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  • gnome-shell, gnome 3, unity, cinnamon, mate confusion

    - by Bryan
    I am thinking about adding something besides unity into my ubuntu 12.04. My questions are this: -If I add cinnamon, mate, gnome2/3, could I still call it it Ubuntu, or would it be Mint? -Why not just add Mint instead of cinnamon, or mate, into Ubuntu? -Or is Mint just those at the core, and not the other way around? -I had terrible battery drain using Mint. Something was wrong with the kernel with my laptop type. If I add cinnamon, would I get that battery drain again? -And lastly, would I be able to get that awesome HUD if I add the other things? I realize these questions are a bit confusing, or at least they are for me.

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  • Should I be worried if I solve a lot of my problems the same way?

    - by Bryan Harrington
    I really enjoy programming games and puzzle creators/games. I find myself engineering a lot of these problems the same way and ultimately using similar technique to program them that I'm really comfortable with. To give you brief insight, I like to create graphs where nodes are represented with objects. These object hold data such as coordinates, positions and of course references to other neighboring objects. I'll place them all in a data structure and make decisions on this information in a "game loop". While this is a brief example, its not exact in all situations. It's just one way I feel really comfortable with. Is this bad?

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  • Are there any examples of a temporal field/object updater?

    - by Bryan Agee
    The system in question has numerous examples of temporal objects and fields--ones which are a certain variable at a certain point in time. An example of this would be someone's rate of pay--there are different answers depending on when you ask and what the constraints might be; eg, can there ever be more than one of a certain temporal object concurrently, etc. Ideally, there would be an object that handles those constraints when a new state/stateful object is introduced; when a new value is set, it would prevent creating negative ranges and overlaps. Martin Fowler has written some great material on this (such as this description of Temporal Objects) , but what I've found of it tends to be entirely theoretic, with no concrete implementations. PHP is the target language, but examples in any language would be most helpful.

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  • What makes puzzle games addictive?

    - by Bryan Denny
    I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players interested in the game to want to play it over and over? Is it the scores? Level advancement? The challenges? What should I be doing to try and keep a player engaged with a puzzle game since they are often quite repetitive?

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  • How do I access a mounted Windows share from the command line?

    - by Bryan
    Hello all, I use Places > Connect to Server... to connect to a Windows share in my work environment (requires Kerberos authentication). When I do so, I can access the Windows share via Nautilus, but I can't figure out how to access the share from the command line without using smbclient. For example, the share isn't mounted under /mnt or /media. I also looked into ~/.gvfs but that's empty as well. Is it possible to access the mounted Windows share from the command line without using smbclient?

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  • Moving large amounts of data between shared hosts

    - by Bryan M.
    I recently acquired a client who is a photographer and was interested in moving web hosts since his current host had threatened to throw him off due to CPU spiking. The migration went fairly easily, with about 350MBs of website and media files. Then I discovered about 60GBs of client galleries he had failed to mention. I am unable to move this much data myself, since I'm capping out at about 20kb/s on the FTP connection. Has anyone encountered a situation where they needed to migrate this much data between cheap hosting? Should we contact the hosting companies about this (he is moving from Westhost to MediaTemple)?

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  • Best practices for including open source code from other public projects?

    - by Bryan Kemp
    If I use an existing open source project that is hosted for example on github within one of my projects, should I check in the code from the other project into my public repo or not? I have mixed feelings about this, #1 I want to give proper credit and attribution to the original developer, and if appropriate I will contribute back any changes I need to make. However given that I have developed / tested against a specific revision of the other projects code, that is the version that I want to distribute to users of my project. Here is the specific use case to illustrate my point. I am looking for a more generalized answer than this specific case. I am developing simple framework using rabbitmq and python for outbound messages that will allow for sending sms, twitter, email, and is extensible to support additional messaging buses as well. There is a project on github that will make the creation and sending of SMS messages developed by another person. When I create my own repo how do I account for the code that I am including from the other project?

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  • What web hosts support multi-domain SSL?

    - by Bryan Hadaway
    For Consideration - Please do not close or refer this question to: How to find web hosting that meets my requirements? The above link does not refer to SSL certificates in any manner. This question has a very specific objective of listing known web hosts that support this new SSL technology. If I'm not mistaken, multi-domain (not wildcard) SSL is a relatively new technology that is not hugely supported or well-known/advertised yet? I'm having a difficult time discovering which web hosts support the technology (again because it's not popular enough yet to advertise on feature lists). Here is what I've discovered so far: Web Hosts That DO NOT Support Multi-domain SSL BlueHost/HostMonster DreamHost Web Hosts That DO Support Multi-domain SSL FireHost HostGator Please note that SUPPORT doesn't necessarily mean they offer the SSL certs themselves and you may need to purchase separately.

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  • See configured rules even when inactive

    - by Bryan
    Hello, I'm wondering if it's possible to get UFW to list the configured firewall rules even when it's not enabled. I only have ssh access to the server at this time, and I don't want to enable UFW if there's not a rule configured allowing ssh. However, since UFW is currently not enabled, I just get an "inactive" message when I run "ufw status". Is there a special flag I can use or even some config file I can look at to see what rules are configured even when the firewall is disabled?

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  • Don't list all users at login with LightDM

    - by Bryan
    I just upgraded to Ubuntu 11.10 and I was wondering if it's possible to not list all the current users and instead require the user to type in their username? My company's IT policies require that users not be listed on login screens. In Ubuntu 11.04, I was able to do this with the following commands... $ sudo -u gdm gconftool-2 --type boolean --set /apps/gdm/simple-greeter/disable_user_list true

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  • Need Help Hiring a Perfectionist Programmer [closed]

    - by Bryan Hadaway
    I understand my question may be in the gray area, but I'm not able to use the Meta to ask if this question is appropriate or not so I'll simply have to risk it. My project is complete in the sense that it's a fully functional, ready to go 1.0 version. However, that's not good enough for my standards. My expertise is in HTML/CSS, not jQuery and PHP. I'm looking for someone to refine every character of my code for quality, speed, security and compatibility. I want everything to be as bug free as possible for launch. So I need an expert programmer who's a perfectionist in their coding who cares about the quality of their work (not just making it work) to review and refine my code. I'm sure I can't outright post the project's details and hope for interested parties to contact me as that wouldn't be beneficial to the community so instead I'm looking for advice from programmers about where some of best places to hire quality programmers are and the best strategies to hire the right programmer. In other words, screening applicants off of craigslist isn't going to cut it for this project. Thanks

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  • After update, grub is broken.

    - by Bryan Allan
    Some months back I used wubi to install ubuntu on an hp laptop with vista. After not using it for a month or so, I loaded ubuntu and installed many updates (including kernel update). Windows boot manager loads without any problems, and I can boot to vista without problems. However, if I choose ubuntu, the screen briefly flashes Try (hd0,0) : NTFS5 and then goes to black. I never get to the kernel image selection screen.

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  • Algorithm to increase odds of matching when randomly selecting

    - by Bryan
    I am building a mobile game loosely based on dual n-back http://brainworkshop.sourceforge.net/tutorial.html Now with the game I have 9 squares (numbered 1 through 9) and 9 letters (A through K) In the current code, I randomly select a square (e.g. 3) and a letter (e.g. C), then repeat the random selection for the next turn. For 1-back, I test whether either, neither or both match the previous turn. The problem with my current code is I get very few matches - I can go through many turns without having either match. How can I increase the match frequency, or alternatively decrease the randomness so a match is more likely? I am not looking for specific code (but pseudo-code would be fine) - just more an approach to increase match frequency.

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  • Updating "Inactive" Chunks

    - by Conner Bryan
    In my game, the only chunks (4x4 areas of tiles) in memory are the ones that the player is in. However, chunks need to have updates applied to them over time. A (likely) well-known example would be MineCraft: even if the player isn't in a chunk, the wheat still needs to grow over time. My current solution is to call a method and pass in the time since the chunk was active.. but what if the chunk depends on nearby chunks for information, i.e. vines spreading or similar? Is there any reasonable solutions to this problem, or should I simply not depend on nearby chunks?

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  • Enemies don't shoot. What is wrong? [closed]

    - by Bryan
    I want that every enemy shoots independently bullets. If an enemy’s bullet left the screen, the enemy can shoot a new bullet. Not earlier. But for the moment, the enemies don't shoot. Not a single bullet. I guess their is something wrong with my Enemy class, but I can't find a bug and I get no error message. What is wrong? public class Map { Texture2D myEnemy, myBullet ; Player Player; List<Enemy> enemieslist = new List<Enemy>(); List<Bullet> bulletslist = new List<Bullet>(); float fNextEnemy = 0.0f; float fEnemyFreq = 3.0f; int fMaxEnemy = 3 ; Vector2 Startposition = new Vector2(200, 200); GraphicsDeviceManager graphicsDevice; public Map(GraphicsDeviceManager device) { graphicsDevice = device; } public void Load(ContentManager content) { myEnemy = content.Load<Texture2D>("enemy"); myBullet = content.Load<Texture2D>("bullet"); Player = new Player(graphicsDevice); Player.Load(content); } public void Update(GameTime gameTime) { Player.Update(gameTime); float delta = (float)gameTime.ElapsedGameTime.TotalSeconds; for(int i = enemieslist.Count - 1; i >= 0; i--) { // Update Enemy Enemy enemy = enemieslist[i]; enemy.Update(gameTime, this.graphicsDevice, Player.playershape.Position, delta); // Try to remove an enemy if (enemy.Remove == true) { enemieslist.Remove(enemy); enemy.Remove = false; } } this.fNextEnemy += delta; //New enemy if (fMaxEnemy > 0) { if ((this.fNextEnemy >= fEnemyFreq) && (enemieslist.Count < 3)) { Vector2 enemyDirection = Vector2.Normalize(Player.playershape.Position - Startposition) * 100f; enemieslist.Add(new Enemy(Startposition, enemyDirection, Player.playershape.Position)); fMaxEnemy -= 1; fNextEnemy -= fEnemyFreq; } } } public void Draw(SpriteBatch batch) { Player.Draw(batch); foreach (Enemy enemies in enemieslist) { enemies.Draw(batch, myEnemy); } foreach (Bullet bullets in bulletslist) { bullets.Draw(batch, myBullet); } } } public class Enemy { List<Bullet> bulletslist = new List<Bullet>(); private float nextShot = 0; private float shotFrequency = 2.0f; Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public bool Shot; public Enemy(Vector2 Pos, Vector2 Move, Vector2 Player) { this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; this.Remove = false; this.Shot = false; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, Vector2 PlayerPos, float delta) { nextShot += delta; for (int i = bulletslist.Count - 1; i >= 0; i--) { // Update Bullet Bullet bullets = bulletslist[i]; bullets.Update(gameTime, graphics, delta); // Try to remove a bullet... Collision, hit, or outside screen. if (bullets.Remove == true) { bulletslist.Remove(bullets); bullets.Remove = false; } } if (nextShot >= shotFrequency) { this.Shot = true; nextShot -= shotFrequency; } // Does the enemy shot? if ((Shot == true) && (bulletslist.Count < 1)) // New bullet { Vector2 bulletDirection = Vector2.Normalize(PlayerPos - this.vPos) * 200f; bulletslist.Add(new Bullet(this.vPos, bulletDirection, PlayerPos)); Shot = false; } if (!Remove) { this.vMove = Vector2.Normalize(PlayerPos - this.vPos) * 100f; this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth + 1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight + 1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch batch, Texture2D myTexture) { if (!Remove) { batch.Draw(myTexture, this.vPos, Color.White); } } } public class Bullet { Vector2 vPos; Vector2 vMove; Vector2 vPlayer; public bool Remove; public Bullet(Vector2 Pos, Vector2 Move, Vector2 Player) { this.Remove = false; this.vPos = Pos; this.vMove = Move; this.vPlayer = Player; } public void Update(GameTime gameTime, GraphicsDeviceManager graphics, float delta) { if (!Remove) { this.vPos += this.vMove * delta; if (this.vPos.X > graphics.PreferredBackBufferWidth +1) { this.Remove = true; } else if (this.vPos.X < -20) { this.Remove = true; } if (this.vPos.Y > graphics.PreferredBackBufferHeight +1) { this.Remove = true; } else if (this.vPos.Y < -20) { this.Remove = true; } } } public void Draw(SpriteBatch spriteBatch, Texture2D myTexture) { if (!Remove) { spriteBatch.Draw(myTexture, this.vPos, Color.White); } } }

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  • Most efficient way to store this collection of moduli and remainders?

    - by Bryan
    I have a huge collection of different moduli and associated with each modulus a fairly large list of remainders. I want to store these values so that I can efficiently determine whether an integer is equivalent to any one of the remainders with respect to any of the moduli (it doesn't matter which, I just want a true/false return). I thought about storing these values as a linked-list of balanced binary trees, but I was wondering if there is a better way? EDIT Perhaps a little more detail would be helpful. As for the size of this structure, it will be holding about 10s of thousands of (prime-1) moduli and associated to each modulus will be a variable amount of remainders. Most moduli will only have one or two remainders associated to it, but a very rare few will have a couple hundred associated to it. This is part of a larger program which handles numbers with a couple thousand (decimal) digits. This program will benefit more from this table being as large as possible and being able to be searched quickly. Here's a small part of the dataset where the moduli are in parentheses and the remainders are comma separated: (46) k = 20 (58) k = 15, 44 (70) k = 57 (102) k = 36, 87 (106) k = 66 (156) k = 20, 59, 98, 137 (190) k = 11, 30, 68, 87, 125, 144, 182 (430) k = 234 (520) k = 152, 282 (576) k = 2, 11, 20, 29, 38, 47, 56, 65, 74, ...(add 9 each time), 569 I had said that the moduli were prime, but I was wrong they are each one below a prime.

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  • Xubuntu loading slow after the session/password select

    - by Bryan
    I recently installed Xubuntu on my computer. I love the distro. Everything was fast, and then the bootup slowed down. It started taking a couple minutes for my user selected wallpaper to show and the menu to appear, basically do anything on the comp. I do not recall doing anything other than changing the swappiness. It did not affect it initially. Would that be something to affect it or are there other ideas that might have caused this sudden change.

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  • Why is iPdb not displaying STOUT after my input?

    - by BryanWheelock
    I can't figure out why ipdb is not displaying stout properly. I'm trying to debug why a test is failing and so I attempt to use ipdb debugger. For some reason my Input seems to be accepted, but the STOUT is not displayed until I (c)ontinue. Is this something broken in ipdb? It makes it very difficult to debug a program. Below is an example ipdb session, notice how I attempt to display the values of the attributes with: user.is_authenticated() user_profile.reputation user.is_superuser The results are not displayed until 'begin captured stdout ' In [13]: !python manage.py test Creating test database... < SNIP remove loading tables nosetests ...E.. /Users/Bryan/work/APP/forum/auth.py(93)can_retag_questions() 92 import ipdb; ipdb.set_trace() ---> 93 return user.is_authenticated() and ( 94 RETAG_OTHER_QUESTIONS <= user_profile.reputation < EDIT_OTHER_POSTS or user.is_authenticated() user_profile.reputation user.is_superuser c F /Users/Bryan/work/APP/forum/auth.py(93)can_retag_questions() 92 import ipdb; ipdb.set_trace() ---> 93 return user.is_authenticated() and ( 94 RETAG_OTHER_QUESTIONS <= user_profile.reputation < EDIT_OTHER_POSTS or c .....EE...... FAIL: test_can_retag_questions (APP.forum.tests.test_views.AuthorizationFunctionsTestCase) Traceback (most recent call last): File "/Users/Bryan/work/APP/../APP/forum/tests/test_views.py", line 71, in test_can_retag_questions self.assertTrue(auth.can_retag_questions(user)) AssertionError: -------------------- begin captured stdout << --------------------- ipdb True ipdb 4001 ipdb False ipdb --------------------- end captured stdout << ---------------------- Ran 20 tests in 78.032s FAILED (errors=3, failures=1) Destroying test database... In [14]: Here is the actual test I'm trying to run: def can_retag_questions(user): """Determines if a User can retag Questions.""" user_profile = user.get_profile() import ipdb; ipdb.set_trace() return user.is_authenticated() and ( RETAG_OTHER_QUESTIONS <= user_profile.reputation < EDIT_OTHER_POSTS or user.is_superuser) I've also tried to use pdb, but that doesn't display anything. I see my test progress .... , and then nothing and not responsive to keyboard input. Is this a problem with readline?

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  • Find the latest file by modified date

    - by Rich
    If I want to find the latest file (mtime) in a (big) directory containing subdirectories, how would I do it? Lots of posts I've found suggest some variation of ls -lt | head (amusingly, many suggest ls -ltr | tail which is the same but less efficient) which is fine unless you have subdirectories (I do). Then again, you could find . -type f -exec ls -lt \{\} \+ | head which will definitely do the trick for as many files as can be specified by one command, i.e. if you have a big directory, -exec...\+ will issue separate commands; therefore each group will be sorted by ls within itself but not over the total set; the head will therefore pick up the lastest entry of the first batch. Any answers?

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  • What is the proper way to declare a specialization of a template for another template type?

    - by Head Geek
    The usual definition for a specialization of a template function is something like this: class Foo { [...] }; namespace std { template<> void swap(Foo& left, Foo& right) { [...] } } // namespace std But how do you properly define the specialization when the type it's specialized on is itself a template? Here's what I've got: template <size_t Bits> class fixed { [...] }; namespace std { template<size_t Bits> void swap(fixed<Bits>& left, fixed<Bits>& right) { [...] } } // namespace std Is this the right way to declare swap? It's supposed to be a specialization of the template function std::swap, but I can't tell whether the compiler is seeing it as such, or whether it thinks that it's an overload of it or something.

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  • Better Way To Use C++ Named Parameter Idiom?

    - by Head Geek
    I've been developing a GUI library for Windows (as a personal side project, no aspirations of usefulness). For my main window class, I've set up a hierarchy of option classes (using the Named Parameter Idiom), because some options are shared and others are specific to particular types of windows (like dialogs). The way the Named Parameter Idiom works, the functions of the parameter class have to return the object they're called on. The problem is that, in the hierarchy, each one has to be a different class -- the createWindowOpts class for standard windows, the createDialogOpts class for dialogs, and the like. I've dealt with that by making all the option classes templates. Here's an example: template <class T> class _sharedWindowOpts: public detail::_baseCreateWindowOpts { public: /////////////////////////////////////////////////////////////// // No required parameters in this case. _sharedWindowOpts() { }; typedef T optType; // Commonly used options optType& at(int x, int y) { mX=x; mY=y; return static_cast<optType&>(*this); }; // Where to put the upper-left corner of the window; if not specified, the system sets it to a default position optType& at(int x, int y, int width, int height) { mX=x; mY=y; mWidth=width; mHeight=height; return static_cast<optType&>(*this); }; // Sets the position and size of the window in a single call optType& background(HBRUSH b) { mBackground=b; return static_cast<optType&>(*this); }; // Sets the default background to this brush optType& background(INT_PTR b) { mBackground=HBRUSH(b+1); return static_cast<optType&>(*this); }; // Sets the default background to one of the COLOR_* colors; defaults to COLOR_WINDOW optType& cursor(HCURSOR c) { mCursor=c; return static_cast<optType&>(*this); }; // Sets the default mouse cursor for this window; defaults to the standard arrow optType& hidden() { mStyle&=~WS_VISIBLE; return static_cast<optType&>(*this); }; // Windows are visible by default optType& icon(HICON iconLarge, HICON iconSmall=0) { mIcon=iconLarge; mSmallIcon=iconSmall; return static_cast<optType&>(*this); }; // Specifies the icon, and optionally a small icon // ...Many others removed... }; template <class T> class _createWindowOpts: public _sharedWindowOpts<T> { public: /////////////////////////////////////////////////////////////// _createWindowOpts() { }; // These can't be used with child windows, or aren't needed optType& menu(HMENU m) { mMenuOrId=m; return static_cast<optType&>(*this); }; // Gives the window a menu optType& owner(HWND hwnd) { mParentOrOwner=hwnd; return static_cast<optType&>(*this); }; // Sets the optional parent/owner }; class createWindowOpts: public _createWindowOpts<createWindowOpts> { public: /////////////////////////////////////////////////////////////// createWindowOpts() { }; }; It works, but as you can see, it requires a noticeable amount of extra work: a type-cast on the return type for each function, extra template classes, etcetera. My question is, is there an easier way to implement the Named Parameter Idiom in this case, one that doesn't require all the extra stuff?

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  • Skip Lists -- ever used them?

    - by Head Geek
    I'm wondering whether anyone here has ever used a skip list. It looks to have roughly the same advantages as a balanced binary tree, but is simpler to implement. If you have, did you write your own, or use a pre-written library (and if so, what was its name)?

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  • Unnamed/anonymous namespaces vs. static functions

    - by Head Geek
    A little-used feature of C++ is the ability to create anonymous namespaces, like so: namespace { int cannotAccessOutsideThisFile() { ... } } // namespace You would think that such a feature would be useless -- since you can't specify the name of the namespace, it's impossible to access anything within it from outside. But these unnamed namespaces are accessible within the file they're created in, as if you had an implicit using-clause to them. My question is, why or when would this be preferable to using static functions? Or are they essentially two ways of doing the exact same thing?

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  • Why isn't functional language syntax more close to human language?

    - by JohnDoDo
    I'm interested in functional programming and decided to get head to head with Haskell. My head hurts... but I'll eventually get it... I have one curiosity though, why is the syntax so cryptic (in lack of another word)? Is there a reason why it isn't more expressive, more close to human language? I understand that FP is good at modelling mathematical concepts and it borrowed some of it's concise means of expression, but still it's not math... it's a language.

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