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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • Simpler alternative to AngelScript

    - by Vee
    I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. But in the end, I just want them to call a "spawn bullet at X, Y with Z angle and A speed" in the C++ game. To spawn a circle of bullets, the user should only have to write a script with a for loop that goes from 0 to 360 and calls the spawn bullet function on every iteration. I tried integrating AngelScript, but I am getting nowhere - it looks way to complex for a simple task like this one. Is there an easy to integrate library that can solve my problem? Thanks.

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • Problem with .sh file

    - by omgzor
    I don't have any experience writing .sh files. I want to run the pvm2raw utility of this app from the Volume Library. I get the following error when running build.sh in Ubuntu 10.10. build.sh is as follows: # make command set mmfile=V3Makefile set make="make -f $mmfile" set rule=$1 if ($rule == "") set rule="all" // line 16 if ($rule == "deps") then if ($HOSTTYPE == "iris4d") $make MAKEDEPEND="CC -M" OPTS="-DHAVE_CONFIG_H -DVIEWER_HAVE_DCMTK" TARGET=IRIX depend if ($HOSTTYPE == "i386") $make MAKEDEPEND="c++ -M -I/usr/X11R6/include" OPTS="-DHAVE_CONFIG_H -DVIEWER_HAVE_DCMTK" TARGET=LINUX depend What's wrong there? Edit: I followed kniwor's advice and installed csh. Now I get the following error: How can I solve this Undefined variable problem?

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  • typeset: not found error when executing shell script. Am I missing a package or something?

    - by user11045
    Hi, below is the error and corresponding script lines: spec@Lucifer:~/Documents/seagull.svn.LINUX$ ./build.ksh ./build.ksh: 36: typeset: not found ./build.ksh: 39: typeset: not found ./build.ksh: 44: function: not found Command line syntax of - options -exec : mode used for compilation (default RELEASE) -target : target used for compilation (default all) -help : display the command line syntax ./build.ksh: 52: function: not found ERROR: spec@Lucifer:~/Documents/seagull.svn.LINUX$ Script Init of variables BUILD_TARGET=${BUILD_DEFAULT_TARGET} BUILD_EXEC=${BUILD_DEFAULT_EXEC} typeset -u BUILD_OS=uname -s | tr '-' '_' | tr '.' '_' | tr '/' '_' BUILD_CODE_DIRECTORY=code BUILD_DIRECTORY=pwd typeset -u BUILD_ARCH=uname -m | tr '-' '_' | tr '.' '_' | tr '/' '_' BUILD_VERSION_FILE=build.conf BUILD_DIST_MODE=0 BUILD_FORCE_MODE=0

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  • Shutdown/logoff script in Ubuntu 13.10

    - by TNT
    Which would be the best way to run a script upon GUI logoff, shutdown, hibernate, sleep modes? In 12.04 I think I did this in /etc/lightdm/lightdm.config, but on 13.10, the folder structure changed and when I create this script, The display manager wont even start upon boot. I am looking to implement a simple automatic truecrypt unmount command truecrypt -d but of course this would go for any script.

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  • How can I determine whether a shellscript runs as root or not?

    - by EvilPhoenix
    This is something I've been curious about. I make a lot of small bash scripts (.sh files) to do tasks that I routinely do. Some of those tasks require everything to be ran as superuser. I've been curious: Is it possible to, within the BASH script prior to everything being run, check if the script is being run as superuser, and if not, print a message saying You must be superuser to use this script, then subsequently terminate the script itself. The other side of that is I'd like to have the script run when the user is superuser, and not generate the error. Any ideas on coding (if statements, etc.) on how to execute the aforementioned?

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • How to make bash script run with a latency (i.e. wait 1 sec at each iterations)?

    - by user2413
    I have this bash script; for (( i = 1 ; i <= 160 ; i++ )); do qsub myccomputations"${i}".pbs done Basically, I would prefer if there was a 1 second delay between each iteration. The reason is that at each iterations, it sends the program file mycomputation"${i}$.pbs to a core node for solving. Solving in this instance involves the use of pseudo random numbers. I suspect the RNG I use (R's) uses CPU time as seed because as things are now I get repeating pseudo random numbers (at the rate of approx 1 out of 100). So how to you ask bash to for (( i = 1 ; i <= 160 ; i++ )); do wait 1 sec qsub myccomputations"${i}".pbs done

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  • LuaJit FFI and hiding C implementation details

    - by wirrbel
    I would like to extend an application using LuaJit FFI. Having seen http://luajit.org/ext_ffi_tutorial.html this is surprisingly easy when comparing this to the Lua C API. So far so good. However I do not plainly want to wrap C functions but provide a higher level API to users writing scripts for the application. Especially I do not want users to be able to access "primitives", i.e. the ffi.* namespace. Is this possible or will that ffi namespace be available to user's Lua scripts? On the issue of Sandboxing Lua I found http://lua-users.org/wiki/SandBoxes which is not talking about FFI though. Furthermore, the plan I have described above is assuming that the introduction of abstraction layers happens on the lua side of code. Is this an advisable approach or would you rather abstract functionality on the statically compiled code (on the C-side)?

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  • How to increment a value appended to another value in a shell script

    - by Sitati
    I have a shell script that executes a backup program and saves the output in a folder. I would like to update the name of the output folder every time the shell script run. In the end I want to have many files with different names like this: innobackupex --user=root --password=@g@1n --database="open_cart" /var/backup/backup_1 --no-timestamp And after running the shell script again: innobackupex --user=root --password=@g@1n --database="open_cart" /var/backup/backup_2 --no-timestamp

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  • how to rename and move files according to directory names?

    - by Shan
    I have bunch of directories containing the file with the same name. I want to move these files to another directory and at the same time renaming them with the directory name so that they are distinguished and are not over-written. EDIT: All the directories are in the same directory. Destination is one directory on the system which could be anything. We read directory and read file form it and rename it exactly as the directory name and put it to the destination. An important constraint is that the name of the file is given which will be in all of the directories. Directories might contain other files bit also the one which is given Thanks a lot

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • When does a "scripter" become a "programmer"?

    - by makerofthings7
    Is there a difference between 'scripters' and 'programmers'? What is the dividing line between scripters and programmers? Perhaps all scripters be considered to be a programmer. If not all scripters can fall into the same camp, what about those people who use external objects such as COM objects, Win32's, etc. via an interop library? As far as script languages I'm thinking of are (but not limited to) perl, bash, javascript, powershell, and batch files.

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  • Rendering citations and references in HTML using PHP/Perl/Python/

    - by Nick
    Is there a PHP/Perl/Python/... library for picking citations out of an HTML file and rendering a nice list of references at the bottom, like in Wikipedia? I'm developing a website with heavily-sourced content, and I'd really like to have automatically-generated lists of formatted references, like in Wikipedia. (Check out their philosophy page, and see how the superscript numbered citations interact with the references at the bottom. This is all dynamically generated, automatically ordered & linked.) They do it really well: the citations are linked to the references (which are backlinked to the citations), when you click on one of the links, the target is highlighted, etc. I'm tempted to build the site on MediaWiki just for this one feature, but it seems like overkill. Do I have any options?

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  • Run server side script

    - by ooo
    I'm in the process of deploying my first website which is written is ASP.NET. I need to run a server side script at set intervals during the day which updates a database even if there is nobody using the site. I was led to believe that using Windows task scheduler would be the best option but now I've joined a hosting company the layout is not really how I was expecting. It's a shared hosting with basic FTP and no apparent built in task scheduler. The hosting company support is not very good and haven't been able to advise how I could do this so hoped to get help here on options before I consider changing company. [The hosting company starts with 1 and ends with 1 :)]

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  • Open screen and run some projects and applications

    - by trex
    I am a python web developer, I need to run my local 3-4 django projects in screen sessions and need to launch some of my applications like skype, chrome, eclipse and a text file daily status.txt. Is there any way to write a script to launch all of them by running a shell script only? #!/bin/bash # gnome-terminal -e "screen -dmS myapps" #(Attach following command to one of the screen) cd /var/opt/project1 python manage.py runserver 127.0.0.1:8001 #(Attach another command to one of the screen) cd /var/opt/project2 python manage.py runserver 127.0.0.1:8002 #(Attach another command to one of the screen) cd /var/opt/project3 python manage.py runserver 127.0.0.1:8003 #start my applications eclipse skype gedit "/home/myname/Desktop/daily status.txt" [...] Can one help me to write a shell script to do this.

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  • Attempting to GREP details of a Java error

    - by BOMEz
    I'm running Ubuntu 11 and I'm having some issues with grep. I have a shell script (see below) which essentially checks if a certain Java program of mine is running, if not it runs it. That part works out great! If my Java application throws any kind of exception however I would like to capture that information and email it to myself. How can I go about checking to see if the call to java -jar /bin/MyApp.jar fails? I tried piping it to grep, but that doesn't seem to work. Below is the full script that I've written: #Check if MyApp.jar is running, if not run it. if [ $(ps aux | grep 'java' | grep -v grep | wc -l | tr -s "\n") -eq 0 ] then echo "PacketCapture Starting...\n" java -jar /bin/MyApp.jar echo "PacketCapture Started.\n" else echo "PacketCapture already running.\n" fi

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  • Which torrent client has command line arguments to start/stop downloads?

    - by virpara
    first of all, I want to create shell script to start/stop downloads in torrent client. I don't need CLI but if you know how I can do that with CLI using shell script then it is okay. I use jDownloader which is GUI based application but has some command line arguments as below which I use to start/stop download. -h/--help Show this help message -a/--add-link(s) Add links -co/--add-container(s) Add containers -d/--start-download Start download -D/--stop-download Stop download -H/--hide Don't open Linkgrabber when adding Links -m/--minimize Minimize download window -f/--focus Get jD to foreground/focus -s/--show Show JAC prepared captchas -t/--train Train a JAC method -r/--reconnect Perform a Reconnect -C/--captcha <filepath or url> <method> Get code from image using JAntiCaptcha -p/--add-password(s) Add passwords -n --new-instance Force new instance if another jD is running So I can easily start/stop download as follows, jdownloader --start-download jdownloader --stop-download now I want torrent client to do that through shell script.

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  • Programmatically Getting Name of Front-most (currently running) application in Unity

    - by NHDaly
    I am trying to write a script that executes differently depending on the currently active program, and I am wondering if there is any way to find this programatically. For example, I come from the Mac world, and in Apple's Applescript you can do the following: set appPath to the path to the frontmost application set appName to the name of file appPath and that will give you the name of the currently running application. Is there anything similar that I can do in ubuntu-land? Thanks!

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  • Compare a variable that can have numeric or string as value

    - by Tarun
    I have a variable named Seconds_Behind_Master from one of my scripts. The problem is that this variable can either have a numeric value or can also take a string NULL as its value. Now, when I try to execute this script in shell it gets executed but gives a warning like this: [: Illegal number: NULL I believe it is due to the fact that in this case the value is NULL but when it compares it with numeral value 60 it gives this warning. How can I rectify it? Here is the piece of code: Seconds_Behind_Master=$Show_Slave_Status | grep "Seconds_Behind_Master" | awk -F": " {' print $2 '} if [ "$Seconds_Behind_Master" -ge "60" ]; then echo "replication delayed greater than or equal to 60." else if [ "$Seconds_Behind_Master" = "NULL" ]; then echo "Delay is Null." fi fi

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  • what other bash variables are available during execution such as $USER that can assist on my script?

    - by semi-newbie
    This is related to question 19245, in that one of the responders answered the question in an awesome way, and very VERY clear to any newbie. Now here is a question that i can't seem to figure. i wrote a script for starting the vmware firefox plugin (don't worry. i gave that up and now run vBox VERY happily. i left vmware for my servers :) ) I needed to start the plugin as sudo, but i also needed to pass an argument (password) to it, that happen to be the same. So, if my password was Hello123, the command would be: sudo ./myscript.sh hi other Hello123 running from command line, the script would ask for my sudo password and then run. i wanted to capture THAT password and pass it as well. i also wanted to run graphically, so i tried gksudo, and there is an option -p that returns the password for variable assignment. well, that was a nightmare, because i would still get prompted for the original sudo: see below Find UserName vUser=$USER Find password (and hopefully enable sudo) vP=gksudo -p -D somedescriptiontext echo Execute command gksudo ./myscript.sh hi $vUser $vP and i still get prompted twice. so my question is tri-fold: is there a variable i can use for the password, just like there is one for user, $USER? is there a different way i should be assigning the value resulting of the command i have in $vP? i am wondering if executing the way i have it, does it in an uninitiated session and not the current one, since i am getting some addtl warning type errors on some variables blah blah i tried using Zenity to just capture the text, but then of course, i couldn't pass that value to sudo, so i could only use as a parameter, which puts me back in 2 prompts. Thanksssssssssss!

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  • Else statement to show connection successful [closed]

    - by Craig Smith
    I am trying to write a script to test a database connection, at the moment it will only display text if the connection doesn't work, I am stuck with trying to create an else statement to display "Connection Successful" if it works. Here's my code so far. Any help appreciated :) <? $conn = @mysql_connect("localhost", "root", ""); if (!$conn) { die("Connection failed: " .mysql_error()); } ?>

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  • Unity gizmos vs. referenced game objects

    - by DuckMaestro
    I'm designing a Unity script that I intend to be highly reusable and as easy as possible to setup within the editor. To this end, a number of properties of this script really need some kind of visual representation on screen. It is an unresolved question to me whether the design of the script should require references to placeholder game objects, OR just Vector3's and float's that have associated gizmos drawn for them. Normally a gizmo would be a natural choice, except that Unity gizmos are not directly manipulable (as far as I can tell). Because of this shortcoming I'm having to consider whether depending on references to placeholder game objects is a more designer-friendly approach ultimately, in spite of the extra setup required, and that it might be counter-intuitive when the placeholder game objects disappear at run-time (which my script would do). Is there a community standard or preference here in this case? Can a Unity-experienced game programmer / designer speak to which approach they feel is more intuitive or more convenient to setup, when using a 3rd party script? Or is this just splitting hairs as long as I ship an example prefab with my script?

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