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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • The Customer Experience Imperative: A Game Changer for Brands

    - by Jeri Kelley
    By Anthony Lye, SVP, Cloud Applications Strategy, Oracle We know that customer experience has emerged as a primary differentiator for businesses today.  I’ve talked a lot about the new age of the empowered consumer. At Oracle we’ve spent a lot of time developing technologies and practices that our customers can implement to greatly improve their customer experience strategies. Of course I’m biased, but I think that we have created a portfolio of the best solutions on the planet to help organizations deal with the challenges of providing great customer experiences. We’ve done this because we started to witness some trends over the last few years. As the average person began to utilize social and mobile technologies more frequently and products commoditized, customer experience truly remained the only sustainable differentiator for businesses.In fact, we have seen that customer experience is often driving the success or the failure of a product or a brand. And as end customers have become more vocal about their experiences with companies on social and mobile channels, they now have the power to decide which brands will win and which brands will lose. To address this customer experience imperative, I believe that business today must do three things really well:Connect with your customers. You have to connect with customers whenever, wherever and however they want. Organizations must provide a great experience on their existing channels— the call center, the brick and mortar store, the field sales organizations, the websites and social properties. Businesses must also be great at managing and delivering journeys on these channels, while quickly adapting to embrace the new channels that emerge. You have to understand mobile. You have to understand social. You have to understand kiosks. These are all new routes to market, new channels where your customers may or may not show up. You have to interact with them where they are. You have to present information in a way that's meaningful to them. As well as providing what we would call a multichannel experience. We have to recognize that customers may start their experience on one channel, but end it on a different channel. It’s important that an organization’s technology solutions enable, not just a multichannel strategy, but a strategy that can power new channels and create customer journeys that cross these channels.Get to know your customers. Next, companies need to get to know the customer as intimately as the customer will allow. Today most customer interactions are anonymous, but it’s important for brands to know which customers drive value. Customers want to provide feedback. They want to share their opinions, but they want to know that those opinions are being heard and acted upon. For this to occur, we need to know much more about the customer and then reward them for their loyalty and for their advocacy.Enable connections. The last thing is to enable people to connect or transact with your brand. We've got to make it really, really simple for customers to do business with us. We can't make them repeat the steps; we can't make them tell us their identity for the fifth time as they move between organizations. These silos can no longer sustain or deliver a good customer experience. It's extremely important that companies be where customers want them to be—that we create profitable journeys for us and for them.Organizations have to make sure that there is a single source of truth that defines the customer. We have to make sure that the technology applications that we rely on understand not just the dimensions of multichannel, but of cross-channel too. We have to enable social at the very core of the overall architecture. We have to use historical analytics, real-time decisioning as well as predictive analytics to help personalize and drive an experience. And these are all technologies that IT needs, that IT is familiar with, but needs to enable for the line of business that in turn can enable for the end customer.  This means that we've got to make our solutions available to the customers in the cloud.In this new age of the empowered consumer, businesses have to focus on delivery mechanisms that reduce the overall TCO, while driving a rapid rate of innovation and a more rapid rate of deployment. At the Oracle Customer Experience Summit @ OpenWorld, I’ll discuss these issues and more. I hope that you can join us for what promises to be an unforgettable experience.

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  • Display in applications on ubuntu 12.10 is broken - maybe theme problem

    - by Aleksandar
    I have a problem which looks like this: http://s16.postimage.org/yjusy9en9/Screenshot_from_2012_10_28_22_49_07.png If you take a look at buttons "Apply", "Reset", "Close" or any other buttons or drop-downs, you will see there is no style on them. It is a fresh install of ubuntu 12.10 and it was working on the beginning. But after some time setting up ubuntu I noticed the style on the elements has gone - I don't know when. I installed compiz-settings - maybe that caused - but when I un-install nothing changes. Also checking/unchecking "window decoration" in compiz doesn't help. Please help me. I am out of options :/

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • Solid principles vs YAGNI

    - by KeesDijk
    When do the SOLID principles become YAGNI? As programmers we make trade-offs all the time, between complexity, maintainability, time to build and so forth. Amongst others, two of the smartest guidelines for making choices are in my mind the SOLID principles and YAGNI. If you don't need it; don't build it, and keep it clean. Now for example, when I watch the dimecast series on SOLID, I see it starts out as a fairly simple program, and ends up as a pretty complex one (end yes complexity is also in the eye of the beholder), but it still makes me wonder: when do SOLID principles turn into something you don't need? All solid principles are ways of working that enable use to make changes at a later stage. But what if the problem to solve is a pretty simple one and it's a throwaway application, then what? Or are the SOLID principles something that always apply? As asked in the comments: Solid Principles YAGNI

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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  • TypeScript Resources

    - by csmith18119
    TypeScript looks like a great start to evolving javascript.  I am going to start playing with it seeing what it is like.  This is the post I will update will all the resources I've found. Welcome to TypeScript - The TypeScript Language has an offical site, and this is it. This site does a nice job of giving the key information about the language and its uses, as well as highlighting that it is an open source project, which is cross platform. TypeScript is still causing quite a buzz in the community, here are some more of peoples initial impressions: Introducing TypeScript - Rob Eisenberg Why does TypeScript have to be the answer to anything? - Scott Hanselman TypeScript (or the obligatory post about it) - Shawn Wildermuth TypeScript project in Visual Studio 2012 - Linvi Microsoft TypeScript : A quick introduction and A Love Affair Begins here. - Anoop Madhusudanan Microsoft TypeScript : A Typed Superset of JavaScript & Using TypeScript in ASP.NET MVC Projects - Shiju Varghese Hello TypeScript - Getting Started - Sumit Maitra

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  • Android - Rendering HUD View to SurfaceView

    - by Jon
    I have developed a relatively simple game in android, to get my head around it all, and on the back of it developed a crude game engine (in the loosest sense!). I use a SurfaceView and canvas (no OpenGL) - I'll cross that bridge another time! I have implemented a game HUD, title screens etc. by overlaying standard Android view widgets over my SurfaceView. This all works reasonably well maintaining an acceptable frame-rate, but it is a simple game with not a lot happening on or off screen. What I am wondering now is whether one could (and whether one would get any advantage by) drawing all my views to the one SurfaceView, all controlled by the main game thread. At the moment I have handlers flinging messages around and runOnUiThreads here, there and everywhere. Quite cumbersome. Any thoughts on this would be much appreciated (before I perhaps waste time trying to do it!)

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  • Are nullable types preferable to magic numbers?

    - by Matt H
    I have been having a little bit of a debate with a coworker lately. We are specifically using C#, but this could apply to any language with nullable types. Say for example you have a value that represents a maximum. However, this maximum value is optional. I argue that a nullable number would be preferable. My coworker favors the use of zero, citing precedent. Granted, things like network sockets have often used zero to represent an unlimited timeout. If I were to write code dealing with sockets today, I would personally use a nullable value, since I feel it would better represent the fact that there is NO timeout. Which representation is better? Both require a condition checking for the value meaning "none", but I believe that a nullable type conveys the intent a little bit better.

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  • How to move Objects smoothly like swimming arround

    - by philipp
    I have a Box2D project that is about to create a view where the user looks from the Sky onto Water. Or perhaps on a bathtub filled with water or something like this. The Object which holds the fluid actually does not matter, what matters is the movement of the bodies, because they should move like drops of grease on a soup, or wood on water, I can even imagine the the fluid is mercurial, extreme heavy and "lazy". How can I manipulate the bodies (every frame or time by time) to make them move like this? I started with randomly manipulation their linear velocity, but I turned out that this not very smooth and looks quite hard. Is it a better idea to check their velocity and apply impulses? Is there any example? Greetings philipp

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  • Disaster Recovery Discovery

    - by Rodney Landrum
    Last weekend I joined several of my IT staff on a mission to perform a DR test in our remote CoLo center in a large South East city of the US. Can I be more obtuse? The goal was simple for me as the sole DBA in a throng of Windows, Storage, Network and SAN admins – restore the databases and make them work. There were 4 applications that back ended to 7 SQL Server databases on 4 different SQL Server instances. We would maintain the original server names, but beyond that it was fair game. We had time to prepare so I was able to script out or otherwise automate the recovery process. I used sp_help_revlogin for three of the servers, a bit of a cheat actually because restoring the Master database on the target DR servers was the specified course of action according to the DR procedures ( the caveat “IF REQUIRED” left it open to interpretation. I really wanted to avoid the step of restoring Master for a number of reasons but mainly because I did not want to deal with issues starting SQL Services afterward. Having to account for the location of TempDB and the version conflicts of the resource DBs were just two of the battles I chose not to fight. Not to mention other system database location problems that might arise and prevent SQL from starting.  I was going to have to restore all of the user databases anyway, so I would not really gain any benefit, outside of logins, for taking the time to restore the source Master database over the newly installed one on the fresh server. What I wanted was the ability to restore the Master database as a user database, call it Master_Mine, from a backup on the source system and then use that restored database to script the SQL Logins and passwords on the DR systems. While I did not attempt this on the trip, the thought stuck in my mind and this past week I succeeded at scripting user accounts and passwords using only a restored copy of the Master database. Granted there were several challenges to overcome.  Also, as is usual for any work like this the usual disclaimers apply:  This is not something that I would imagine Microsoft would condone or support and this was really only an experiment for me to learn if it was even possible. While I have tested the process with success, I do not know that I would use this technique in a documented procedure because future updates for SQL Server will render this technique non-functional. I thought at first, incorrectly of course, that I could use sp_help_revlogin on a restored copy of the master database I named Master_Mine.   Since sp_help_revlogin uses system schema objects, sys.syslogins and sys.server_principals, this was not going to work because all results would come from the main Master database. To test this I added a SQL login via SSMS, backed up Master, restored  it as Master_Mine, and then deleted the login.  Even though the test account I created should presumably still be in the Master_Mine database, I should be able to get to it and script out its creation with its password hash so that I would not need to know the password, but any applications that stored that password would not have to be altered in the DR scenario. They would just work as expected. Once I realized that would not work I began looking deeper.  Knowing that sys.syslogins and sys.server_principals are system views, their underlying code should be available with sp_helptext, right? They were. And this led me to discover the two tables sys.sysxlgns and sys.sysprivs, where the data I needed was stored. These tables existed in both the real Master and the restored copy, Master_Mine.  I used this information to tweak the sp_help_revlogin stored procedure to use these tables instead to create the logins cursor used in sp_help_revlogin. For the password hash,  sp_help_revlogin uses the function LoginProperty() which takes a user name and option ‘passwordhash’ to return the hash for the user. Unfortunately, it requires the login to exist in the Master database. This would not work. So another slight modification I had to make was to pull the password hash itself (pwdhash from sys.sysxlgns) into the logins cursor and comment out the section of sp_help_revlogin that uses LoginProperty. Instead, I pass the pwdhash value as the variable @PWD_varbinary to the sp_hexadecimal stored procedure which is also created by and used within the code provided by Microsoft in the link above for sp_help_revlogin. The final challenge: sys.sysxlgns and sys.server_principals are visible only within a Dedicated Administrator Connection (DAC) query window in SSMS or within SQLCDMD.  To open a DAC connection you have to be logged in on the SQL Server itself, via RDP in my case,  and you preface the server name in the query connection with ADMIN:, so that the server connection looks like ADMIN:ServerName. From there you can create the modified stored procedure in the restored copy of a Master database from a source system as whatever name you like, and then run the modified stored procedure. I named my new stored procedure usp_help_revlogin_MyMaster. Upon execution I was happy to see the logins and password hashes that I needed to apply from the source Master database without having to restore over the new Master system database and without the need to access the original server (assuming it was down due to whatever disaster put it in that state). You will note that I am not providing full code samples here of the modifications. I will say that it was a slight bit of work and anyone who needed to do this for whatever reason, could fairly easily roll their own solution with the information provided herein.  My goal, as I said was to prove that this could be done and provide another option if required to ease the burden of getting SQL Servers up and available in an emergency situation where alternatives may be more challenging or otherwise unavailable.  

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  • How To Use Bash History to Improve Your Command-Line Productivity

    - by YatriTrivedi
    Whether you’re new to the Linux command-line or you’re a seasoned veteran, these tricks will help turn your text-based meanderings into full-blown marathons. Save time, speed up your productivity, and enhance your Linux-Fu, all at once! Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? 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 Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform] Access and Manage Your Ubuntu One Account in Chrome and Iron Mouse Over YouTube Previews YouTube Videos in Chrome Watch a Machine Get Upgraded from MS-DOS to Windows 7 [Video] Bring the Whole Ubuntu Gang Home to Your Desktop with this Mascots Wallpaper Hack Apart a Highlighter to Create UV-Reactive Flowers [Science]

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  • 2D game collision response: SAT & minimum displacement along a given axis?

    - by Archagon
    I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling collision detection, but I don't quite like the collision response method they use. By blindly displacing along the axis of least overlap, the algorithm simply ignores the previous position of the moving object, which means that it doesn't collide with the stationary object so much as it enters it and then bounces out. Here's an example of a situation where this would matter: According to the SAT method described above, the rectangle would simply pop out of the triangle perpendicular to its hypotenuse: However, realistically, the rectangle should stop at the lower right corner of the triangle, as that would be the point of first collision if it were moving continuously along its displacement vector: Now, this might not actually matter during gameplay, but I'd love to know if there's a way of efficiently and generally attaining accurate displacements in this manner. I've been racking my brains over it for the past few days, and I don't want to give up yet! (Cross-posted from StackOverflow, hope that's not against the rules!)

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  • Getting started and learning programming?

    - by Blagersdeath
    Hello, I am looking to get started in programming. I am young and know some html as I am taking a Web Design class at my school now. I am planning to apply to Full Sail University when I graduate High School, but I would like to get started now so that I am ahead of the game if I get accepted. I want to learn any and all programing language's. I would appreciate it if anyone can help me out by telling me where I can learn. By in a book, web site, articles, blog, or whatever you can help me in I would appreciate it. Thanks.

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  • Syncing my iPod Touch (And Others)

    - by Benjamin Hannah
    libimobiledevice doesn't work for me. I've got Ubuntu 11.10 and I'm trying to put music on to my iPod Touch 4Gen running iOS 5.0.1. I have tried every program available in the Ubuntu software center for sycing iPods and I get basically the same response from each one: "[cannot apply changes etc, ect, etc]" I've tried rigorously with Banshee and Rythmbox with no success. I've even tried running iTunes on Windows XP in VirtualBox with no success. I've tried running iTunes through Wine and it results in an error message saying something along the lines of "[Please install Apple Application Support and then reinstall iTunes]". I am considering Jailbreaking my iPod but I cannot find Absinthe that works with my iPod and with Ubuntu. In addition I'm not sure how ** works with Ubuntu. I'm really in a pickle here. It would be ever so helpful if I could indeed have some help with this issue.

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  • how to be a web developer [closed]

    - by David
    Well, I'm 34 years old, and I have a master degree in computer science, for some how I cannot get a job as a programmer when I was younger, so I got a job related to computer. Recently I work in content management system, and updating the content of web portals. I'm trying to be a web programmer, so I started learning the techniques for web development, and CMS. I have a good knowledge of PHP and Wordpress, but I have a problem when I apply for a job I got the answer "sorry, you have no experience!" how can I solve that, and get a career in programming and web development?

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  • Beyond Syntax Highlighting - What other code representations are possible today?

    - by Mathieu Hélie
    Despite GUI applications having been around for 30ish years, software is still written as lines of text instructions, for various valid reasons. But we've also found that manipulating these text instructions is mind-blowingly difficult unless we apply a layer of coloring on different words to represent their syntax, thus allowing us to quickly parse through these text files without having to read the whole words. But besides the Sublime Text minimap feature, I've yet to see any innovation in visual representation of code since colors came around on CRT monitors. I can think of one obviously essential representation that modern graphics technology allows: visual hierarchies for nested structures. If we make nested text slightly smaller than its outer context, and zoom on it when the cursor is focused on the line, then we will be able to browse huge files of nested statements very quickly. This becomes even more essential as languages based on closures and anonymous functions become filled with deep statements. Has anyone attempted to implement this in a text editor? Do you know of any otherwise useful improvements in representing code text graphically?

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  • Advanced Control Panel Modules - OliverHine.com for DotNetNuke - Video

    How to install and use 2 Advanced Administrator Control Panels for DotNetNuke. This includes an optimized version for faster page load times and a Ribbon Bar version for improved features. The video contains: Introduction Optimised control panel Page load time test result improvements Ribbon Bar control panel Features of the Ribbon Bar How to download the advanced control panel How to install the advanced control panel How to apply one of the advanced control panels to your DotNetNuke installation How to use the Ribbon Bar control panel Page view modes Page functions Add functions Add module functions Copy an existing module Reference an existing module Common Tasks Demonstration of the various control panel view options available Time Length: 10min 47secsDid 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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  • Why are so many DBCC commands undocumented?

    - by DBA
    Paul Randal of SQLskills.com does a great job of answering the question of why there are so many undocumented DBCC commands in his post Why are so many DBCC commands undocumented? I would like to go on to say that not only does this apply to the DBCC commands but is some respect to all parts of SQL, other Servers, IDE's, Operating Systems, just about everywhere. There is always something that just does not make it into the official documentation. And as Paul points out probably never will make it. That could be why there are so many "Tips & Tricks" types of books, blog post, etc. everywhere you look. And I also agree with Janos's comments on Paul's post, which was "I'm fine with them undocumented. All of us who need to use these commands know where to find "documentation" and whom to ask ". Till later,

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  • How to play .mp4 movies?

    - by Andrew
    I have a .mp4 movie (it's an .mp4 file, and the "video codec" is Xvid, and the "audio codec" is mp3) that I want to play, but when I try to open it in MPlayer, it says "The steam is encrypted and decryption is not supported." I tried to apply the answer from this question and this wiki page, but neither worked. Any suggestions? The file came from an [apparently] less than reputable site, which I guess I can't link to. :( I've tried: sudo apt-get install ubuntu-restricted-extras sudo apt-get install libdvdread4 sudo /usr/share/doc/libdvdread4/install-css.sh sudo apt-get install gstreamer0.10-ffmpeg sudo apt-get install w64codecs sudo apt-get update

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  • The perfect crossfade

    - by epologee
    I find it hard to describe this problem in words, which is why I made a video (45 seconds) to illustrate it. Here's a preview of the questions, please have a look at it on Vimeo: http://vimeo.com/epologee/perfect-crossfade The issue of creating a flawless crossfade or dissolve of two images or shapes has been recurring to me in a number of fields over the last decade. First in video editing, then in Flash animation and now in iOS programming. When you start googling it, there are many workarounds to be found, but I really want to solve this without a hack this time. The summary: What is the name of the technique or curve to apply in crossfading two semi-transparent, same-colored bitmaps, if you want the resulting transparency to match the original of either one? Is there a (mathematical) function to calculate the neccessary partial transparency/alpha values during the fade? Are there programming languages that have these functions as a preset, similar to the ease in, ease out or ease in out functions found in ActionScript or Cocoa?

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  • What to do with database in dev/production phases of a website?

    - by TheLQ
    For a while now I've been keeping a website I'm developing in the standard dev/production phases. Its been pretty simple: Mercurial repo for dev, repo for production. Do work in dev, get approved, push to production. But now I'm trying to apply this process to a new website that has a database and am struggling on how to figure out a development strategy. What I didn't mention above is that I do all my work on my own repo, push it to dev, then later push it to production, so its 3 different servers. So how do I manage my database? The obvious solution of mysqldump every commit isn't going to happen, and a dump at the end of the day isn't all that helpful when you want to undo later one change that happened in the middle of the day. What is the best way to accomplish this?

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  • Splitting Graph into distinct polygons in O(E) complexity

    - by Arthur Wulf White
    If you have seen my last question: trapped inside a Graph : Find paths along edges that do not cross any edges How do you split an entire graph into distinct shapes 'trapped' inside the graph(like the ones described in my last question) with good complexity? What I am doing now is iterating over all edges and then starting to traverse while always taking the rightmost turn. This does split the graph into distinct shapes. Then I eliminate all the excess shapes (that are repeats of previous shapes) and return the result. The complexity of this algorithm is O(E^2). I am wondering if I could do it in O(E) by removing edges I already traversed previously. My current implementation of that returns unexpected results.

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  • How to auto-scan any plugged in usb storage device with clamav?

    - by ossi
    I'd like to do an automatic virus scan on any plugged in usb device using ClamAV. I'm using Ubuntu 12.04. The closest thing I found was: Run clamav on mount of flashdrive How to run a shell script when a new USB storage device is detected? The first one is not working for me and the second one seems to target a known device. Is there a tutorial around I've missed? Or can I get some help with udev rules that apply to any usb storage device added? Currently nothing seems to do anything.

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  • Design pattern and best practices

    - by insane-36
    I am an iphone developer. I am quite confident on developing iphone application with some minimal feature. I would consider myself as a fair application developer but the code I write is not so much structured. I make vey little use of MVC because I dont seem to find places to impose MVC. Most of the time, I create application with viewcontrollers and very few models only. How could I improve the skill for making my code more reusable, standard, easy and maintainable. I have seen few books on design patterns and tried few chapters myself but I dont seem to skip my habit. I know few of them but I am not being able to apply those patterns into my app. What is the best way to learn the design patterns and coding habit. Any kind of suggestion is warmly welcomed.

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