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  • Special keyboard keys?

    - by Hailwood
    I have a new laptop, It has the icon for toggling the touchpad on fn+f1 so I would like to assign this shortcut, I have a working script, and I can assign the script to any other combination, but it appears that ubuntu does not pick up the fn+f1 combination? how can I correct this? The other one is, My laptop has three extra buttons, Assist, Web, and Vaio. These map to Help, Homepage, and nothing respectively. the Web button is working perfectly. The assist button if I am setting up a keyboard shortcut for something it binds fine, but then pressing it does nothing? The Vaio button seems to not be listened to much like the combination I posted above. How can i correct the assist and Vaio buttons?

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  • Learning C, Lisp, and UNIX from Ground Up

    - by hunterc
    A friend and I are trying to learn traditional programming from the ground up. We both do web stuff primarily but want to expand to more system related things. We have found a ton of resources but looking for a road map of sorts. We are planning on using SICP to learn Lisp(scheme). Don't really know where to from there. As for C, we figured we'd start with K&R, then do OOC, and sprinkle in Operating Systems Design and Implementation and kind of learn UNIX as we go. I'd really appreciate suggestions on filling in the gaps, reordering things, or just advice in general.

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  • UDK : UTWeap_RocketLauncher gift CreateInventory: Any idea why this does not work properly?

    - by John Sloan
    I am giving the player an instanced class of UTWeap_RocketLauncher in an instance of UTGame. PlayerPawn.CreateInventory(class'FobikRocketLauncher',false); // Does not work PlayerPawn.CreateInventory(class'FobikLinkGun',false); // Works Even if I give the original class (eg. UTWeap_RocketLauncher) it does not actually show up. However if I do a "GiveWeapons" cheat, I get it just fine. It also works if I had code it into the map. - But UTWeap_LinkGun works fine either way. Any ideas? It shows the default ammo amount, and the icon on the HUD.

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  • How can I customize an FPS game?

    - by monoceres
    I want to create a customized (modded) fps game where I can change the look and feel of the game to match my intended theme. Some of the things I would like to do: Create a custom map (terrain). Add custom sound effects Change AI (For example, running away instead of actively looking for combat). Change menus and add some storyboard. Script events in game (like a countdown until game over) Change the models of the NPC's. What options do I have? Is there any platform/game/engine/whatever that allows one to do the things above in a reasonable way? I work as a programmer so I'm not afraid of coding some part of the project, but to save time it would be nice to work in some high-level way (like scripting or configuration files).

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  • Hover alternatve for touch devices [migrated]

    - by Joshua Frank
    I'm building a standard infographic where you mouse over a region and the image changes as you move. For instance, imagine a map of the world, and when you mouse over a country, that country glows and a panel shows statistics about that country. The implementation is to have a separate image for the glowing country, and a div element with the statistics, and the code shows these additional elements on a hover over the country. The question is: what should this do on a tablet, where there's no hover event? What's a good alternative navigation metaphor for this kind of situation on touch-only devices?

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  • VirtualBox Port Forward

    - by john.graves(at)oracle.com
    A great new feature in VirtualBox 4.0 is the ability to use NAT networking and forward ports without needing to use ssh -L/-R tricks.  This is great for booting multiple VM domains simultaneously.  It is possible to have several instances which map back to the host machine and different ports on localhost:* automatically forward to the correct VM.  This avoids the hassle of setting up dns entries or static IP addresses.In this example, I'm mapping the host ports 3xxxx to the VM's well known server ports.Note: It is important to setup the Frontend HTTP host/port to avoid incorrect URL rewriting.You may also need to setup an http channel to deal with local traffic which uses the network address 10.0.2.15Happy VMing.

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  • What would be a good game making engine supporting Vector images?

    - by Qqwy
    I want to create a simple platforming game, in which you are a square in a wonderful world. I would like this game to be able to be played in browsers. Basically I am searching for something similar to "Flixel", but with the following features: Support Vector Graphics Allow zooming/rotating objects without producing huge amounts of lag as soon as you are using more objects. (Because I want to rotate the map around the player) So in other words, preferably zoom the viewport/camera instead of the objects themselves. Does an engine like that exist?

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  • Can WebGL be used to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • How do I remove these errors from my blog so as to get adsense approved?

    - by Serenity
    This is the question I asked on SO site earlier, but didn't get satisfactory replies. hoping to find a solution here.. http://stackoverflow.com/questions/12136796/how-can-i-detect-and-correct-these-errors-on-my-blog/12136829#comment16235061_12136829 In web master tools, apart from the errors in the question link above, it is showing a site map error too as in the screenshot below:- Need guidance please...thanks :) Edit -1 EDIT 2 I had 2 SEO plugins on my blog and I would put meta description for each of my article in both plugins that are All in One SEO and Yoast's "Wordpress SEO". Now I removed all article's meta descriptions from "All in one SEO" the other day but STILL web master tool is showing duplicate meta tags and descriptions. Why??

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  • Multiplayer tile based movement synchronization

    - by Mars
    I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that. The game is tile based, you can only move in 4 directions, and every move moves the sprite 32px (over time of course). Now, if I would simply send this move action to the server, which would broadcast it to all players, while the walk key is kept being pressed down, to keep walking, I have to take this next command, send it to the server, and to all clients, in time, or the movement won't be smooth anymore. I saw this in other games, and it can get ugly pretty quick, even without lag. So I'm wondering if this is even a viable option. This seems like a very good method for single player though, since it's easy, straight forward (, just take the next movement action in time and add it to a list), and you can easily add mouse movement (clicking on some tile), to add a path to a queue, that's walked along. The other thing that came to my mind was sending the information that someone started moving in some direction, and again once he stopped or changed the direction, together with the position, so that the sprite will appear at the correct position, or rather so that the position can be fixed if it's wrong. This should (hopefully) only make problems if someone really is lagging, in which case it's to be expected. For this to work out I'd need some kind of queue though, where incoming direction changes and stuff are saved, so the sprite knows where to go, after the current movement to the next tile is finished. This could actually work, but kinda sounds overcomplicated. Although it might be the only way to do this, without risk of stuttering. If a stop or direction change is received on the client side it's saved in a queue and the char keeps moving to the specified coordinates, before stopping or changing direction. If the new command comes in too late there'll be stuttering as well of course... I'm having a hard time deciding for a method, and I couldn't really find any examples for this yet. My main problem is keeping the tile movement smooth, which is why other topics regarding synchronization of pixel based movement aren't helping too much. What is the "standard" way to do this?

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  • Google Maps keeps displaying in Spanish

    - by Ken Hortsch
    Originally posted on: http://geekswithblogs.net/BlueProbe/archive/2013/11/12/154610.aspxIn Chrome I use Google Maps as a search provider.  That way I can just type maps for the URL address, hit a couple of tab keys, and enter the maps address and have the page rendered with my map.  Now periodically maps were displaying in Spanish with a "click here to translate to English” option.  Huh?  My language settings on the browser and within Google settings all were English.  Turns out I had set my Chrome search provider string to include a language query parm=es.  Why would I do that?  Evil twin perhaps.

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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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  • View space lighting in deferred shading

    - by kochol
    I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. Currently I use inverse of view * projection matrix to calculate the position of each pixel from stored depth value. First I want to avoid per pixel matrix multiplication for calculating the position. Is there another way to store and calculate position in G-Buffer without the need of matrix multiplication Store the normal in view space Every lighting in my engine is in world space and I want do the lighting in view space to speed up my lighting pass. I want an optimized lighting pass for my deferred engine.

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  • how to remap Ctrl to Escape if pressed and released on its own

    - by psvm
    I want to remap Control, so that: A. If it is pressed and released with no other key, it acts as Escape. B. If it is pressed & held together with another key, it acts as Control (no change in behavior in this case). I'm aware of How do I remap certain keys?, so I suspect it may be done with xmodmap. But that answer does not explain how to map the modifier keys. I looked into the examples and grammar sections of the xmodmap manpage, but they do not explain that. The answer in Remapping Caps Lock to Control and Escape (not the usual way) mention that it is not possible to do that to CapsLock, since it is a Lock key, but I hope this may be possible to do it with Control which is a mod key. A solution with something different than xmodmap will also be accepted. (I'm running Xmonad in Ubuntu 12.04, so perhaps there is a way to set this up in xmonad.hs?)

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  • Redisigning an old site, structure change etc

    - by RhymeGuy
    I have an old site built in 2006, it has around 200 pages and 500 pictures. Every single page is of course indexed as well as images. It is very well ranked for targeted keywords and I receive good amount of SEO traffic (I guess that's due the various campaigns, branding, ppc, etc..) Problem: Site has outdated design, pages and images have not so proper names, there are no heading and alt tags, it was built in tables, inline CSS etc.. Goal: Complete redisign site, use divs, change file names, add proper meta data, alt tags etc.. Question: How this can affect current SEO positions? I will redirect (301) every single page to the new one, build site map, but what to do with images? Do I need to redirect them also? Any other suggestion?

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  • How to loop through a javascript object and check each key exists in a separate multidimensional object

    - by Paul Atkins
    I have 2 javascript objects and I am trying to loop through one object and check whether the key exists in a second multidimensional object going one level deeper each time. Here are the two objects var check = {'scope':'instance', 'item':'body', 'property': 'background'}; var values = {'instance': {'body' : {'background': '000000'}}}; b.map(check, function(key){ console.log(values[key]); }); How am I able to check 1 level deeper in the values object each time? What I am trying to do is check the values object as follows: 1st values['instance'] 2nd values['instance']['body'] 3rd values['instance']['body']['background'] Thanks

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  • What does path finding in internet routing do and how is it different from A*?

    - by alan2here
    Note: If you don't understand this question then feel free to ask clarification in the comments instead of voting down, it might be that this question needs some more work at the moment. I've been directed here from the Stack Excange chat room Root Access because my question didn't fit on Super User. In many aspects path finding algorithms like A star are very similar to internet routing. For example: A node in an A* path finding system can search for a path though edges between other nodes. A router that's part of the internet can search for a route though cables between other routers. In the case of A*, open and closed lists are kept by the system as a whole, sepratly from any individual node as well as each node being able to temporarily store a state involving several numbers. Routers on the internet seem to have remarkable properties, as I understand it: They are very performant. New nodes can be added at any time that use a free address from a finite (not tree like) address space. It's real routing, like A*, there's never any doubling back for example. Similar IP addresses don't have to be geographically nearby. The network reacts quickly to changes to the networks shape, for example if a line is down. Routers share information and it takes time for new IP's to be registered everywhere, but presumably every router doesn't have to store a list of all the addresses each of it's directions leads most directly to. I'm looking for a basic, general, high level description of the algorithms workings from the point of view of an individual router. Does anyone have one? I presume public internet routers don't use A* as the overheads would be to large, and scale to poorly. I also presume there is a single method worldwide because it seems as if must involve a lot of transferring data to update and communicate a reasonable amount of state between neighboring routers. For example, perhaps the amount of data that needs to be stored in each router scales logarithmically with the number of routers that exist worldwide, the detail and reliability of the routing is reduced over increasing distances, there is increasing backtracking involved in parts of the network that are less geographically uniform or maybe each router really does perform an A* style search, temporarily maintaining open and closed lists when a packet arrives.

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  • How best to merge/sort/page through tons of JSON arrays?

    - by Joshiatto
    Here's the scenario: Say you have millions of JSON documents stored as text files. Each JSON document is an array of "activity" objects, each of which contain a "created_datetime" attribute. What is the best way to merge/sort/filter/page through these activities via a web UI? For example, say we want to take a few thousand of the documents, merge them into a gigantic array, sort the array by the "created_datetime" attribute descending and then page through it 10 activities at a time. Also keep in mind that roughly 25% of these JSON documents are updated every day, and updates have to make it into the view within 5 minutes. My first thought is to parse all of the documents into an RDBMS table and then it would just be a simple query such as "select top 10 name, created_datetime from Activity where user_id=12345 order by created_datetime desc". Some have suggested I use NoSQL techniques such as hadoop or map/reduce instead. How exactly would this work? For more background, see: Why is NoSQL better for this scenario?

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  • NVidia control panel SSAO not working

    - by János Turánszki
    I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable it. With this I could enable SSAO for some other games, but not every one. I know this technique requires the depth buffer and (optionally) a normal map texture to sample information from which I already have access to given I have a deferred renderer working. After that I actually thought to roll back to a previous version of my game which still uses forward rendering so the depth buffer is actually bound to the backbuffer which I render to from the get-go so that maybe the NVidia control panel would somehow make use of it. It was not working with forward rendering either. (I also tried FXAA in the control panel and that works - but it doesn't need any depth or normal texture) So my question is that how can I enable this function so that it would work by enabling it in the NVidia control panel?

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • What is a *slightly* less extreme equivalent to being "fluent" in a language?

    - by Mehrdad
    tl;dr: What is a less extreme (but still noticeable) alternative to the word "fluent", when saying e.g. "I am fluent in C++/Python/whatever?" I think I can call myself "fluent" in C#, because I know the language and runtime very well, and I'm very familiar with the .NET framework's APIs and classes, etc. I would like to claim the same thing for Python and C++. But while I can program in Python (I did so for an entire summer, making a website with Django), for example, I would not call myself fluent because my code isn't always "Pythonic" (e.g. using map/filter vs. list comprehensions), and I'm not too intimate with some aspects of the language and standard library yet (e.g. the introspection API, etc.). Is there a word or phrase I can use on e.g. a resume to describe what I know? I can think of "very familiar with", but is there a better word/phrase I can use?

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  • How to draw tile edges when you don't know where they're going.

    - by Skeith
    This is more of an art question than a programing one but still game development. I have a tile engine that makes a map randomly from tiles, each tile is a square 3x3 grid. The problem is that while the elements on each tile work well together such as having forests along the top three squares and grass on the other 6, the engine could put the forrests against anything such as rivers, grass, mountains or more forest. how can i draw the edges of the tiles so the look good no matter what they are places against ?

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  • duplicate pages

    - by Mert
    I did a small coding mistake and google indexed my site wrongly. this is correct form: https://www.foo.com/urunler/171/TENGA-CUP-DOUBLE-HOLE but google index my site like this : https://www.foo.com/urunler/171/cart.aspx first I fixed the problem and made a site map and only correct link in it. now I checked webmaster tools and I see this; Total indexed 513 Not selected 544 Blocked by robots 0 so I think this can be caused by double indexes and they looks not selected makes my data not selected. I want to know how to fix this "https://www.foo.com/urunler/171/cart.aspx" links. should I fix in code or should I connect to google to reindex my site. If I should redirect wrong/duplicate links to correct ones, what the way should be? thanks for your time in advance.

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  • Deferent ways of solving problems in code.

    - by Erin
    I now program in C# for a living but before that I programmed in python for 5 years. I have found that I write C# very that most examples I see on the web. Rather then writing things like: foreach (string bar in foo) { //bar has something doen to it here } I write code that looks like this. foo.ForEach( c => c.someActionhere() ) Or var result = foo.Select( c => { //Some code here to transform the item. }).ToList(); I think my using code like above came form my love of map and reduce in python while not exactly the same thing the concepts are close. Now it's time for my question. What concepts do you take and move with you from language to language. That allow you to solve a problem in a way that is not the normal accepted solution in that language?

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  • Per fragment lighting with OpenGL 4.x tessellated model

    - by Finlaybob
    I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the screenshots, the lighting is broken (though admittedly doesn't look too bad in the image) I've tried to add a normal map to the equation but it still doesn't come out right, I can calculate the normals, tangents and binormals per triangle in the geometry shader but still looks wrong. I think the question would be; How do I add per fragment lighting to a tessellated model? The teapot is 32 16-point patches, the plane is one single 16 point patch. The shaders are here, but they are a complete mess, so I don't blame anyone who cant make sense of them. But peruse at your leisure if you like. Also, if this question is more suited to be somewhere else i.e. Stack Overflow or the Programming stack please let me know.

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