by Robinson Joaquin
    My netbook only supports openGL version 1.4, my GPU is intel gma 3150, so for you what is the best library/tools to use or somewhat great move to make/advice, there are no wrong answers, (I am trying to create a game) PS: I already check the net for resources but, opengl (redbook) 4th edition is scarce (and redbook for v1.1 is already deprecated and is very OLD than what I'm looking for), besides I don't have money to buy a new laptop or a opengl book from online shop because international delivery is very expensive, I'm from outside US.

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  • Perfect is the enemy of “Good Enough”

    - by Daniel Moth
    This is one of the quotes that I was against, but now it is totally part of my core beliefs: "Perfect is the enemy of Good Enough" Folks used to share this quote a lot with me in my early career and my frequent interpretation was that they were incompetent people that were satisfied with mediocrity, i.e. I ignored them and their advice. (Yes, I went through an arrogance phase). I later "grew up" and "realized" that they were missing the point, so instead of ignoring them I would retort: "Of course we have to aim for perfection, because as human beings we'll never achieve perfection, so by aiming for perfection we will indeed achieve good enough results". (Yes, I went through a smart ass phase). Later I grew up a bit more and "understood" that what I was really being told is to finish my work earlier and move on to other things because by trying to perfect that one thing, another N things that I was responsible for were suffering by not getting my attention - all things on my plate need to move beyond the line, not just one of them to go way over the line. It is really a statement of increasing scale and scope. To put it in other words, getting PASS grades on 10 things is better than getting an A+ with distinction on 1-2 and a FAIL on the rest. Instead of saying “I am able to do very well these X items” it is best if you can say I can do well enough on these X * Y items”, where Y > 1. That is how breadth impact is achieved. In the future, I may grow up again and have a different interpretation, but for now - even though I secretly try to "perfect" things, I try not to do that at the expense of other responsibilities. This means that I haven't had anybody quote that saying to me in a while (or perhaps my quality of work has dropped so much that it doesn't apply to me any more - who knows :-)). Wikipedia attributes the quote to Voltaire and it also makes connections to the “Law of diminishing returns”, and to the “80-20 rule” or “Pareto principle”… it commonly takes 20% of the full time to complete 80% of a task while to complete the last 20% of a task takes 80% of the effort …check out the Wikipedia entry on “Perfect is the enemy of Good” and its links. Also use your favorite search engine to search and see what others are saying (Bing, Google) – it is worth internalizing this in a way that makes sense to you… Comments about this post by Daniel Moth welcome at the original blog.

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  • Curser blinking with any change of referesh rate of any window

    - by samer226047
    my problem is my courser is blinking for any windows that refresh. for example right now each litter i write the courser blink for it , well it's acceptable now but imagine what happen when i open facebook (each picture , each simple element in the web page the courser blink for it) , please help me i really want to move to Ubuntu but problems keep get in my way and push me back to windows PC status : Core i5 , 4G ram , Nvidia optimus 310m , 500G HDD. Condition : it was working good with Ubuntu 13.04 but after the ugprade to 13.10 the problem apear and thanks in advance

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  • How to restore the shortcut for the "fancy window switch?

    - by maaartinus
    Pressing the "windows key" and tab (Mod4+Tab) used to work similar to pressing Alt+Tab (which switches windows just like M$), but it showed a much better preview. Somehow I lost the shortcut and can't find it anymore. I've gone through the chaos in "System - Preferences - Keyboard Shortcuts" several times and the only thing I can see there is "Move between windows, using a popup window", whatever it means. I prefer the "fancier" switcher, how can I restore it?

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  • The partition table is corrupt

    - by Tim
    I have a corrupt the partition table on the laptop that is running Ubunutu 10.4. Before the partition table was corrupt I had the following partitions: 2 primary partitions: 1st - NTFS 2nd - Extended 4 logical partitons that are built within 2nd extended: 1st NTFS (68 Gib) 2nd Linux (19 Gib) 3rd Swap (1.4 Gib) 4th Linux (24 Gib) The physical order of these partitions was the following: ( 4th Linux ) - ( 1st NTFS ) - ( 2nd Linux ) - ( 3rd Swap ) The logical order of the partition was different: ( 1st NTFS ) - ( 2nd Linux ) - ( 3rd Swap ) ( 4th Linux ) NTFS partition was big and it resided between 2 Linux partitions, neither of these partitions had enough space to install Oracle 11g. Therefore, I decided to a) either move the NTFS partion to the left or b) remove it completely and extend partition where Linux resides. As I tool I have chosen GParted. But unfortunately it was not able to move the partition because he found that in NTFS partition there are some blocks that are referenced multiple times. Also it was not able to remove the partition neither, because in this case the partitions that follow it ( 2nd Linux ) - ( 3rd Swap ) have to be in his opinion also removed, because the organization of extended partition is a linked list. Since GParted was not able to do such thing I was trying to find another tool. I found diskdrake tool on PSLinuxOS distribution of linux. That tool silently deleted ( 1st NTFS ) partition and I thought that everything was fine. But diskdrake has damaged the partition in a way that I am not able either to boot from the hard disk nor to see the partitions with GParted and even with diskdrake itself! Fortunately I have a live CD of Ubuntu 8.10 and I am able to boot and see hard disk. I have 2 ideas how I can solve the problem: 1) Manually change disk partitions and point them to the correct partitions. 2) Create partition table with GParted that as much as possible is the same with the previous one I find the 2nd approach less time consuming but some data will be lost because of it is not possible to place borders of the partitions exactly how it was before. And moreover I am not sure if such approach would work, for example, if the OS is able to locate files after repartitioning. I feel like that it will but not 100% sure. Are there some ideas how the problem may be solved?

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  • China Condemns Google's Censorship Gambit

    <b>Datamation:</b> "A Chinese official has blasted Google's decision to offer unfiltered Web content to its citizens on the mainland, calling the move "totally wrong" and saying it violates Google's written agreement to abide by Chinese laws."

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  • Top down space game control problem

    - by Phil
    As the title suggests I'm developing a top down space game. I'm not looking to use newtonian physics with the player controlled ship. I'm trying to achieve a control scheme somewhat similar to that of FlatSpace 2 (awesome game). I can't figure out how to achieve this feeling with keyboard controls as opposed to mouse controls though. Any suggestions? I'm using Unity3d and C# or javaScript (unityScript or whatever is the correct term) works fine if you want to drop some code examples. Edit: Of course I should describe FlatSpace 2's control scheme, sorry. You hold the mouse button down and move the mouse in the direction you want the ship to move in. But it's not the controls I don't know how to do but rather the feeling of a mix of driving a car and flying an aircraft. It's really well made. Youtube link: FlatSpace2 on iPhone I'm not developing an iPhone game but the video shows the principle of the movement style. Edit 2 As there seems to be a slight interest, I'll post the version of the code I've used to continue. It works good enough. Sometimes good enough is sufficient! using UnityEngine; using System.Collections; public class ShipMovement : MonoBehaviour { public float directionModifier; float shipRotationAngle; public float shipRotationSpeed = 0; public double thrustModifier; public double accelerationModifier; public double shipBaseAcceleration = 0; public Vector2 directionVector; public Vector2 accelerationVector = new Vector2(0,0); public Vector2 frictionVector = new Vector2(0,0); public int shipFriction = 0; public Vector2 shipSpeedVector; public Vector2 shipPositionVector; public Vector2 speedCap = new Vector2(0,0); void Update() { directionModifier = -Input.GetAxis("Horizontal"); shipRotationAngle += ( shipRotationSpeed * directionModifier ) * Time.deltaTime; thrustModifier = Input.GetAxis("Vertical"); accelerationModifier = ( ( shipBaseAcceleration * thrustModifier ) ) * Time.deltaTime; directionVector = new Vector2( Mathf.Cos(shipRotationAngle ), Mathf.Sin(shipRotationAngle) ); //accelerationVector = Vector2(directionVector.x * System.Convert.ToDouble(accelerationModifier), directionVector.y * System.Convert.ToDouble(accelerationModifier)); accelerationVector.x = directionVector.x * (float)accelerationModifier; accelerationVector.y = directionVector.y * (float)accelerationModifier; // Set friction based on how "floaty" controls you want shipSpeedVector.x *= 0.9f; //Use a variable here shipSpeedVector.y *= 0.9f; //<-- as well shipSpeedVector += accelerationVector; shipPositionVector += shipSpeedVector; gameObject.transform.position = new Vector3(shipPositionVector.x, 0, shipPositionVector.y); } }

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  • Outsource SEO - A Strong Business Case

    Outsourcing became quite popular in the 1990's as companies raced to reduce costs by moving non-essential functions out of the corporate cost structure. One of the main methods for doing this was to outsource. The basic business case to move any function to a subcontract was quite simple. Subcontractors that focus only on one thing have probably developed a deeper technical understanding of the process and are more effective. Economies of scale allow the outsourcer to provide the same (or higher quality) service at a lower price.

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  • 301 redirect to different directory on Yahoo Small Business Hosting without .htaccess

    - by Vinay
    I have a website hosted with Yahoo Small Business Hosting, and I don't have access to use a .htaccess file. I have around 220 pages in a folder mysubfolder (http://example.com/myfolder/mysubfolder) and the age of website is around 3 years. I am planning to move all 220 pages in mysubfolder to myfolder (one level up). All the pages in mysubfolder are indexed. What is the best way to do this, so that it wouldn't affect my SEO.

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • Battlestar Galactica: Blood and Chrome – Episodes 1 & 2 [Video Series]

    - by Asian Angel
    Are you ready for some fresh Battlestar Galactica goodness? Then sit back and enjoy this new video series that focuses on Ensign William Adama’s first mission aboard the Galactica where there is plenty of action from the first moment he steps aboard. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • Moving 11.10 complete system to a new bigger Harddisk

    - by pl1nk
    I would like to move my current installation of Ubuntu 11.10 to a bigger harddisk, since the old one is failing. I would like to avoid solutions like dd block copying (since there would be unused space at the end) with something cleaner, but I'm open to suggestions. Partitions info: Size Used Avail Use% Mounted on Partition type Encrypted 19G 9.9G 7.6G 57% / ext4 59G 50G 6.2G 90% /home ext4 Yes What is the best way to accomplish such a task, preferably with advantages/disadvantages.

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  • Week in Geek: SkyDrive Bug Blocks Opera Browser Users from the Service

    - by Asian Angel
    Our latest edition of WIG is filled with news link coverage on topics such as how the FBI and CIA can read your e-mail, Blizzard admits to wrongfully banning a Diablo 3 Linux user and refunds his money, e-mailed malware disguised as group coupon offers are increasing, and more. Chainlink clipart courtesy of For Web Designer. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • SQL SERVER Simple Example of Snapshot Isolation ReducetheBlockingTransactions

    To learn any technology and move to a more advanced level, it is very important to understand the fundamentals of the subject first. Today, we will be talking about something which has been quite introduced a long time ago but not properly explored when it comes to the isolation level. Snapshot Isolation was introduced in [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • The Power Behind Cloud Computing

    Virtually Speaking: As more enterprises move their apps to a cloud computing environment, data centers will grow bigger and bigger, and how they are powered will be critical. A recent report by Greenpeace International sheds some light.

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