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  • Oracle 'In Touch' PartnerCast (July 1, 2014) - Be prepared for a year of growth

    - by Hartmut Wiese
    Dear Partner, We would like to invite you to join David Callaghan, Senior Vice President Oracle EMEA Alliances and Channels, and his studio guests for the next broadcast of the Oracle ‘In Touch’ PartnerCast on Tuesday 1st July 2014 from 10:30am UK / 11:30am CET. In this cast, David’s studio guests and his regional reporters will be looking at your priorities as EMEA partners and how best to grow with Oracle. We also look forward to the broadcast covering topics on the following: Highlights of FY14 Strategic themes for FY15 HCM, CRM and ERP Oracle on Oracle Exclusive for ‘In Touch’ David Callaghan questions Rich Geraffo, Senior Vice President, Global Alliances & Channels, on how the FY15 partner Global kick off relates to EMEA. Plus David provides your chance to hear from some of the newly appointed Worldwide A&C Leadership team as he discusses with Bruce Chumley VP Oracle Channel Distribution Sales & Troy Richardson VP Oracle Strategic Alliances; their core focus and strategy of growth and what they intend on bringing to the table in their new role. With lots of studio guests joining David, why not get in touch on Twitter using the hashtag #OracleInTouch or by emailing [email protected] to get your questions featured in the cast!   To find out more information and to watch previous episodes on-demand, please visit our webpage here. Best regards, Oracle EMEA Alliances & Channels

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  • Building View Matrix in Direct3D11

    - by Balls
    Am I doing it right? I converted this. m_ViewMatrix = XMMatrixLookAtLH(XMLoadFloat3(&m_Position), lookAtVector, upVector); to this one. XMVECTOR vz = XMVector3Normalize( lookAtVector - XMLoadFloat3(&m_Position) ); XMVECTOR vx = XMVector3Normalize( XMVector3Cross( upVector, vz ) ); XMVECTOR vy = XMVector3Cross( vz, vx ); m_ViewMatrix.r[0] = vx; m_ViewMatrix.r[1] = vy; m_ViewMatrix.r[2] = vz; m_ViewMatrix.r[3] = XMLoadFloat3(&m_Position); m_ViewMatrix.r[0].m128_f32[3] = 0.0f; m_ViewMatrix.r[1].m128_f32[3] = 0.0f; m_ViewMatrix.r[2].m128_f32[3] = 0.0f; m_ViewMatrix.r[3].m128_f32[3] = 1.0f; m_ViewMatrix = XMMatrixInverse( &XMMatrixDeterminant(m_ViewMatrix), m_ViewMatrix ); Everything looks fine when I run it. Another question is, I saw on this site(http://webglfactory.blogspot.com/2011/06/how-to-create-view-matrix.html) that he subtracted lookat from position in his vector vz. I tried it but gave me wrong view matrix. Can anyone check my code. I'm studying linear algebra right now. Sucks my course doesn't have one. Thank you, Balls

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  • Cannot Connect Modem ( /dev/ttySL0 ) Using gnome-ppp - Dial-Up Connection

    - by nicorellius
    I'm trying to connect my Toshiba Satellite running Ubuntu 10.04 to my Eris running Android 2.1 through a Bluetooth connection and establish a dial-up connection (DUN) with the modem. I can connect my phone to my laptop, and I can detect my modem (after installing drivers), which is located at /dev/ttySL0. But when I launch gnome-ppp and enter my phone number (123 for PDA-Net) I get a dialog that says "Connecting... Sending Password" with Log and Cancel buttons. The log shows this: --> WvDial: Internet dialer version 1.60 --> Cannot get information for serial port. --> Initializing modem. --> Sending: ATZ ATZ OK --> Sending: ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 OK --> Modem initialized. --> Please enter password (or empty password to stop): --> Configuration does not specify a valid login name. The PDA-Net DUN protocol is running and shows no error. Any ideas? Any help is much appreciated.

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  • Join our webinar: What CFOs Want From IT -- Unlocking Growth with Emerging Technologies

    - by Di Seghposs
    According to the 2012 Gartner-FEI research, big data, analytics, and new mobile, social & cloud computing platforms are increasingly on the CFOs radar screen because of their potential to unlock new growth opportunities. Join Oracle Chair Jeff Henley, & Oracle's Reggie Bradford & Rich Clayton as they explore CFO strategies & best practices for driving real value from IT investments in these areas: Why CFOs should get involved in big data and business analytics projects, and what best practices they can adopt to ensure their success How CFOs are leveraging new mobile and cloud computing platforms to address enterprise demands quickly and cost effectively How CFOs can partner with CMOs to maximize the value of IT investments in social technologies that can help create new growth opportunities CFOs have more responsibility over IT than ever before.  Learn how Oracle unlocks the transformative power of IT to take your business to the next level of performance.   Date:Tuesday, November 27, 2012 Time:8:00 a.m. PST / 11:00 a.m. EST Register now.

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  • Does purposely linking to an invalid URL and then using 301 affect SEO?

    - by Mike
    On a section of my site, I am currently using .htaccess rewrites to put the ID as part of the URL instead of in the query, like so: RewriteRule ^([a-z_]+)?/?tours/([0-9]+)/(.*) /tours/tour_text.php?lang=$1&id=$2&urlstr=$3 [L] For example, if someone goes to /en/tours/12/some-text-here it will rewrite it to /tours/tour_text.php?lang=en&id=12&urlstr=some-text-here. However I don't want the users to be able to put just any text, so if they type in the wrong some-text-here part it will 301 redirect them to the right page. This works perfectly, but I can see a potential problem potential arising when localizing the website, so I just wanted to make sure it's not actually a problem. How it is now, if someone goes to /en/tours/12/some-text-here, the anchor to the Spanish version of that page will be /es/tours/12/some-text-here (i.e. only changing the "en" to "es"), and then the script will then 301 them to the correct Spanish text (something like /es/tours/12/algun-texto-aqui). And the reverse will also be the same. The anchor on the Spanish version to the English version would be /en/tours/12/algun-texto-aqui and then they will be forwarded with 301 back to /en/tours/12/some-text-here. Basically, the anchor changes the language and the 301 changes the string at the end. So I have two questions: Does purposely and permanently having invalid URLs on your site that get 301'ed to the correct ones have any effect on SEO? I could make it just show the correct URL to begin with, but this is a significant amount of work due to how I am handling the translations, so I would prefer just to 301 them. Will the invalid URLs that are contained in the links be added to the search engine indexes even if they get 301'ed to another page?

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  • Safe zone implementation in Asteroids

    - by Moaz
    I would like to implement a safe zone for asteroids so that when the ship gets destroyed, it shouldn't be there unless it is safe from other asteroids. I tried to check the distance between each asteroid and the ship, and if it is above threshold, it sets a flag to the ship that's a safe zone, but sometimes it work and sometimes it doesn't. What am I doing wrong? Here's my code: for (list<Asteroid>::iterator itr_astroid = asteroids.begin(); itr_astroid!=asteroids.end(); ) { if(currentShip.m_state == Ship::Ship_Dead) { float distance = itr_astroid->getCenter().distance(Vec2f(getWindowWidth()/2,getWindowHeight()/2)); if( distance>200) { currentShip.m_saveField = true; break; } else { currentShip.m_saveField = false; itr_astroid++; } } else { itr_astroid++; } } At ship's death: if(m_state == Ship_Dead && m_saveField==true) { --m_lifeSpan; } if(m_lifeSpan<=0 && m_saveField == true) { m_state = Ship_Alive; m_Vel = Vec2f(0,0); m_Pos.x = app::getWindowWidth()/2; m_Pos.y = app::getWindowHeight()/2; m_lifeSpan = 100; }

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  • Derniers témoignages de partenaires EMEA (Octobre)

    - by swalker
    Gagnez en notoriété grâce aux témoignages de partenaires Faites la promotion de votre expertise des produits et des secteurs d'activité d'Oracle par le biais des témoignages de partenaires publiés sur Oracle.com et profitez du trafic dont bénéficie notre portail. Pour participer, il vous suffit de remplir un formulaire et de nous informer d'un projet mis en œuvre avec succès. Si votre témoignage est sélectionné, nous vous contacterons en vue d'un entretien. Cliquez ici pour accéder au formulaire et proposer votre témoignage. Les derniers témoignages de partenaires mis en ligne sur Oracle.com : Telefónica Germany IKEA France Niederelbe Schiffahrtsgesellschaft mbH &Co. KG (Reederei NSB) Mobile TeleSystems BT Luzerner Kantonsspital  Luzerner Kantonsspital (2) Edifer ??? «????????? ???????????»/Mobile TeleSystems OJSC (MTS)  Astelit LLC Akbank T.A.S. Home Credit Group Kromberg & Schubert MATERNA GmbH Nykredit LH Dienstbekleidungs GmbH BT LHD Gruppe Niederelbe Schiffahrtsgesellschaft mbH &Co. KG (Reederei NSB) (1) Niederelbe Schiffahrtsgesellschaft mbH &Co. KG (Reederei NSB) (2) TCC Italy Champion Europe SpA LH Dienstbekleidungs GmbH McKesson Pour en savoir plus sur les collaborations fructueuses entre nos partenaires et leurs clients, parcourez les nombreux témoignages EMEA issus de tous les secteurs d’activité ici.

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  • USB Ports In Wrong Mode, How To Use usbmodeswitch?

    - by user86872
    I haven't had access to my USB ports as media devices for a couple days now. I've been reading and researching everything I can find but I can't find a good guide for usbmodeswtich or usbms that I can decipher. The USB's are fine for power, but won't support my android phone as a media device, which is killing me because I use adb everyday, and won't support my plug and play mouse any longer. Not sure what caused the switch, though I think it may be related to the suspend issue I've read about, but the solutions in those threads I read also didn't work. Below is my system information and details. System: Ubuntu 12.04, 64-bit, Dedicated Machine Machine: HP-Pavillion g6 notebook, AMD A6 Quad Core Processor USBs used for: Cooling dock, Android Debug Bridge, Wireless Mouse Attempted Mod Probe, udev restart, unable to attempt lsusb due to my own lack of knowledge. :) Last Attempt Readout: ncandiano@ncandiano-HP-Pavilion-g6-Notebook-PC:~$ sudo modprobe -r usbhid && sleep 5 && sudo modprobe usbhid ncandiano@ncandiano-HP-Pavilion-g6-Notebook-PC:~$ sudo modprobe -r usb-storage ncandiano@ncandiano-HP-Pavilion-g6-Notebook-PC:~$ sudo modprobe usb-storage ncandiano@ncandiano-HP-Pavilion-g6-Notebook-PC:~$ sudo restart udev udev start/running, process 2624 ncandiano@ncandiano-HP-Pavilion-g6-Notebook-PC:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 002: ID 0461:4de7 Primax Electronics, Ltd webcam Any help would be greatly appreciated!

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  • Is it considered poor programming to do this with xna components?

    - by Rob
    I created my own Menu System that is event driven. In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation: //Let's check if the game is done loading. if (_game != null) { _gameLoaded = _game.DoneLoading; } //This means the game is loading still, //therefore the loading screen should be active. if (!_gameLoaded && _gameActive) { _gameScreenList[2].UpdateMenu(); } //The loading screen was selected. if (_gameScreenList[2].CurrentState == GameScreen.State.Shown && !_gameActive) { Components.Add(_game = new ParadoxGame(this)); _game.Initialize(); //Initializes the Game so that the loading can begin. _gameActive = true; } In the XNA Game Component that contains the actual game, in the LoadContent method I simply created a new Thread that calls another method ThreadLoad that has all the actual loading. I also have a boolean variable called DoneLoading in the XNA Game Component that is set to true at the end of the ThreadLoad. I am wondering if this is a poor implementation.

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  • Wireless BMC4311 driver install

    - by user113910
    Exasperated with Ubuntu 12.04 and BCM4311 driver. HP2133 (was SUSE 10) Installed 12.04 in March. It ran well until November with no updates) then updates killed my wireless controller. Trolled forums & other for fix. Tried sudo -apt-get ing & gedit ing. Finally got it working (on full update with STA driver) Hwew!—thought that was it, only to fail again after 3-4 days. Tried all the fixes again but sudo -apt-get ing & gedit ing does not fix. I'm not without experience either: first 'boot-loader' I/P from 20 switch panel, seq to 4096 bit core-store: run to I/P larger processes from paper tape reader. Gone thru acoustic-coupled networks-to-billboards (before 'the net') pre-DOS, DOS, Windows 3.1 & all the others. This is a tough problem. Any advice?

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  • Updating sprite location with controls

    - by iQue
    So ive got a character in a 2D game using surfaceView that I want to be able to move using a button(eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } and if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does any1 know why this is or how to fix it? I cannot figure it out. Im using MotionEvent.ACTION_DOWN to check if the user if pressing the screen. }

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  • Dealing with inflexible programmers.

    - by Singleton
    Sometimes programmers who work on a project for long time get inflexible, and it becomes difficult to reason with them. Even if we do manage to convince them, they can be unlikely to implement our suggestions. For instance, I recently joined a project where the build & release process is too complicated and has unnecessary roadblocks. I suggested that we get rid of some of the development overhead (like filling a few spreadsheets) just by integrating defect management and version control tools (both are IBM-Rational tools so integration can be a very easy one-off effort). Also, if we use tools like Maven & Ant (the project involves Java and some COTS products) build & release can be simplified which should reduce manual errors & intervention. I managed to convince others and I'm ready to put in the effort to develop a proof of concept. But the ‘Senior’ developer is not willing, possibly because the current process makes him more valuable. How do we handle this situation without developing friction in the team?

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Simple Interactive Search with jQuery and ASP.Net MVC

    - by Doug Lampe
    Google now has a feature where the search updates as you type in the search box.  You can implement the same feature in your MVC site with a little jQuery and MVC Ajax.  Here's how: Create a javascript global variable to hold the previous value of your search box. Use setTimeout to check to see if the search box has changed after some interval.  (Note: Don't use setInterval since we don't want to have to turn the timer off while Ajax is processing.) Submit the form if the value is changed. Set the update target to display your results. Set the on success callback to "start" the timer again.  This, along with step 2 above will make sure that you don't sent multipe requests until the initial request has finished processing. Here is the code: <script type="text/javascript"> var searchValue = $('#Search').val(); $(function () {     setTimeout(checkSearchChanged, 0.1); }); function checkSearchChanged() {     var currentValue = $('#Search').val();     if ((currentValue) && currentValue != searchValue && currentValue != '') {         searchValue = $('#Search').val();         $('#submit').click();     }     else {         setTimeout(checkSearchChanged, 0.1);     } } </script> <h2>Search</h2> <% using (Ajax.BeginForm("SearchResults", new AjaxOptions { UpdateTargetId = "searchResults", OnSuccess = "checkSearchChanged" })) { %>     Search: <%   = Html.TextBox("Search", null, new { @class = "wide" })%><input id="submit" type="submit" value="Search" /> <% } %> <div id="searchResults"></div> That's it!

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  • Any advantage to the script version of Google Adwords' conversion tracking code?

    - by ripper234
    Google Adword has an HTML snippet to track conversions: <script type="text/javascript"> /* <![CDATA[ */ var google_conversion_id = 12345; var google_conversion_language = "en"; var google_conversion_format = "3"; var google_conversion_color = "ffffff"; var google_conversion_label = "someopaqueid"; var google_conversion_value = 0; /* ]]> */ </script> <script type="text/javascript" src="http://www.googleadservices.com/pagead/conversion.js"> </script> <noscript> <div style="display:inline;"> <img height="1" width="1" style="border-style:none;" alt="" src="http://www.googleadservices.com/pagead/conversion/12345/?label=opaque&amp;guid=ON&amp;script=0"/> </div> </noscript> It is composed of two parts: For clients supporting javascript, an inline script that sets variables, plus loading a reporting script. For other clients, an image tag. As far as I can see, the image tag has some advantages: It works on all browsers. It is asynchronous. It's shorter to have only this version, compared to both this and the js version. Any reason not to drop the <noscript> tag and just use the image conversion snippet directly?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • configuration issue with respect to .htaccess file on ubuntu

    - by Registered User
    I am building an application tshirtshop I have following configuration in /etc/apache2/sites-enabled/tshirtshop <VirtualHost *:80> ServerAdmin webmaster@localhost DocumentRoot /var/www/tshirtshop <Directory /var/www/tshirtshop> Options Indexes FollowSymLinks AllowOverride All Order allow,deny allow from all </Directory> ErrorLog ${APACHE_LOG_DIR}/error.log # Possible values include: debug, info, notice, warn, error, crit, # alert, emerg. LogLevel warn CustomLog ${APACHE_LOG_DIR}/access.log combined </VirtualHost> and following in .htaccess file in location /var/www/tshirtshop/.htaccess <IfModule mod_rewrite.c> # Enable mod_rewrite RewriteEngine On # Specify the folder in which the application resides. # Use / if the application is in the root. RewriteBase /tshirtshop #RewriteBase / # Rewrite to correct domain to avoid canonicalization problems # RewriteCond %{HTTP_HOST} !^www\.example\.com # RewriteRule ^(.*)$ http://www.example.com/$1 [R=301,L] # Rewrite URLs ending in /index.php or /index.html to / RewriteCond %{THE_REQUEST} ^GET\ .*/index\.(php|html?)\ HTTP RewriteRule ^(.*)index\.(php|html?)$ $1 [R=301,L] # Rewrite category pages RewriteRule ^.*-d([0-9]+)/.*-c([0-9]+)/page-([0-9]+)/?$ index.php?DepartmentId=$1&CategoryId=$2&Page=$3 [L] RewriteRule ^.*-d([0-9]+)/.*-c([0-9]+)/?$ index.php?DepartmentId=$1&CategoryId=$2 [L] # Rewrite department pages RewriteRule ^.*-d([0-9]+)/page-([0-9]+)/?$ index.php?DepartmentId=$1&Page=$2 [L] RewriteRule ^.*-d([0-9]+)/?$ index.php?DepartmentId=$1 [L] # Rewrite subpages of the home page RewriteRule ^page-([0-9]+)/?$ index.php?Page=$1 [L] # Rewrite product details pages RewriteRule ^.*-p([0-9]+)/?$ index.php?ProductId=$1 [L] </IfModule> the site is working on localhost and is working as if there is no .htaccess rule specified i.e. if I were to view a page as http://localhost/tshirtshop/nature-d2 then I get a 404 Error but if I view the same page as http://localhost/tshirtshop/index.php?DepartmentId=2 then I can view it. sudo apache2ctl -M Loaded Modules: core_module (static) log_config_module (static) logio_module (static) mpm_prefork_module (static) http_module (static) so_module (static) alias_module (shared) auth_basic_module (shared) authn_file_module (shared) authz_default_module (shared) authz_groupfile_module (shared) authz_host_module (shared) authz_user_module (shared) autoindex_module (shared) cgi_module (shared) deflate_module (shared) dir_module (shared) env_module (shared) mime_module (shared) negotiation_module (shared) php5_module (shared) reqtimeout_module (shared) rewrite_module (shared) setenvif_module (shared) status_module (shared) Syntax OK What is the mistake if any one can point out in above configuration, or else I need to check any thing else?

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  • How to retrieve the value of querystring from url using Javascript

    - by ybbest
    The following is a Javascript function I found on the internet , I keep here just in case I need to use it again. function getParameterByName(name) { name = name.replace(/[\[]/, "\\\[").replace(/[\]]/, "\\\]"); var regexS = "[\\?&]" + name + "=([^&#]*)"; var regex = new RegExp(regexS); var results = regex.exec(window.location.search); if(results == null) return ""; else return decodeURIComponent(results[1].replace(/\+/g, " ")); } You can also add this method to jquery as below. $.getParameterByName = function (name) { name = name.replace( /[\[]/ , "\\\[").replace( /[\]]/ , "\\\]"); var regexS = "[\\?&]" + name + "=([^&#]*)"; var regex = new RegExp(regexS); var results = regex.exec(window.location.search); if (results == null) return ""; else return decodeURIComponent(results[1].replace( /\+/g , " ")); }; $(document).ready(function () { alert($.getParameterByName("id")); }); References: http://stackoverflow.com/questions/901115/get-query-string-values-in-javascript http://blog.jeremymartin.name/2008/02/building-your-first-jquery-plugin-that.html http://stackoverflow.com/questions/7541218/writing-jquery-static-util-methods http://api.jquery.com/category/utilities/

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  • Running a Screen instance of a program as non-root

    - by user288467
    I've got a dedicated server (Ubuntu 12.04, no GUI) set up to launch an instance of McMyAdmin and attach it to a screen instance every time I reboot the hardware. I have the command saved to root's crontab as: @reboot cd /var/MC_SVR && screen -dmS McMyAdmin ./MCMA2_Linux_x86_64 Problem being, though, I have a user set up specifically for FTP access to the server files so I don't always have to SSH into the machine. Since the server is being started as a root process, all the files it makes are, obviously, set with root as the owner. So I chown'd all the files and set them to ftpuser. Now I'm stuck with trying to get the process to start as ftpuser. I've tried doing the following but to no avail: cd /var/MC_SVR && su ftpuser - -c 'screen -dmS McMyAdmin ./MCMA2_Linux_x86_64' I try this in terminal and I get no errors or anything (in fact I never get anything unless it's a syntax error from su), but there's no screen instance to access and so I can assume the server never starts. So, what am I doing wrong? Or am I just not accessing the screen instance correctly since it's (supposed) to be launched by another user?

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  • Now Available:Oracle Utilities Customer Care & Billing Version 2.4.0 SP1

    - by Roxana Babiciu
    We are pleased to announce the general availability of Oracle Utilities Customer Care & Billing 2.4.0 SP1. Key Features & Benefits: Oracle Utilities Customer Care & Billing 2.4.0 SP1 includes several base enhancements and a new licensable module called Customer Program Management. Key base enhancements in this release are: Configuration Migration Assistant (Additional Migration Plans) – Configuration Migration Assistant (CMA) was introduced in Oracle Utilities Application Framework V4.2.0 to supersede the ConfigLab facility. Oracle Utilities Customer Care and Billing now has a large number of migration plans to support migrating administration objects between environments. Encryption – Ability to configure encryption for fields that store sensitive data such as credit card numbers, bank account numbers, social security numbers, and MICR ID. Single Euro Payments Area (SEPA) Direct Debit – Functionality for configuring recurring direct debit payments in accordance with the Single Euro Payments Area (SEPA) initiative. Usage Enhancement for Bill Print – Allows additional information to be captured on a usage request to support billing when meter reads are not obtained from Oracle Utilities Customer Care & Billing but from a meter data management system (e.g. Oracle Utilities Meter Data Management). Preferences Portal – Communication preference zones allowing utilities to track customers’ preferred communication channels for various types of notifications or communications (e.g. phone, SMS, email). More information can be found on OPN!

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  • Collision detection - player gets stuck in platform when jumping

    - by Sun
    So I'm having some problems with my collision detection with my platformer. Take the image below as an example. When I'm running right I am unable to go through the platform, but when I hold my right key and jump, I end up going through the object as shown in the image, below is the code im using: if(shapePlatform.intersects(player.getCollisionShape())){ Vector2f vectorSide = new Vector2f(shapePlatform.getCenter()[0] - player.getCollisionShape().getCenter()[0], shapePlatform.getCenter()[1] - player.getCollisionShape().getCenter()[1]); player.setVerticleSpeed(0f); player.setJumping(false); if(vectorSide.x > 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x-3, player.getPosition().y); }else if(vectorSide.y > 0){ player.getPosition().set(player.getPosition().x, player.getPosition().y); }else if(vectorSide.x < 0 && !(vectorSide.y > 0)){ player.getPosition().set(player.getPosition().x+3, player.getPosition().y); } } I'm basically getting the difference between the centre of the player and the centre of the colliding platform to determine which side the player is colliding with. When my player jumps and walks right on the platform he goes right through. The same can also be observed when I jump on the actual platform, should I be resetting the players y in this situation?

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  • External TV only allows 640x480 using VGA cable

    - by EdC
    I have Ubuntu precise installed on a MacBook Pro. When connecting to an external television using a VGA style cable the highest resolution available seems to be 640x480. I'm using the proprietary NVIDEA Accelerated Graphics Driver (version current) and attempting to setup the TV using the nvidea-settings tool. I know all the equipment supports higher resolutions because of the following: Prior to rebuilding my machine with precise, the same TV, cabel & adapter gave higher resolutions The same machine & TV when used with a HDMI cable allows higher resolutions Windows laptops with the same cable & TV are able to achieve higher resolutions I'm not sure what to look for next, there are some similar FAQ questions but I'm not sufficiently familiar with the areas involved to know if these are my issue or are safe to try. Specifically: colord problem & my monitor resolution 640*480 with no other options! - is the closest, but as I'm having no problems with the main laptop monitor I'm not sure the described symptoms apply. I can't work out from the answer or Bumblebee site how to determine if nvidia optimus applies to my laptop. Why isn't my monitor's native resolution appearing as an option? - suggests configuring X by hand, but doesn't entirely match the symptoms I'm seeing

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • XNA 2D Top Down game - FOREACH didn't work for checking Enemy and Switch-Tile

    - by aldroid16
    Here is the gameplay. There is three condition. The player step on a Switch-Tile and it became false. 1) When the Enemy step on it (trapped) AND the player step on it too, the Enemy will be destroyed. 2) But when the Enemy step on it AND the player DIDN'T step on it too, the Enemy will be escaped. 3) If the Switch-Tile condition is true then nothing happened. The effect is activated when the Switch tile is false (player step on the Switch-Tile). Because there are a lot of Enemy and a lot of Switch-Tile, I have to use foreach loop. The problem is after the Enemy is ESCAPED (case 2) and step on another Switch-Tile again, nothing happened to the enemy! I didn't know what's wrong. The effect should be the same, but the Enemy pass the Switch tile like nothing happened (They should be trapped) Can someone tell me what's wrong? Here is the code : public static void switchUpdate(GameTime gameTime) { foreach (SwitchTile switch in switchTiles) { foreach (Enemy enemy in EnemyManager.Enemies) { if (switch.Active == false) { if (!enemy.Destroyed) { if (switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius)) { enemy.EnemySpeed = 10; //reducing Enemy Speed if it enemy is step on the Tile (for about two seconds) enemy.Trapped = true; float elapsed = (float)gameTime.ElapsedGameTime.Milliseconds; moveCounter += elapsed; if (moveCounter> minMoveTime) { //After two seconds, if the player didn't step on Switch-Tile. //The Enemy escaped and its speed back to normal enemy.EnemySpeed = 60f; enemy.Trapped = false; } } } } else if (switch.Active == true && enemy.Trapped == true && switch.IsCircleColliding(enemy.EnemyBase.WorldCenter, enemy.EnemyBase.CollisionRadius) ) { //When the Player step on Switch-Tile and //there is an enemy too on this tile which was trapped = Destroy Enemy enemy.Destroyed = true; } } } }

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