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  • Using Constants in Perl

    - by David W.
    I am trying to define constants in Perl using the use Constant pragma: use Constant { FOO => "bar", BAR => "foo" }; I'm running into a bit of trouble, and hoping there's a standard way of handling it. First of all... I am defining a hook script for Subversion. To make things simple, I want to have a single file where the class (package) I'm using is in the same file as my actual script. Most of this package will have constants involved in it: print "This is my program"; package "MyClass"; use constant { FOO => "bar" }; sub new { yaddah, yaddah, yaddah. I would like my constant FOO to be accessible to my main program. I would like to do this without having to refer to it as MyClass::FOO. Normally, when the package is a separate file, I could do this in my main program: use MyClass qw(FOO); but, since my class and program are a single file, I can't do that. What would be the best way for my main program to be able to access my constants defined in my class? The second issue... I would like to use the constant values as hash keys: $myHash{FOO} = "bar"; The problem is that %myHash has the literal string FOO as the key and not the value of the constant. This causes problems when I do things like this: if (defined($myHash{FOO})) { print "Key " . FOO . " does exist!\n"; } I could force the context: if (defined("" . FOO . "")) { I could add parentheses: if (defined(FOO())) { Or, I could use a temporary variable: my $foo = FOO; if (defined($foo)) { None of these are really nice ways of handling this issue. So, what is the best way? Is there one way I'm missing? By the way, I don't want to use Readonly::Scalar because it is 1). slow, and 2). not part of the standard Perl package. I want to define my hook not to require additional Perl packages and to be as simple as possible to work.

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  • Avoid existing files being overwritten when newer version is installed.

    - by constant learner
    Hello I have a VS2008 windows application project (WinProject) which is deployed by the installation project (InstallationProject) which inturn has the property RemovePreviousVersions set to True. In my app for each configuration made by an user, the winapp writes the configurations into an xml file (stored in C:\Application Name\Files\ folder) which also includes the path where the config was saved. Now when I build new versions of the installer,This folder and the files are overwritten since i the flag AlwaysCreate is set to True. My question is how can i avoid these older files from being overwritten and at the same time shall get the updated file from the installer. Ex: Contents of the file <PriceFiles> <Name>arr</Name> <Path>C:\NewTool\arr.xml</Path> <UserDefined>true</UserDefined> </PriceFiles> <ReferenceProjects> <Name>studio</Name> <Path>C:\NewTool\ReferenceProjects\6cd3a9e9-ad65-475e-953b-128915a496cd.xml</Path> <UserDefined>true</UserDefined> <CreatedBy>Admin</CreatedBy> </ReferenceProjects> Thanks in advance

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  • Multiply 2 values in form using php.

    - by DAFFODIL
    You can find the code below in the url,i used function to do the work but,i am getting this error Notice: Use of undefined constant Quantity - assumed 'Quantity' in C:\wamp\www\table.php on line 48 Notice: Use of undefined constant Rate - assumed 'Rate' in C:\wamp\www\table.php on line 49 Notice: Use of undefined constant Amount - assumed 'Amount' in C:\wamp\www\table.php on line 50 http://dpaste.com/hold/189360/

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  • Proguard shrinks too much

    - by vRallev
    Since ADT 17 you can find in the gen folder a BuildConfig class with a DEBUG constant. I often use this constant in my code, since ADT changes the value automatically when you export the application. However with Proguard this doesn't work anymore. E.g. I have following snippet: if (!BuildConfig.DEBUG) { ACRA.init(this); } Proguard notices, that DEBUG is true, so it removes this snippet completely and shrinks the app. After that ADT changes DEBUG constant, but this is too late. The only solution I know is to create my own DEBUG constant and to change it manually again. But I really like the functionality of ADT. Do you know a better solution? Thanks in advance.

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  • get file path from svn diff file with PHP and C

    - by coderex
    hi i have a file having svn diff i wish to extract the filenames form the diff. How to write the parser for that.. Index: libs/constant.php =================================================================== --- libs/constant.php (revision 1243) +++ libs/constant.php (revision 1244) @@ -26,5 +26,5 @@ // changesss - +// test 2 ?> \ No newline at end of file Index: libs/Tools.php =================================================================== --- libs/Tools.php (revision 1243) +++ libs/Tools.php (revision 1244) @@ -34,5 +34,5 @@ // another file an change - +// test ?> \ No newline at end of file Sample output. libs/constant.php libs/Tools.php How to write parser in PHP and C.

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  • How to send complete POST to Model in Code Igniter

    - by Constant M
    Hi there, What would be the best way to send a complete post to a model in Code Igniter? Methods I know are as follow: Name form elements as array, eg. <input type="text" name="contact[name]"> <input type="text" name="contact[surname]"> and then use: $this->Model_name->add_contact($this->input->post('contact')); The other would be to add each element to an array and then send it to the model as such: <input type="text" name="name"> <input type="text" name="surname"> and $contact_array = array('name' => $this->input->post('name'), 'surname' => $this->input->post('surname')); $this->Model_name->add_contact($this->input->post('contact')); Which one of these would be best practice, and is there a way to directly send a whole POST to a model (or a whole form maybe?)

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  • How to list all items in custom taxonomy with a permanlink in Wordpress

    - by Constant M
    Hi, Not sure how to word this. I've set up a type in Wordpress called Products. I also have two taxonomies linked to Products called Brands and Categories. When you create a product you can set to which Brand and Category the product belong to. It works perfectly when using the type as permalink to list everything within a type http://sitename.com/products but I can't seem to get the taxonomies working in the same way, ie. list all the items within a taxonomy (like an archive, I suppose): http://sitename.com/brands http://sitename.com/categories Is this possible, and if so, what could I possibly be doing wrong? I would try and set up some rewrite rules in functions.php, but I don't know what the query string looks like if you want to list items in a taxonomy, and if this is even possible. If it helps, I'm using the plugins More Types and Ultimate Taxonomy Manager to create the types and taxonomies.

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  • cuda 5.0 namespaces for contant memory variable usage

    - by Psypher
    In my program I want to use a structure containing constant variables and keep it on device all long as the program executes to completion. I have several header files containing the declaration of 'global' functions and their respective '.cu' files for their definitions. I kept this scheme because it helps me contain similar code in one place. e.g. all the 'device' functions required to complete 'KERNEL_1' are separated from those 'device' functions required to complete 'KERNEL_2' along with kernels definitions. I had no problems with this scheme during compilation and linking. Until I encountered constant variables. I want to use the same constant variable through all kernels and device functions but it doesn't seem to work. ########################################################################## CODE EXAMPLE ########################################################################### filename: 'common.h' -------------------------------------------------------------------------- typedef struct { double height; double weight; int age; } __CONSTANTS; __constant__ __CONSTANTS d_const; --------------------------------------------------------------------------- filename: main.cu --------------------------------------------------------------------------- #include "common.h" #include "gpukernels.h" int main(int argc, char **argv) { __CONSTANTS T; T.height = 1.79; T.weight = 73.2; T.age = 26; cudaMemcpyToSymbol(d_consts, &T, sizeof(__CONSTANTS)); test_kernel <<< 1, 16 >>>(); cudaDeviceSynchronize(); } --------------------------------------------------------------------------- filename: gpukernels.h --------------------------------------------------------------------------- __global__ void test_kernel(); --------------------------------------------------------------------------- filename: gpukernels.cu --------------------------------------------------------------------------- #include <stdio.h> #include "gpukernels.h" #include "common.h" __global__ void test_kernel() { printf("Id: %d, height: %f, weight: %f\n", threadIdx.x, d_const.height, d_const.weight); } When I execute this code, the kernel executes, displays the thread ids, but the constant values are displayed as zeros. How can I fix this?

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  • Why does Clang/LLVM warn me about using default in a switch statement where all enumerated cases are covered?

    - by Thomas Catterall
    Consider the following enum and switch statement: typedef enum { MaskValueUno, MaskValueDos } testingMask; void myFunction(testingMask theMask) { switch theMask { case MaskValueUno: {}// deal with it case MaskValueDos: {}// deal with it default: {} //deal with an unexpected or uninitialized value } }; I'm an Objective-C programmer, but I've written this in pure C for a wider audience. Clang/LLVM 4.1 with -Weverything warns me at the default line: Default label in switch which covers all enumeration values Now, I can sort of see why this is there: in a perfect world, the only values entering in the argument theMask would be in the enum, so no default is necessary. But what if some hack comes along and throws an uninitialized int into my beautiful function? My function will be provided as a drop in library, and I have no control over what could go in there. Using default is a very neat way of handling this. Why do the LLVM gods deem this behaviour unworthy of their infernal device? Should I be preceding this by an if statement to check the argument?

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  • Box2d contant speed before and after collision

    - by bobenko
    I want to make my body fly at constant speed, how to make it fly at constant speed before and after collision? I set restitution of my body to 1.0 but after some direct and powerful collisions my objects begins to slow, I want it to fly same speed as before. I heard this can be done by setting liner damping of the object, I think it can prevent only from fast flying objects not slow. Thanks in advance.

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  • Top 5 tips for maximising social media presence

    Social media has never been so prevalent. Everywhere we turn, we see the constant reference to social media. So it's little surprise that an understanding to social media is a must for every type of organisation and the key element to success is content - targeted and constant.

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  • Completely uninstalling both versions of XCode

    - by Mugunth Kumar
    As usual I typed sudo Library/uninstall-devtools --mode=all It uninstalled the first version (Beta) properly. Tried the same thing on the older Stable Version which I have installed to "XCode Stable" Getting this error Use of uninitialized value $dir_name in substitution (s///) at Library/uninstall-devtools line 153. Use of uninitialized value $developer_dir in concatenation (.) or string at Library/uninstall-devtools line 120 Anyone else facing this problem? Can I just trash the installation folder?

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  • Authlogic admin subsite

    - by MrThomas
    Following this tutorial getting the following errors: NameError in Admin/dashboardsController#show uninitialized constant Admin::DashboardsController NameError in Admin sessionController#new uninitialized constant Admin::AdminHelper not sure how to correct this!

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  • How to create water like in new super mario bros?

    - by user1103457
    I assume the water in New super mario bros works the same as in the first part of this tutorial: http://gamedev.tutsplus.com/tutorials/implementation/make-a-splash-with-2d-water-effects/ But in new super mario bros the water also has constant waves on the surface, and the splashes look very different. What's also a difference is that in the tutorial, if you create a splash, it first creates a deep "hole" in the water at the origin of the splash. In new super mario bros this hole is absent or much smaller. When I refer to the splashes in new super mario bros I am referring to the splashes that the player creates when jumping in and out of the water. For reference you could use this video: http://www.ign.com/videos/2012/11/17/new-super-mario-bros-u-3-star-coin-walkthrough-sparkling-waters-1-waterspout-beach just after 00:50, when the camera isn't moving you can get a good look at the water and the constant waves. there are also some good examples of the splashes during that time. How do they create the constant waves and the splashes? I am programming in XNA. (I have tried this myself but couldn't really get it all to work well together) (and as bonus questions: how do they create the light spots just under the surface of the waves, and how do they texture the deeper parts of the water? This is the first time I try to create water like this.)

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  • Happy Tau Day! (Or: How Some Mathematicians Think We Should Retire Pi) [Video]

    - by Jason Fitzpatrick
    When you were in school you learned all about Pi and its relationship to circles and turn-based geometry. Some mathematicians are rallying for a new lesson, on about Tau. Michael Hartl is a mathematician on a mission, a mission to get people away from using Pi and to start using Tau. His manifesto opens: Welcome to The Tau Manifesto. This manifesto is dedicated to one of the most important numbers in mathematics, perhaps the most important: the circle constant relating the circumference of a circle to its linear dimension. For millennia, the circle has been considered the most perfect of shapes, and the circle constant captures the geometry of the circle in a single number. Of course, the traditional choice of circle constant is p—but, as mathematician Bob Palais notes in his delightful article “p Is Wrong!”,1 p is wrong. It’s time to set things right. Why is Pi wrong? Among the arguments is that Tau is the ration of a circumference to the radius of a circle and defining circles by their radius is more natural and that Pi is a 2-factor number but with Tau everything is based of a single unit–three quarters of a turn around a Tau-defined circle is simply three quarters of a Tau radian. Watch the video above to see the Tau sequence (which begins 6.2831853071…) turned into a musical composition. For more information about Tau hit up the link below to read the manifesto. The Tau Manifesto [TauDay] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • Are local variables in Fortran 77 static or stack dynamic?

    - by mm2887
    For my programming languages class one hw problem asks: Are local variables in FORTRAN static or stack dynamic? Are local variables that are INITIALIZED to a default value static or stack dynamic? Show me some code with an explanation to back up your answer. Hint: The easiest way to check this is to have your program test the history sensitivity of a subprogram. Look at what happens when you initialize the local variable to a value and when you don’t. You may need to call more than one subprogram to lock in your answer with confidence. I wrote a few subroutines: - create a variable - print the variable - initialize the variable to a value - print the variable again Each successive call to the subroutine prints out the same random value for the variable when it is uninitialized and then it prints out the initialized value. What is this random value when the variable is uninitialized? Does this mean Fortran uses the same memory location for each call to the subroutine or it dynamically creates space and initializes the variable randomly? My second subroutine also creates a variable, but then calls the first subroutine. The result is the same except the random number printed of the uninitialized variable is different. I am very confused. Please help! Thank you so much.

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  • default xna 4.0 gametime don´t works well for 2D physics

    - by EusKoder
    I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers with different hardware (CPU, graphics, etc.) and I found that the speed of movement object of the game is quite different, I implemented the PSK physics msdn that are based on time, /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= GroundDragFactor; //velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity *elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(gameTime); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) { velocity.Y = 0; jumpTime = 0.0f; } } tested eg with a PC (PC1) 2.13GHz Intel Core 2 6400 / ATI Radeon HD 4670 and another one: (pc2) 3.00GHz Intel Pentium D / Intel 82945G Express Chipset Family by displacement difference (moving x axis at supossed (position = velocity * gametime.ElapsedGameTime.TotalSeconds) constant velocity, for example) is 3 seconds in a total of 20 (example: moving pc1 player sprite 6000 pixels in the x-axis at 20 seconds and pc 2 runs the same distance in 17 ). Tested on a 3rd PC: i72700k / Gigabyte GTX 560 TI the results are even worse, after some time after starting the game gets like 3 times slower and showing the number of pixels in each frame moved in a debug window in the game (counting updatespersecond with counter variable for updates cuantity and gametime for counting a second show 63fps), it appears as if the number is always constant ( refreshments lose the Update method?). In this pc if I put the game in fullscreen during the course of the game, the effect of "go slow" is immediate and restore window mode sometimes yield returns to "normal" and sometimes not. Eventually I began to try a new project to test whether the movement is constant in different pc loading only one sprite and its position value in screen printing. Occur The same. I even tried moving a constant amount of pixels explicitly (position + = 5) and different speeds in different pc quantities of pixels moved in x time. I have the game loop as the default (fixedTimeStep=true;SynchronizeWithVerticalRetrace=true;). I've also tried turning off and creating another timestep as discussed in different post (eg http://gafferongames.com/game-physics/fix-your-timestep/ but i can´t achieve the desired result, move the same number of pixels in X seconds on different computers with windows. All pc used for tests use windows 7 enterprise pc1 == x86 the others are x64. The weirdest thing is that I find information about people describing the same problem and that I wear long nights of searches. Thanks for your help.

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  • attachment_fu and RMagick

    - by trobrock
    After finally getting RMagick installed on my Mac I have set up attachment_fu according to the tutorial here: http://clarkware.com/cgi/blosxom/2007/02/24#FileUploadFu&gt when I try and upload a file via the upload form I get around 80 messages like these: /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:44: warning: already initialized constant PercentGeometry /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:45: warning: already initialized constant AspectGeometry /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:46: warning: already initialized constant LessGeometry /Library/Ruby/Gems/1.8/gems/rmagick-2.13.1/lib/RMagick.rb:47: warning: already initialized constant GreaterGeometry I did some searching and found that this problem can arise when you require RMagick twice in an application using different casing for the require statement: http://work.rowanhick.com/2007/12/19/require-rmagick-and-case-sensitivity/ I am not requiring it myself, but I was thinking maybe with the config.gem "rmagick" line in my environment.rb file rails might be requiring it. After the form submits it gives me a validation error of: Content type is not included in the list I have checked the source for attachement_fu and found the image/png in the list of content types so I don't believe that is the proper error message: http://github.com/technoweenie/attachment_fu/blob/master/lib/technoweenie/attachment_fu.rb Does anyone have any ideas on how I can get this to work?

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  • Syntax for documenting JSON structure

    - by Roman A. Taycher
    So I'm trying to document the format of the json returned by an api I am writing against and I'd like to know if there is any popular format for the documentation of json structure. Note I'm not trying to to test or validate anything, I'm just using this for documentation. Also some ways to add comments to non-constants(items always returned w/ the same value) would be nice. This the not totally thought out scheme I'm currently using: Plain names refer to identifiers or types. Some types have type-comment Strings that appear to be constant(always returned for that type of request) strings are "str" Constant Numbers would be just the number Constant null is null Booleans are true/false for constant booleans or Boolean otherwise [a,b,c] are lists with 3 items a,b,c [... ...] is a list of repeating elements of some types/constants/patterns {a:A,b:B,c:c} and {... ...} is the same for a dictionary. example: story := [header,footer] header := {"data":realHeader,"kind":"Listing"} realHeader := {"after": null, "before": null, "children": [{"data": realRealHeader, "kind": "t3"}], "modhash": ""} footer := {"data":AlmostComments,"kind":"Listing"} AlmostComments := {"data": {"after": null, "before": null, "children": comments, "modhash": ""}, "kind": "t1"} comments := [...{"data":comment, "kind":"t1"}...] realRealHeader := {"author": string, "clicked": boolean, "created": int, "created_utc": int, "domain": "code.reddit.com", "downs": int, "hidden": boolean, "id": string-id, "is_self": boolean, "levenshtein": null, "likes": null, "media": null, "media_embed": { }, "name": string-id, "num_comments": int, "over_18": false, "permalink": string-urlLinkToStoryStartingFrom/r, "saved": false, "score": int, "selftext": string, "selftext_html": string-html, "subreddit": string-subredditname, "subreddit_id": string-id, "thumbnail": "", "title": string, "ups": int, "url": "http://code.reddit.com/" } comments := { "author": string, "body": string-body_html-wout-html, "body_html": string-html-formated, "created": int, "created_utc": int, "downs": int, "id": string-id, "levenshtein": null, "likes": null, "link_id": string-id, "name": string-id", "parent_id": string-id, "replies": AlmostComments or null, "subreddit": string-subredditname, "subreddit_id": string-id, "ups": int }

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • prevent OS X from prompting disk initialization/formatting

    - by Just-A-User.A-Superuser
    i have TrueCrypt partition, when i insert it in OS X, it always prompt me to initialize the hard disk. is there a way to prevent os x from detecting uninitialize hard disk? [UPDATE] by the way, as Truecrypt suggested while i'm in Windows, i must make partitions so the os won't detect the hard drive as uninitialized. Windows respected that the drive already have contents by the mere fact that it has partitions, while OS X thinks that it is still uninitialized. i think OS X is trying to be smart by detecting if each partition has a valid filesystem id/marker

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  • Prevent Mac OS X from prompting disk initialization/formatting

    - by Just-A-User.A-Superuser
    I have a TrueCrypt partition. When I insert it in Mac OS X, it always prompt me to initialize the hard disk. Is there a way to prevent Mac OS X from detecting uninitialize hard disk? [UPDATE] By the way, as Truecrypt suggested while I'm in Windows, I must make partitions so the OS won't detect the hard drive as uninitialized. Windows respected that the drive already have contents by the mere fact that it has partitions, while Mac OS X thinks that it is still uninitialized. I think Mac OS X is trying to be smart by detecting if each partition has a valid filesystem id/marker.

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  • Getting some perl script errors on execution of svnnotify

    - by user2474633
    I installed svnnotify:2.84, perl module 5.10 for subversion 1.7.11 on redhat release 6. And i am using this command in post-commit hooks to get notified svnnotify --repos-path "$1" --revision "$2" --from [email protected] \ --to-regex-map [email protected]="branches/Test_branch12" \ --smtp xxxxxx.com HTML::ColorDiff >> /tmp/notify.txt 2>&1 once the commit is successful i can see the below mentioned error in the output file. Use of uninitialized value $[0] in exec at /usr/local/share/perl5/SVN/Notify.pm line 2332. Can't exec "": No such file or directory at /usr/local/share/perl5/SVN/Notify.pm line 2332. Use of uninitialized value $[0] in concatenation (.) or string at /usr/local/share/perl5/SVN/Notify.pm line 2332. Cannot exec : No such file or directory Child process exited: 512 Can anyone help on this.

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