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  • How to edit files in a terminal with vim?

    - by andrew.46
    It is not always possible to edit and create files in a terminal and I would like to get the answers to the basics of manipulating files in a terminal using vim under Ubuntu Linux. Specific questions I have are: How can I open text files for editing? How can I save the file? How can I save the file with a different name? How can I leave the file without saving the changes? What settings are best in my configuration file and where is this file? How do I set the colors for vim? How do I show line numbers in vim and can this be toggled? A lot of questions here but I believe these questions and their answers should cover basic vim usage...

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  • MIX11 Registration is open &ndash; the place to hear the latest on Silverlight, HTML5, IE and more

    - by Eric Nelson
    Every year a few lucky colleagues get to attend MIX – and they come back with nothing but praise for the event, the speakers, the content – and the buzz! If you build “web application” and want the latest from the experts then you should consider attending. You will get to see the latest tools and technologies and draw inspiration from a professional community of your peers and experts. Technologies covered include Silverlight, Internet Explorer, Windows Phone, ASP.NET, HTML5 and CSS3. It takes place April 12th to 14th in Las Vegas Early birds save big! Register by February 11 and save $500 on your conference pass and get one free hotel night. Register Now.

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  • Using google maps as an input method

    - by Vasiliy Sharapov
    I'm wondering if it's possible to use gmaps pretty much as a type of input. Normally for Location a user has to enter: street address town/city state/province postal code country This seems too clunky to me, does anyone here know of a more elegant process? My perfect address-entering interface is a gmaps search bar with a map under it. When the user clicks a marker instead of a speech bubble containing location information they get one containing a submit button or equivalent. I'm not sure anything like this has been implemented before.

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  • Creating a Yes/No MessageBox in a NuGet install/uninstall script

    - by ParadigmShift
    Sometimes getting a little feedback during the install/uninstall process of a NuGet package could be really useful. Instead of accounting for all possible ways to install your NuGet package for every user, you can simplify the installation by clarifying with the user what they want. This example shows how to generate a windows yes/no message box to get input from the user in the PowerShell install or uninstall script. We’ll use the prompt on the uninstall to confirm if the user wants to delete a custom setting that the initial install placed in their configuration.  Obviously you could use the prompt in any way you want. The objects of the message box are generated similar to the controls in the code behind of a WinForm. At the beginning of your script enter this: param($installPath, $toolsPath, $package, $project)   # Set up path variables $solutionDir = Get-SolutionDir $projectName = (Get-Project).ProjectName $projectPath = Join-Path $solutionDir $projectName   ################################################################################################ # WinForm generation for prompt ################################################################################################ function Ask-Delete-Custom-Settings { [void][reflection.assembly]::loadwithpartialname("System.Windows.Forms") [Void][reflection.assembly]::loadwithpartialname("System.Drawing")   $title = "Package Uninstall" $message = "Delete the customized settings?" #Create form and controls $form1 = New-Object System.Windows.Forms.Form $label1 = New-Object System.Windows.Forms.Label $btnYes = New-Object System.Windows.Forms.Button $btnNo = New-Object System.Windows.Forms.Button   #Set properties of controls and form ############ # label1 # ############ $label1.Location = New-Object System.Drawing.Point(12,9) $label1.Name = "label1" $label1.Size = New-Object System.Drawing.Size(254,17) $label1.TabIndex = 0 $label1.Text = $message   ############# # btnYes # ############# $btnYes.Location = New-Object System.Drawing.Point(156,45) $btnYes.Name = "btnYes" $btnYes.Size = New-Object System.Drawing.Size(48,25) $btnYes.TabIndex = 1 $btnYes.Text = "Yes"   ########### # btnNo # ########### $btnNo.Location = New-Object System.Drawing.Point(210,45) $btnNo.Name = "btnNo" $btnNo.Size = New-Object System.Drawing.Size(48,25) $btnNo.TabIndex = 2 $btnNo.Text = "No"   ########### # form1 # ########### $form1.ClientSize = New-Object System.Drawing.Size(281,86) $form1.Controls.Add($label1) $form1.Controls.Add($btnYes) $form1.Controls.Add($btnNo) $form1.Name = "Form1" $form1.Text = $title #Event Handler $btnYes.add_Click({btnYes_Click}) $btnNo.add_Click({btnNo_Click}) return $form1.ShowDialog() } function btnYes_Click { #6 = Yes $form1.DialogResult = 6 } function btnNo_Click { #7 = No $form1.DialogResult = 7 } ################################################################################################ This has also wired up the click events to the form.  This is all it takes to create the message box. Now we have to actually use the message box and get the user’s response or this is all pointless.  We’ll then delete the section of the application/web configuration called <Custom.Settings> [xml] $configXmlContent = Get-Content $configFile   Write-Host "Please respond to the question in the Dialog Box." $dialogResult = Ask-Delete-Custom-Settings #6 = Yes #7 = No Write-Host "dialogResult = $dialogResult" if ($dialogResult.ToString() -eq "Yes") { Write-Host "Deleting customized settings" $customSettingsNode = $configXmlContent.configuration.Item("Custom.Settings") $configXmlContent.configuration.RemoveChild($customSettingsNode) $configXmlContent.Save($configFile) } if ($dialogResult.ToString() -eq "No") { Write-Host "Do not delete customized settings" } The part where I check if ($dialog.Result.ToString() –eq “Yes”) could just as easily check the value for either 6 or 7 (Yes or No).  I just personally decided I liked this way better.   Shahzad Qureshi is a Software Engineer and Consultant in Salt Lake City, Utah, USA His certifications include: Microsoft Certified System Engineer 3CX Certified Partner Global Information Assurance Certification – Secure Software Programmer – .NET He is the owner of Utah VoIP Store at http://www.utahvoipstore.com/ and SWS Development at http://www.swsdev.com/ and publishes windows apps under the name Blue Voice.

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  • What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

    - by datSilencer
    I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred shading by using FBO's and their associated targets (textures in my case). I have a simple (I think :P) geometry+fragment shader program and I'd like to write its Fragment Shader stage output to three different render targets (previously bound by a call to glDrawBuffers()), like so: #version 330 in vec3 WorldPos0; in vec2 TexCoord0; in vec3 Normal0; in vec3 Tangent0; layout(location = 0) out vec3 WorldPos; layout(location = 1) out vec3 Diffuse; layout(location = 2) out vec3 Normal; uniform sampler2D gColorMap; uniform sampler2D gNormalMap; vec3 CalcBumpedNormal() { vec3 Normal = normalize(Normal0); vec3 Tangent = normalize(Tangent0); Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal); vec3 Bitangent = cross(Tangent, Normal); vec3 BumpMapNormal = texture(gNormalMap, TexCoord0).xyz; BumpMapNormal = 2 * BumpMapNormal - vec3(1.0, 1.0, -1.0); vec3 NewNormal; mat3 TBN = mat3(Tangent, Bitangent, Normal); NewNormal = TBN * BumpMapNormal; NewNormal = normalize(NewNormal); return NewNormal; } void main() { WorldPos = WorldPos0; Diffuse = texture(gColorMap, TexCoord0).xyz; Normal = CalcBumpedNormal(); } If my render target textures are configured as: RT1:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE0, GL_COLOR_ATTACHMENT0) RT2:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE1, GL_COLOR_ATTACHMENT1) RT3:(GL_RGB32F, GL_RGB, GL_FLOAT, GL_TEXTURE2, GL_COLOR_ATTACHMENT2) And assuming that each texture has an internal format capable of contaning the incoming data, will the fragment shader write the corresponding values to the expected texture targets? On a related note, do the textures need to be bound to the OpenGL context when they are Multiple Render Targets? From some Googling, I think there are two other ways to output to MRTs: 1: Output each component to gl_FragData[n]. Some forum posts say this method is deprecated. However, looking at the latest OpenGL 3.3 and 4.0 specifications at opengl.org, the core profiles still mention this approach. 2: Use a typed output array variable for the expected type. In this case, I think it would be something like this: out vec3 [3] output; void main() { output[0] = WorldPos0; output[1] = texture(gColorMap, TexCoord0).xyz; output[2] = CalcBumpedNormal(); } So which is then the recommended approach? Is there a recommended approach at all if I plan to code on top of OpenGL 3.3? Thanks for your time and help!

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  • Shouldn't all source code be plain text? [on hold]

    - by user61852
    Some developing environment/languages save the source code you write in a binary/propietary format that you cannot see or edit with a generic text editor. I'm not talking about compiled code, but the source code. An example could be PowerBuilder and Oracle Forms. It's ok you use proprietary technology if you want, but not being able to open the source code you wrote, in a simple editor, if only to read it, seems like a very strict form of vendor lock-in. Also this prevents you from using text-based version controls that can show you the difference between two versions in a line-by-line base. If the code is plain text, you don't need a license in order to just open it, see it and learn from it. Should it be a golden rule to avoid vendor lock-in to avoid technologies that save your source code to anything but plain text files ?

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  • How do I multiply pixels on an SDL Surface?

    - by NoobScratcher
    Okay so I'm able to put blank pixels into a surface and also draw gradient pixels rectangles,etc But I don't know how to multiply the pixels on a surface so I was hoping someone could provide me information on this topic. I was thinking you could get the members pixel and then * it by 2 but that didn't provide results I wanted so I'm now thinking that you have to actually get to the position in bytes in one location to the left and one location to the right and then store it in memory and then * that by 2 am I correct or what? If so what is it that allows me to do that and how do I do that?

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  • XNA: Retrieve texture file name during runtime

    - by townsean
    I'm trying to retrieve the names of the texture files (or their locations) on a mesh. I realize that the texture file name information is not preserved when the model is loaded. I've been doing tons of searching and some experimenting but I've been met with no luck. I've gathered that I need to extended the content pipeline and store the file location in somewhere like ModelMeshPart.Tag. My problem is, even when I'm trying to make my own custom processor, I still can't figure out where the texture file name is. :( Any thoughts? Thanks! UPDATE: Okay, so I found something kind of promising. NodeContent.Identity.SourceFilename, only that returns the location of my .X model. When I go down the node tree he is always null. Then there's the ContentItem.Name property. It seems to have names of my mesh, but not my actual texture file names. :(

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  • How can I undo this key mapping?

    - by user273872
    First of all sorry my punctuation will be bad. its hard to type when keys are not doing what you expect. Eg it keeps scaring the **** out of me by taking a screen shot when I push the up arrow lolol So anyways, I broke a key on my keyboard and used xkeycaps to remap it to an unused key which worked. But then I realized it screwed up other keys... I think this is the program I used http://www.jwz.org/xkeycaps/man.html And then after doing the modifications I found out how to save them from the second answer in this question How to Map my enter key to a different key down where it says this "When you are happy with your current keymap and want to use it in future X-sessions, run the following command to save it: xmodmap -pke ~/.Xmodmap"

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  • How do I POST XML generated to a URL in C#

    - by user2922687
    Hi guys an new to C# and i need help, am trying to send XML generated to a URL, I keep getting error with HttpWebResponse. This is my code. //POST to URL var httpRequest = (HttpWebRequest)WebRequest.Create("http://xxx.xxx.xxx.xxx:8000"); httpRequest.Method = "POST"; httpRequest.ContentType = "text/xml; charset=utf-8"; httpRequest.ProtocolVersion = HttpVersion.Version11; //Set appropriate headers var xmlWriterSettings = new XmlWriterSettings { NewLineHandling = NewLineHandling.None, Encoding = Encoding.ASCII }; using (var requestStream = httpRequest.GetRequestStream()) { xmlDoc.Save(requestStream); } using (var response = (HttpWebResponse)httpRequest.GetResponse()) using (var responseStream = response.GetResponseStream()) { // Response Code to see if the request was successful var responseXml = new XmlDocument(); responseXml.Load(responseStream); using (var repp = XmlWriter.Create("response.xml")) { responseXml.Save(repp); } }

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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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  • Randomly spawning bitmaps on cnvas

    - by Toystoj
    I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of canvas it takes to long. So i was thinking : I should make some change when the bitmaps take off 50 % of canvas. I want to tell algorithm that it should generate new locations (x,y) where it is free space. My question is : How to render new location (x,y) in place where is free space. In summary: Things I know : object location (x,y) 4 corners (x,y) of object object width, height canvas width, height Any suggestions?

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  • SSMS Tools Pack 3.0 is out. Full SSMS 2014 support and improved features.

    - by Mladen Prajdic
    With version 3.0 the SSMS 2014 is fully supported. Since this is a new major version you'll eventually need a new license. Please check the EULA to see when. As a thank you for your patience with this release, everyone that bought the SSMS Tools Pack after April 1st, the release date of SQL Server 2014, will receive a free upgrade. You won't have to do anything for this to take effect. First thing you'll notice is that the UI has been completely changed. It's more in line with SSMS and looks less web-like. Also the core has been updated and rewritten in some places to be better suited for future features. Major improvements for this release are: Window Connection Coloring Something a lot of people have asked me over the last 2 years is if there's a way to color the tab of the window itself. I'm very glad to say that now it is. In SSMS 2012 and higher the actual query window tab is also colored at the top border with the same color as the already existing strip making it much easier to see to which server your query window is connected to even when a window is not focused. To make it even better, you can not also specify the desired color based on the database name and not just the server name. This makes is useful for production environments where you need to be careful in which database you run your queries in. Format SQL The format SQL core was rewritten so it'll be easier to improve it in future versions. New improvement is the ability to terminate SQL statements with semicolons. This is available only in SSMS 2012 and up. Execution Plan Analyzer A big request was to implement the Problems and Solutions tooltip as a window that you can copy the text from. This is now available. You can move the window around and copy text from it. It's a small improvement but better stuff will come. SQL History Current Window History has been improved with faster search and now also shows the color of the server/database it was ran against. This is very helpful if you change your connection in the same query window making it clear which server/database you ran query on. The option to Force Save the history has been added. This is a menu item that flushes the execution and tab content history save buffers to disk. SQL Snippets Added an option to generate snippet from selected SQL text on right click menu. Run script on multiple databases Configurable database groups that you can save and reuse were added. You can create groups of preselected databases to choose from for each server. This makes repetitive tasks much easier New small team licensing option A lot of requests came in for 1 computer, Unlimited VMs option so now it's here. Hope it serves you well.

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  • URL Frame redirection CakePHP

    - by themanbehindoftheprojectmayhem
    I need to redirect CakePHP installation host to my domain. Location of my Cakephp installation: myhosting.com/newsite/ Domain: www.mydomain.com I'm currently using URL Frame to direct www.mydomain.com to myhosting.com/newsite/. Problem When I load www.mydomain.com, I see all links in the site is pointing to the hosting location - example - myhosting.com/newsite/product/1 It should be pointing to www.mydomain.com/product/1 Any simple way to fix this? Probably very simple to solve it, but I can't bend it. Help much appreciated.

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  • GitHub OS project how to have a good version and a work in progress version

    - by Para
    I have started my own OS application, I am hosting it on GitHub. My problem is that I push changes to the repository from more than one location so sometimes I want to work on it and sometimes I can't always finish something in time but I would still like to push it anyway so I can fetch it later from my other location. I'd like to be able to somehow have a stable version and have the master branch be a 'work in progress'. How do I do this? Is there some button I can push that will take the code from my master branch and make it into a zip file in my downloads tab and call it a version or should I do this by hand? Would it be better to have the master branch be nice and neat and have a separate branch to play with and then merge the two when the time is right? Would this not cause more problems in the merging phase?

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  • Why do I need to republish a file when I update it?

    - by user13089
    The story is: I am coding a program and at the same time, i want to share it with my group members using ubuntu. They don't have an Ubuntu One account and what I do is to publish the file and my friends just get the link and the file. But, strangely or not, every time I upload a new version of this file (I add more code and save it), the used link seems to be "outdated" and I need to publish the same file again and to get a new link every time i modify the same file. Couldn't it be possible to save a new version of your file and the same link just "points" to the newer version?

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  • forward rendering and multiple shadow maps

    - by Irbis
    I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this: bind fbo1 save depth values for first light unbind fbo1 bind fbo2 save depth values for second light unbind fbo2 enable additive blending bind first depth texture render scene bind second depth texture render scene disable additive blending For one light source the program works fine. For many light sources I use an additive blending to acumulate lighting results but then some objects become transparent (for example when an object which is further away from the camera is drawn before an object which is closer to the camera). How to resolve that problem ? How should I accumulate lighting effects for many light sources (many shadow maps) ? P.S. I use OpenGL/GLSL 3.3+

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  • Root directory of the kernel

    - by user592748
    A newbie here. I am trying to set up Eclipse for Linux Kernel Programming. The guide says set the project location as the root directory of the kernel. Where's the root directory of the kernel now? According to Linux file hierarchy system, it lists /lib as the root directory for shared libraries and kernel modules. I also see /lib32 and /lib64. However, I tried proceeding selecting /lib as the location and eclipse doesn't allow me to create the project.

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