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  • How can I make a program (using SDL) built on Ubuntu work on other systems?

    - by halifar
    Hi there, I'm writing a program that uses OpenAL. When I link against it (I'm using CMake), it also links against libpulse - PulseAudio. This results in the binary not working on other systems. Can I somehow not link against PulseAudio and still use OpenAL on Ubuntu? Edit: I just figured something out: It's not OpenAL that's dragging PulseAudio in, it's SDL. Is there anything I can do about that?

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  • xslt apply-templates in second level

    - by m00sila
    I cannot wrap <panel> tags to second level individual items as shown in Expected result bellow. But with the xslt i have written, all 1.x get into single node. Please help me. Source xml <root> <step id="1"> <content> <text> 1.0 Sample first level step text </text> </content> <content/> <step> <content> <text> 1.1 Sample second level step text </text> </content> </step> <step> <content> <text> 1.2 Sample second level step text </text> </content> </step> <step> <content> <text> 1.3 Sample second level step text </text> </content> </step> </step> </root> Expected output <panel> <panel> 1.0 Sample first level step text </panel> <panel> 1.1 Sample second level step text </panel> <panel> 1.2 Sample second level step text </panel> <panel> 1.3 Sample second level step text </panel> </panel> My XSLT <xsl:template match="/"> <panel> <xsl:apply-templates/> </panel> </xsl:template> <xsl:template match="root/step" > <panel> <panel> <xsl:apply-templates select ="content/text/node()"></xsl:apply-templates> </panel> <panel> <xsl:apply-templates select ="step/content/text/node()"></xsl:apply-templates> </panel> </panel> </xsl:template>

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  • Configurable ruby logger setup: Logger.new().level = variable

    - by Daniel
    Hi, I want to change the logging level of an application (ruby). require 'logger' config = { :level => 'Logger::WARN' } log = Logger.new STDOUT log.level = Kernel.const_get config[:level] Well, the irb wasn't happy with that and threw "NameError: wrong constant name Logger::WARN" in my face. Ugh! I was insulted. I could do this in a case/when to solve this, or do log.level = 1, but there must be a more elegant way! Does anyone have any ideas? -daniel

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  • How to use second level cache for lazy loaded collections in Hibernate?

    - by Chandru
    Let's say I have two entities, Employee and Skill. Every employee has a set of skills. Now when I load the skills lazily through the Employee instances the cache is not used for skills in different instances of Employee. Let's Consider the following data set. Employee - 1 : Java, PHP Employee - 2 : Java, PHP When I load Employee - 2 after Employee - 1, I do not want hibernate to hit the database to get the skills and instead use the Skill instances already available in cache. Is this possible? If so how? Hibernate Configuration <session-factory> <property name="hibernate.connection.driver_class">com.mysql.jdbc.Driver</property> <property name="hibernate.connection.password">pass</property> <property name="hibernate.connection.url">jdbc:mysql://localhost/cache</property> <property name="hibernate.connection.username">root</property> <property name="hibernate.dialect">org.hibernate.dialect.MySQLInnoDBDialect</property> <property name="hibernate.cache.use_second_level_cache">true</property> <property name="hibernate.cache.use_query_cache">true</property> <property name="hibernate.cache.provider_class">net.sf.ehcache.hibernate.EhCacheProvider</property> <property name="hibernate.hbm2ddl.auto">update</property> <property name="hibernate.show_sql">true</property> <mapping class="org.cache.models.Employee" /> <mapping class="org.cache.models.Skill" /> </session-factory> The Entities with imports, getters and setters Removed @Entity @Table(name = "employee") @Cache(usage = CacheConcurrencyStrategy.READ_WRITE) public class Employee { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) private int id; private String name; public Employee() { } @ManyToMany @JoinTable(name = "employee_skills", joinColumns = @JoinColumn(name = "employee_id"), inverseJoinColumns = @JoinColumn(name = "skill_id")) @Cache(usage = CacheConcurrencyStrategy.READ_WRITE) private List<Skill> skills; } @Entity @Table(name = "skill") @Cache(usage = CacheConcurrencyStrategy.READ_WRITE) public class Skill { @Id @GeneratedValue(strategy = GenerationType.IDENTITY) private int id; private String name; } SQL for Loading the Second Employee and his Skills Hibernate: select employee0_.id as id0_0_, employee0_.name as name0_0_ from employee employee0_ where employee0_.id=? Hibernate: select skills0_.employee_id as employee1_1_, skills0_.skill_id as skill2_1_, skill1_.id as id1_0_, skill1_.name as name1_0_ from employee_skills skills0_ left outer join skill skill1_ on skills0_.skill_id=skill1_.id where skills0_.employee_id=? In that I specifically want to avoid the second query as the first one is unavoidable anyway.

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  • How do you get average of sums in SQL (multi-level aggregation)?

    - by paxdiablo
    I have a simplified table xx as follows: rdate date rtime time rid integer rsub integer rval integer primary key on (rdate,rtime,rid,rsub) and I want to get the average (across all times) of the sums (across all ids) of the values. By way of a sample table, I have (with consecutive identical values blanked out for readability): rdate rtime rid rsub rval ------------------------------------- 2010-01-01 00.00.00 1 1 10 2 20 2 1 30 2 40 01.00.00 1 1 50 2 60 2 1 70 2 80 02.00.00 1 1 90 2 100 2010-01-02 00.00.00 1 1 999 I can get the sums I want with: select rdate,rtime,rid, sum(rval) as rsum from xx where rdate = '2010-06-01' group by rdate,rtime,rid which gives me: rdate rtime rid rsum ------------------------------- 2010-01-01 00.00.00 1 30 (10+20) 2 70 (30+40) 01.00.00 1 110 (50+60) 2 150 (70+80) 02.00.00 1 190 (90+100) as expected. Now what I want is the query that will also average those values across the time dimension, giving me: rdate rtime ravgsum ---------------------------- 2010-01-01 00.00.00 50 ((30+70)/2) 01.00.00 130 ((110+150)/2) 02.00.00 190 ((190)/1) I'm using DB2 for z/OS but I'd prefer standard SQL if possible.

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  • MDX: How To Aggregate Hierarchy Level Members With Same Name

    - by Dave Frautnick
    Greetings, I am new to MDX, and am having trouble understanding how to perform an aggregation on a hierarchy level with members that have the same names. This query is particular to Microsoft Analysis Services 2000 cubes. I have a given hierarchy dimension with levels defined as follows: [Segment].[Flow].[Segment Week] Within the [Segment Week] level, I have the following members: [Week- 1] [Week- 2] [Week- 3] ... [Week- 1] [Week- 2] [Week- 3] The members have the same names, but are aligned with a different [Flow] in the parent level. So, the first occurrence of the [Week- 1] member aligns with [Flow].[A] while the second occurrence of [Week- 1] aligns with [Flow].[B]. What I am trying to do is aggregate all the members within the [Segment Week] level that have the same name. In SQL terms, I want to GROUP BY the member names within the [Segment Week] level. I am unsure how to do this. Thank you. Dave

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  • What next generation low level language is the best bet to migrate the code base ?

    - by e-satis
    Let's say you have a company running a lot of C/C++, and you want to start planning migration to new technologies so you don't end up like COBOL companies 15 years ago. For now, C/C++ runs more than fine and there is plenty dev on the market for it. But you want to start thinking about it now, because given the huge running code base and the data sensitivity, you feel it can take 5-10 years to move to the next step without overloading the budget and the dev teams. You have heard about D, starting to be quite mature, and Go, promising to be quite popular. What would be your choice and why?

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Java Applet Tower Defence Game needs tweeking

    - by Ephiras
    Hello :) i have made a tower defence Game for my computer science class as one of my major projects, but have encountered some rather fatal roadblocks. here they are creating a menu screen (class Menu) that can set the total number of enimies, the max number of towers, starting money and the map. i tried creating a constructor in my Main class that sets all the values to whatever the Menu class passes in. I want the Menu screen to close after a difficulty has been selected and the main class to begin. Another problem i would really like some help with is instead of having to write entire arrays i would like to create a small segment of code that runs through an entire picture and sets up an array based on that pixels color.this way i can have multiple levels just dragged into a level folder and have the program read through them. users can even create their own. so a 1 if its yellow, a two if blue and a 3 if purple, then everything else = 0; you can download all the classes and code uif you'd like here sorry about having to redirect you but i wasn't sure how to efficently add a code spoiler. help is greatly appreciated

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  • LOD in modern games

    - by Firas Assaad
    I'm currently working on my master's thesis about LOD and mesh simplification, and I've been reading many academic papers and articles about the subject. However, I can't find enough information about how LOD is being used in modern games. I know many games use some sort of dynamic LOD for terrain, but what about elsewhere? Level of Detail for 3D Graphics for example points out that discrete LOD (where artists prepare several models in advance) is widely used because of the performance overhead of continuous LOD. That book was published in 2002 however, and I'm wondering if things are different now. There has been some research in performing dynamic LOD using the geometry shader (this paper for example, with its implementation in ShaderX6), would that be used in a modern game? To summarize, my question is about the state of LOD in modern video games, what algorithms are used and why? In particular, is view dependent continuous simplification used or does the runtime overhead make using discrete models with proper blending and impostors a more attractive solution? If discrete models are used, is an algorithm used (e.g. vertex clustering) to generate them offline, do artists manually create the models, or perhaps a combination of both methods is used?

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  • generating maps

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: game will be a elevation maze shooter. levels/maps will be mazes with elevation the player has to negotiate. elevations will have effects on "combat" vision, and movement

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  • Which version management design methodology to be used in a Dependent System nodes?

    - by actiononmail
    This is my first question so please indicate if my question is too vague and not understandable. My question is more related to High Level Design. We have a system (specifically an ATCA Chassis) configured in a Star Topology, having Master Node (MN) and other sub-ordinate nodes(SN). All nodes are connected via Ethernet and shall run on Linux OS with other proprietary applications. I have to build a recovery Framework Design so that any software entity, whether its Linux, Ramdisk or application can be rollback to previous good versions if something bad happens. Thus I think of maintaining a State Version Matrix over MN, where each State(1,2....n) represents Good Kernel, Ramdisk and application versions for each SN. It may happen that one SN version can dependent on other SN's version. Please see following diagram:- So I am in dilemma whether to use Package Management Methodology used by Debian Distributions (Like Ubuntu) or GIT repository methodology; in order to do a Rollback to previous good versions on either one SN or on all the dependent SNs. The method should also be easier for upgrading SNs along with MNs. Some of the features which I am trying to achieve:- 1) Upgrade of even single software entity is achievable without hindering others. 2) Dependency checks must be done before applying rollback or upgrade on each of the SN 3) User Prompt should be given in case dependency fails.If User still go for rollback, all the SNs should get notification to rollback there own releases (if required). 4) The binaries should be distributed on SNs accordingly so that recovery process is faster; rather fetching every time from MN. 5) Release Patches from developer for bug fixes, feature enhancement can be applied on running system. 6) Each version can be easily tracked and distinguishable. Thanks

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  • Stretch VMWare Player guest OS to fullscreen

    - by Synetech
    I’m using VMWare Player to play an old 16-bit Windows game. Unfortunately the game uses only 640x480 and I cannot figure out how to stretch the VM window to full-screen on the host. I set the guest OS to 640x480, but the screen is still small, in the middle of the screen as seen in figure 1. I even tried setting the compatibility mode to Windows 95 and 640x480, but it has no effect (figure 2) and looks exactly the same as when I set the VM to full-screen (1366x768 on the laptop) and start the game normally. There are few references to stretching a VM. One page mentions setting a Stretch Guest option, but there is no such option, at least not in VMWare Player 4.0.3. I know that VirtualBox has a stretching option, but I’m trying to find a solution for VMWare (Player, not Workstation). Figure 1: Guest OS is pillar-boxed Figure 2: Using compatibility mode

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  • Apache2 URL Rewrite - Second-Level-Domain to the end of URL

    - by Acryl
    i have a site "example.com" and also many other domains like "example1.com", "example2.de", etc. I want that every Second-Level-Domain is rewritten in the following way: example.com/domainredirect=example1.com (when you open example1.com) and example.com/domainredirect=example2.de (when you open example2.de) So the original Second-Level-Domain should be rewritten after "example.com/domainredirect=" Thanks in advance

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  • Pen Mouse compatibility with Office 2007 on Vista Dell Inspiron 1525

    - by Iddy
    Are there mouse pens that work with a Dell laptop running Vista and Word 2007 that allow direct input into Word using the Vista tablet functionality? Currently I can write with my mouse and the tablet OCR recognizes even that poor handwriting but if there is a pen-shaped mouse that I could just plug and play that would be great. Any brands/education etc would be greatly appreciated as I am woefully ignorant on this technology.

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  • What is the best memory supported by Asus Rampage Formula (1) motherboard

    - by James
    I'm rebuilding a PC from old components I have and I want to know what are the best ram sticks for the Asus Rampage Formula (The first motherboard in the Rampage Formula range) According to the Asus website (HERE) the maximum supported memory is 8GB but when I search through the memory compatibility list there's nothing above 2046mb and the motherboard only supports single or dual-channel memory. Can anyone point me in the direction of a more comprehensive list of compatible memory? Or does anyone know where I can ask about memory compatibility? Note: As far as I know, this model motherboard is no longer in production.

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  • Socket 775 - 1156 cooler compatibility

    - by Elephantik
    I bought a new mobo with Socket 1156 (Asus P7P55D PRO). Previously I had a mobo with Socket 775 and CPU cooler AC Freezer 7 Pro. However, I'm not able to fit the cooler to the new mobo eventhough the mounting holes look to be at the same positions. I've seen a few coolers which support both sockets. Are these platforms "cooler mounting" compatible, or the cooler really have to support both sockets explicitely?

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