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  • Custom .NET apps and clustering

    - by Ahmed ilyas
    So for a clustered environment - how would this work with your apps? what about your own custom .NET apps? Would there be a special way to develop them? I know that you can say create a simple Hello world app, and cluster that but they wouldnt be something you could see interms of the UI or anything, so they would effectively need to be developed as a Windows Service perhaps or even as a standard Console app which runs and not wait for user input but you wouldnt see any output from it (unless you redirect output to somewhere else) What im getting at here is... for those who have experience or developed a cluster application in .NET, how did you do it and what are the things to be aware of? For example we have the cloud service - fundamentally its built on clustering - if there is an outage, another node takes place and service is resumed as normal but we dont really see much of that downtime.

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  • What should I do if my text exceeds my text render target boundaries?

    - by user1423893
    I have a method for drawing strings in 3D that does the following: Set a render target Draw each character as a quadrangle using a orthographic projection to the render target Unset the render target Draw the render target texture using a perspective projection and a world transform My problem is how to deal with strings whose characters length exceeds that of the render target dimensions? For example if I have string "This is a reallllllllllly long string" and the render target can't accommodate it, it will only capture "This is a realllll". The render target (and its size) could be set each frame but wouldn't that be far too costly?

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  • What exercises counter the back pain of sitting at a computer for 15 hours a day? [on hold]

    - by Sam
    I work up to 15 hours a day (not everyday :)) programming. When I do this I get a very sore lower back. I don't want to spend $1000 on a special chair like Joel Spolsky says. I'm sure I'm not alone here. Has anybody encountered this and found an exercise/other method to combat it? Maybe somebody with more physical education than me about opposing muscle groups or something. PS (not working fifteen hours a day isn't an answer, it's how I work best) and it's not off topic as programming is about more than code - it's a verb.

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Geographic location settings

    - by JochemTheSchoolKid
    I am building an website. It has an .nl domain. Now only my domain is showing up on google.nl I hope I can change this somehow that it could be findable in all google's (like google.com / co.uk) and so on. If I look on google forums. They say go to webmaster tools and change your geographic position over there. But I have added this site and I am not able to change it there because there is no select box. I dont have any idea were to search (yes I searched on google offcourse) or where to ask for this special problem. So maybe here can someone redirect me or explain me what is possible and what not. The question is can I make an .nl domain findable in (almost) all google search sites? And so on how can I do that. Picture of my google webmaster tools (nl): http://i.stack.imgur.com/ZuP4L.png

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  • Oracle Master Data Management at OOW 2012: A Look Back

    - by Mala Narasimharajan
    Oracle Master Data Management had a great showing at OOW 2012 ! Special thanks to our customers and partners for presenting with us, sharing their use cases and successes as well as co-sponsoring events.  Almost every session at the show featured a customer and the tremendous success or transformation Oracle MDM resulted in at their organization.  At the DemoGrounds, Oracle MDM saw tremendous interest with many individuals enquiring to see demos, and have their technical questions answered.  The demos provided a perfect opportunity to showcase technical enhancements as well as what features are on the horizon.The MDM customer appreciation dinner event was a smashing success as cusotmers and partners enjoyed a spectacular water view, fine dining and cocktails and one of San Francisco's finest restaurants - The Water Bar.  In a short while the planning for next year's OpenWorld will be under full swing and we can't wait to get started.  See you at OOW 2013!!    

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • Blender 2.6: How to Merge the Pros of Meshes and Surfaces

    - by fridojet
    there are two interesting kinds of objects: Meshes and Surfaces. Each of them offers very cool features. Object Type Specific Features Nice Features of Surfaces: (for example) They're as scalable as vector graphics (really nice!) You can build winding things real simply. Nice Features of Meshes: (for example) You can build organic things really good using the Sculpt Mode and a graphic tablet. You can use some special things like Physics. My Question There are things for which Surfaces are better and things for which Meshes are better. But how can I use both the best features of Surfaces and the best features of Meshes on one object at once? For example: How can I use Physics (like on Meshes) on lossless scalable objects (like Surfaces)? Thanks.

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  • Top Down bounds of vision

    - by Rorrik
    Obviously in a first person view point the player sees only what's in front of them (with the exception of radars and rearview mirrors, etc). My game has a top down perspective, but I still want to limit what the character sees based on their facing. I've already worked out having objects obstruct vision, but there are two other factors that I worry would be disorienting and want to do right. I want the player to have reduced peripheral vision and very little view behind them. The assumption is he can turn his head and so see fairly well out to the sides, but hardly at all behind without turning the whole body. How do I make it clear you are not seeing behind you? I want the map to turn so the player is always facing up. Part of the game is to experience kind of a maze and the player should be able to lose track of North. How can I turn the map rather than the player avatar without causing confusion?

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  • Megaman and Protoman versus Decepticon Transformers [Video]

    - by Asian Angel
    What happens when Megaman infiltrates a Decepticon stronghold? Trouble with a capital S when Starscream shows up! Watch as Protoman arrives to help even up the odds in the battle against the Decepticons. Rockman and Transformers Stop motion : Go! Rockman! [via Geeks are Sexy] HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

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  • C2C - Customer 2 Cloud Program

    - by Hartmut Wiese
    What´s in it for partners? A special Webinar for EMEA partners The Blog Entry is referring to this EMEA CRM Community blog entry here. The new Oracle Customer 2 Cloud (C2C) Program offers sizeable CX Cloud business opportunities for our partners into their existing Siebel, Peoplesoft or Oracle eBusiness Suite customers installed base, leveraging financial incentives that allow customers switching part of their On Premises solutions' maintenance fees against Cloud subscriptions from the market leading provider of CX Cloud business solutions. Look at this introduction video to have a first feeling about the C2C program and then join us on Tuesday June 10th at 9am CET (8am UK) to find out how you and your customers can benefit from this program to secure existing Siebel, Peoplesoft or Oracle eBusiness Suite accounts while generating new business opportunities. Register here! added by Hartmut Wiese: JD Edwards is not explicitly mentioned for this program but I also did not found a remark that it is not included.

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  • Samba user does not have folder read permission

    - by user289455
    I have set up a special user for read only samba shares. I set him up in Samba and as a system user. I shared a couple of folders but that user cannot access them. I know samba is working because I also shared them with the main user of the system which is an admin account and it works fine. How can I allow this user to have read permissions on all the directories I want to share without changing anything for any other users of the system? For example, I don't want to give him ownership of any of the files/directories. Just ongoing recursive read access. ongoing recursive is important. If someone adds a file or directory, I still want him to automatically be able to read it.

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  • Vertex data split into separate buffers or one one structure?

    - by kiba2
    Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component (location, normal, texture coordinates) in separate arrays/buffers? To me it always seemed logical to keep the data grouped together in one structure because they'd always be the same for each instance of a shared vertex and that seems to be true for things like character models (ex: the normal should be an average of adjacent normals for smooth lighting). One instance where this doesn't seem to work is other kinds of meshes like say a cube where the texture coordinates for each may be the same but that causes them to be different where the vertices are shared. Does everybody normally keep them separate? Won't this make them less space efficient if there needs to be an instance of texture coordinates and normals for each triangle vertex (They won't be indexed)? Can OpenGL even handle this mixing of indexed (for location) vs non-indexed buffers in the same VBO?

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  • Spawning bullets on command in Box2D

    - by recharge330
    I'm making a simple bullet hell game but I can't figure out how to get my character to shoot. Lets say I have bulletBody and shipBody, how would I continually spawn bulletBodies using the shipBody coordinates. I've tried a function that uses an array of b2bodies and just assigns them the bodydef and fixture but that causes the game to crash. C++ sample code would be best but any help is appreciated. EDIT: It looks like any reference to my b2World in a function will cause the game to crash. How do I declare the bodies without using a b2World as an argument in the function.

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  • Is there a way to return a response every x seconds or so to a single http request?

    - by luis
    I'm wondering if it's possible to send a response every second or so to a single http request. Like for example the client makes an http request, then the server sends a space character every second. This could be never ending or with a limit, for example a minute. I think the word 'response' is misleading in this context, since I don't necessarily mean an http response. The whole http response could be composed of the space characters, which would mean a single http response to a single http request, except that it is a minute long. I tried chunked encoding but I don't think it works, or at least my implementation's wrong.

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  • Is NTFS-3G safe for writing?

    - by katrmr
    These days, I have to use the NTFS-3G driver to write to an NTFS drive (which will later be used in Windows). But I still remember the olde times of Linux ntfs driver which clearly said in the docs: 'If you write to an ntfs volume, run our special program afterwards which will clean up the damage done.' So, I read through the man, the docs, the Tuxera site and Askubuntu and found no discussion of the write-safety of NTFS-3G. The only thing that was mentioned somewhere is that the driver doesn't support the NTFS journal. So, the question is, can I use NTFS-3G and be sure that I will later read what I have written to the files? Won't, for example, Windows find the journal entries missing and 'clean up' the data according to its own faulty understanding?

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  • How to create a scripted sequence

    - by igrad
    Like countless other video games, I'd like to have scripted sequences in my game. Character 1 says something, the player replies, then a rock falls, that sorta stuff. I could find a way to do it, but I would like to use a common method, assuming there is one. My current thought is to have a separate file for each level of the game that contains all the possible scripted actions for that level. When the corresponding trigger is activated, the function is called. I think early Call of Duty games (up to CoD4) used something similar, but I'm not entirely sure.

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  • usb drive filesystem?

    - by purbleguy
    So, school is approaching quickly, and one of the things on my supply list is a usb drive. Now I'm asking myself what filesystem to use. After some research, I found ext4 to be the most stable drive filesystem. But, I also found that Windows (The OS used by every computer in my school) can't read ext4 formatted drives without special drivers, and I'm sure the school wouldn't be too happy with me having to install the windows ext4 drivers on every computer I use with my usb. So, my question is, Should I use fat32, one of the ext filesystems (2, 3 or 4 would work) or NTFS, I have an ubuntu laptop, a Mac desktop, and of course the school computers I use are Windows, so which would be the best filesystem for my usb.

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  • How do you deal with transitions in animating walking?

    - by Aerovistae
    I'm pretty new to this whole animating models thing. Just learning the ropes. I got a nice walking animation going, which I can loop while a character is walking, but what about when they stop walking? I mean, they could be at any point in the animation at the time the player stops walking. How do I get them to smoothly return to a standing still position without having them snap into that position? The same goes for starting walking from a standing still position. Do you need a separate animation? How is this dealt with?

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  • Apps Script Office Hours - November 9, 2012

    Apps Script Office Hours - November 9, 2012 In this episode Ikai and Eric ... - Plugged the upcoming hackathon in Los Angeles. - Covered the release notes from the past week, which included some great enchancements to the Gmail and Drive services. - Discussed the new Google Cloud SQL integration in Apps Script. - Hyped the upcoming special episode with the creator of the "Google Analytics Report Automation (Magic)" script. - Answered questions about integrating Apps Script with Google Docs and Forms. The schedule of future episodes can be found at: developers.google.com From: GoogleDevelopers Views: 61 2 ratings Time: 31:24 More in Science & Technology

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  • Release Notes 12/12/2012

    This past week the CodePlex team worked on several fixes to improve the stability of our TFS infrastructure, including applying TFS 2012 Update 1. We apologize for the recent downtime. We are not completely out of the woods, but we appreciate your patience as we work through the issues. Additional Bug Fixes: Fixed several issues with character encoding within file paths. Fixed issue where the number of pull requests and forks were disappearing after selecting either link. Fixed issue blocking license changes when special characters exist in copyright holder field. Have ideas on how to improve CodePlex? Please visit our suggestions page! Vote for existing ideas or submit a new one. As always you can reach out to the CodePlex team on Twitter @codeplex or reach me directly @mgroves84

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  • Human powered document processing

    - by Denivic
    I want to create a "Human powered document processing" website in a formed as a gaming mechanic that will prompt volunteers to weed out text missed by OCR (optical character reader) The challenge is that the OCR output often contains errors and omissions, which hampers searches. Manual corrections is needed to weed out these mistakes, so that the text become machine readable.. I want to accomplish these task by splitting dull repetitive task into tiny microtasks and distributing then to register contributors on my site. I want to digitalized pedigree books into an online database. I want to recreate recaptcha and http://www.digitalkoot.fi/en/splash all roll into one.. Help!!!! What programing languages is best needed to create a recapctch type website and is there any open source project similar to this I can use? I need a some directions to begin this project, so all and any help will be great.

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  • Keyboard is not detecting as3

    - by Kaoru
    i got this problem, when i press 1 in keyboard, the function does not run, even i already declared it. How do i solve this? Here is the code: public function Character() { Constant.loaderMario.load(new URLRequest("mario.swf")); addEventListener(KeyboardEvent.KEY_DOWN, selectingPlayer); } private function selectingPlayer(event:KeyboardEvent):void { isoTextMario = new Word(); isoTextChocobo = new Word(); if (event.keyCode == Keyboard.NUMBER_1|| event.keyCode == 49) { Constant.marioSelected = true; if (Constant.marioSelected == true) { isoTextMario.marioCharacter(); addChild(isoTextMario); } } else if (event.keyCode == Keyboard.NUMBER_2 || event.keyCode == 50) { Constant.chocoboSelected = true; if (Constant.chocoboSelected == true) { isoTextChocobo.chocoboCharacter(); addChild(isoTextChocobo); } } }

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  • Multiple weapons for android game

    - by Z3r0
    I am trying to make a 3D game for android using the Rajawali engine to render the 3D graphics and blender for designing my models(exporting as .md2), and I want my character to be able to change weapons, armor, helm, etc. Rendering every possible animation would be too much: if I had 10 different weapons, 10 armor and 10 helm, I would have to create 1000 animations with every possible equipment and if I add boots to list it would be even worse. I read somewhere you can use bones for this; but in Android, I only get the object itself to work with. Does anyone has an idea how i can solve this? If I make the weapon a different object how do I parent it to my models in my game?

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  • Is it possible to boot without mounting /home?

    - by Exeleration-G
    I want to backup my /home partition on /dev/sda6 using partclone, a command line utility. To do so, I first have to unmount the partition that I want to backup. Most of the time, this is easy, but /home is used by so many processes that it can't be unmounted without first killing all those processes. So, the thing I'm looking for is a way to boot Ubuntu, without mounting /home, so I can back up the not-mounted /dev/sda6 partition. Is that possible? To be clear, it would be nice if this special boot could be 'one-time-only'. So I'm not looking for ways to change /etc/fstab in such way that /dev/sda6 won't be mounted. That's because that would require me to change /etc/fstab twice each time just to make a backup. I'm aware of the fact that there are other backup solutions available, such as deja-dup. I'd like to use partclone, though.

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