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  • Web-design / UI advice

    - by Damian
    I'm working on a website on a Fmylife style. Now the homepage is the page showing the list of the latest posts. But I think there is a problem with that: The most "interesting" page is the one showing the top posts of the last days, but that page has very few visits compared to the main page. I suppose that's only because the main page is the "default" one. So, I've been thinking of making a home page that shows no posts (only one at the top of the page) but 4 big buttons showing the visitors what are the options to browse the content. But I'm also afraid that most users will not click any option and leave the site having seen no posts. So I don't know what to do. Obviously I have no idea of what will be good from a usability/efficiency point of view. Maybe a mix of the two options will be the best, but I don't know how to mix them. Any advice or idea will be greatly appreciated. The current home page looks like this: http://soquestion.latest.secretsapp.appspot.com/latest The new home page would look like this: http://soquestion.latest.secretsapp.appspot.com/

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  • File upload and Download in a web app using struts2

    - by lakshmanan
    Hi In struts2 upload methods, can I choose where the uploaded file must be saved. I mean, all the examples in web ask me to store in WEB-INF which surely is not a good idea. I want to be able to store the uploaded file in any place in my disk. How should i do it? Can i do it with help of ServletContextAware interceptor ?

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  • Implement password recovery best practice

    - by Enrique
    Hello I want to to implement password recovery in my web application. I'd like to avoid using secret questions. I could just send the password by e-mail but I think it would be risky. Maybe I could generate a new temporary random password and send it by e-mail but I think it is as risky as the above point. Can I send a url by e-mail for example http://mysite.com/token=xxxx where xxxx is a random token associated with the user. So when the user navigates to that url he/she can reset the password. Any ideas?

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  • Kohana 3: Auth module

    - by Thomas
    Hi, i'm trying to learn the Kohana's Auth module but login method always return false. Controller: <?php defined('SYSPATH') OR die('No Direct Script Access'); class Controller_Auth extends Controller { public function action_index() { if($_POST) { $this->login(); } $this->template = View::factory('login'); echo $this->template; } private function login() { $user = ORM::factory('user'); $data = array('username' => 'wilson', 'password' => '123'); if(!$user->login($data)) { echo 'FAILED!'; } } private function logout() { } } ?> Model: <?php defined('SYSPATH') or die('No direct script access.'); class Model_User extends Model_Auth_User { } ?>

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  • Hidden features of classic asp

    - by Binoj Antony
    I am still a fan of Classic ASP and know a lot of developers still using classic ASP, although by far there are very few features available in ASP, let us list out the most useful and not so well known ones Of course the question is on the lines of the Hidden Features questions listed below.: Hidden Features of JavaScript Hidden Features of CSS Hidden Features of C# Hidden Features of VB.NET Hidden Features of Java Hidden Features of ASP.NET Hidden Features of Python Hidden Features of TextPad Hidden Features of Eclipse Please specify one feature per answer.

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  • ClickOnce deployment to production

    - by gilbertc
    Our smart-client application is deployed using the ClickOnce. Our production site is hosted on 2 separate web servers, and they are pointed from the same domain-name (for load-balancing). Here is what we do when we push updates to the production. In VS, publish the smart-client application into a localhost directory Copy/Paste the directory to the webservers The deployment address from VS is localhost while it is being used in some other production website. Is that a proper way to deploy smart-client applications?

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  • registering httpModules in web.config

    - by Praesagus
    I am trying to register a custom HttpHandler in the web.config file. MSDN's example shows an entry that is commented out...um which doesn't work so well. When I uncomment I receive a Could not load file or assembly 'HttpModule.cs' or one of its dependencies. The system cannot find the file specified. error. The file name is HttpModule.cs and the class name is MyHttpModule. There is no explicit namespace yet. <httpModules> <add name="MyHttpModule" type="MyHttpModule, HttpModule" /> <httpModules> I am sure I am overlooking the obvious. Do I need to specify the file path somewhere? Thanks in advance.

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  • Testing an iphone web app on windows

    - by JoseMarmolejos
    When developing web apps for the iphone on a mac you can test your app in either Iphoney or the apple supplied simulator; bot of them are excellent for the task but are only available for macs. So I have to ask, are windows alternative for these iphone simulators? So far I could only find this one.

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  • Issues with HLSL and lighting

    - by numerical25
    I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader cbuffer Variables { matrix Projection; matrix World; float TimeStep; }; struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float3 Normal : TEXCOORD0; float3 ViewVector : TEXCOORD1; }; float specpower = 80.0f; float3 camPos = float3(0.0f, 9.0, -256.0f); float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f); float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f); float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f); /*************************************** * Lighting functions ***************************************/ /********************************* * CalculateAmbient - * inputs - * vKa material's reflective color * lightColor - the ambient color of the lightsource * output - ambient color *********************************/ float3 CalculateAmbient(float3 vKa, float3 lightColor) { float3 vAmbient = vKa * lightColor; return vAmbient; } /********************************* * CalculateDiffuse - * inputs - * material color * The color of the direct light * the local normal * the vector of the direct light * output - difuse color *********************************/ float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector) { float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector)); return vDiffuse; } /********************************* * CalculateSpecular - * inputs - * viewVector * the direct light vector * the normal * output - specular highlight *********************************/ float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal) { float3 vReflect = reflect(lightVector, normal); float fSpecular = saturate(dot(vReflect, viewVector)); fSpecular = pow(fSpecular, specpower); return fSpecular; } /********************************* * LightingCombine - * inputs - * ambient component * diffuse component * specualr component * output - phong color color *********************************/ float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular) { float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx; return vCombined; } //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL) { PS_INPUT psInput; float4 newPosition; newPosition = Pos; newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f; // Pass through both the position and the color psInput.Pos = mul(newPosition , Projection ); psInput.Color = Color; psInput.ViewVector = normalize(camPos - psInput.Pos); return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// //Anthony!!!!!!!!!!! Find out how color works when multiplying them float4 PS(PS_INPUT psInput) : SV_Target { float3 normal = -normalize(psInput.Normal); float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor); float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector); float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal); float4 outColor; outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular); outColor.a = 1.0f; //Below is where the error begins return outColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } } Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) // timer variables LARGE_INTEGER timeStart; LARGE_INTEGER timeEnd; LARGE_INTEGER timerFreq; double currentTime; float anim_rate; // Variable to hold how long since last frame change float lastElaspedFrame = 0; // How long should the frames last float frameDuration = 0.5; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } // Get the timer frequency QueryPerformanceFrequency(&timerFreq); float freqSeconds = 1.0f / timerFreq.QuadPart; lastElaspedFrame = 0; D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); pTimeVariable = NULL; if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); pTimeVariable->SetFloat((float)currentTime); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { // Get the start timer count QueryPerformanceCounter(&timeStart); currentTime += anim_rate; DX3dApp::Render(); QueryPerformanceCounter(&timeEnd); anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart; } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT); vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY * 6]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos; D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos; D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos; D3DXVECTOR3 normal; D3DXVECTOR3 cross; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex]].normal = normal; vertices[indices[curIndex + 1]].normal = normal; vertices[indices[curIndex + 2]].normal = normal; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; v0 = vertices[indices[curIndex + 3]].pos; v1 = vertices[indices[curIndex + 4]].pos; v2 = vertices[indices[curIndex + 5]].pos; D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0)); D3DXVec3Normalize(&normal, &cross); vertices[indices[curIndex + 3]].normal = normal; vertices[indices[curIndex + 4]].normal = normal; vertices[indices[curIndex + 5]].normal = normal; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • Getting Started with UDK

    - by Sean Edwards
    I've been trying for a couple of days now to learn UDK, but I seem to be stuck at making that leap to understanding how everything works together. I understand the syntax, that's all well and good, and I pretty much get how classes and .ini files interact. As for the API, I have the entire reference as pretty decent Doxygen-style HTML output. What I'm looking for is a sort of intermediate tutorial on game creation from scratch (as opposed to modding UT3 itself), more advanced than just learning language syntax, but not yet to the level of going through the API step by step. I'm looking for some guide to the structure of the internals - how GameInfo and PlayerController interact, where Pawn comes in, etc. - a way to visualize the big picture. Does anyone have a particular favorite intermediate-level tutorials (or set of tutorials) that they used when first learning UDK?

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  • Dev Tools in IE6

    - by Dustin Digmann
    I would like to use dev tools like FireBug or the elements built into IE8 for my IE6 testing. IE9 would provide this. Before creating an IE9 environment, I thought I would check here. Do any of you have a solution for this type of problem?

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  • Difference in css-positioning in windows and linux

    - by andrii
    I have a problem with rendering my html page by the same browsers in different OS. There are 3 spans and position of each span is corrected through css(position:relative). But I have found out that the page that looks correct in firefox under Linux, shows not right at the same firefox(3.5.7) under Windows OS. Linux(Left - How it should be)/Windows(right): link text And the same with other browsers. What is the cause of this problem and how is possible to solve it. My code: question.html: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/> <title>Question</title> <link href="css/question.css" rel="stylesheet" media="all" /> </head> <body> <div class="eventFullDate"> <span class="eventYear">2010</span> <span class="eventDate">17</span> <span class="eventMonth">FEB</span> </div> </body> </html> question.css: html, body{ font-family: Georgia; } div.eventFullDate{ height: 39px; width: 31px; float: left; border: 1px solid; border-color: #E3E3E3; background-color: #F7FFFF; } span.eventYear, span.eventDate, span.eventMonth{ color: #EC5C1D; position: relative; width: 100%; } span.eventYear{ left: 1px; bottom: 3px; font-size: 0.8em; } span.eventDate{ left: 5px; bottom: 12px; font-size: 1.3em; } span.eventMonth{ left: 3px; bottom: 15px; font-size: 0.8em; }

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  • Avoiding first chance exception messages when the exception is safely handled

    - by CVertex
    The following bit of code catches the EOS Exception using (var reader = new BinaryReader(httpRequestBodyStream)) { try { while (true) { bodyByteList.Add(reader.ReadByte()); } } catch (EndOfStreamException) { } } So why do I still receive first-chance exceptions in my console? A first chance exception of type 'System.IO.EndOfStreamException' occurred in mscorlib.dll Is there a way to hide these first chance exception messages?

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  • equivalent of jQuery's "load" in prototype

    - by Goro
    Hello, I am trying to find an equivalent for the following jQuery javascript: var x1 = setInterval(function() { $('#status').load("processor.php", {value:'name'} );}, 5000 ); I need to use Prototype for other applications on the page, and when I throw both jQuery and Prototype libraries in there they will not cooperate. Thank you,

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  • Sales Career in Cloud Computing

    - by ricky
    I am working with a Google's business partner and selling Google Apps which is based on cloud computing concept. As we all know cloud computing is ready to capture the IT world, So I just wanted to take suggestion from you experts here about the sales career in Cloud computing I am a Post graduate in Sales and Marketing and planning to dig deeper into Cloud computing from sales point of view. I would appreciate if you can assist me with my path creation to achieve good career in cloud computing. Regards, Jason Robb

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  • Jetty: To embed or not to embed?

    - by prometheus
    What are the benefits of embedding jetty vs deploying your webapp(s) in jetty? If you are planning on deploying more than one web app, should you strictly stick with deploying a war file for each web app (as opposed to writing an embedded server which calls each web app)?

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  • Box2d: Maximum possible linear velocity?

    - by Rosarch
    I think I've configured Box2d to have some sort of maximum velocity for any body, but I'm not sure. I apply an impulse like (100000000, 100000000), and the body moves just as fast as (100, 100) - which is not that fast at all. My game is a top-down 2d. Here is some code that may be relevant: private readonly Vector2 GRAVITY = new Vector2(0, 0); public void initializePhysics(ContactReporter contactReporter) { world = new World(GRAVITY, true); IContactListener contactListener = contactReporter; world.ContactListener = contactListener; } public void Update(GameTime gameTime) { // ... worldState.PhysicsWorld.Step((float)gameTime.ElapsedGameTime.TotalSeconds, 10, 10); //... }

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  • I have a very long and repetitive python path, where do I look to correct this?

    - by ninja123
    I know it is probably not necessary to paste the whole path, but just for the record I have done so below. Whenever I run a python command, it takes a long time to load this path I suppose. I have checked in .bash_profile and only have these two lines: export PATH=/Users/username/bin:/opt/local/Library/Frameworks/Python.framework/Versions/2.5/bin:/opt/local/bin:/opt/local/sbin:/opt/local/apache2/bin:$PATH export PYTHONPATH=/opt/local/lib/python2.5/site-packages/ And my python path as outputed by Django's debug is: Python path : ['/Users/username/Sites/videocluster/eggs/ipython-0.10-py2.5.egg', '/Users/username/Sites/videocluster/eggs/South-0.6.1-py2.5.egg', '/Users/username/Sites/videocluster/eggs/django_markitup-0.5.2-py2.5.egg', '/Users/username/Sites/videocluster/eggs/DateTime-2.12.0-py2.5.egg', '/Users/username/Sites/videocluster/eggs/Markdown-2.0.3-py2.5.egg', '/Users/username/Sites/videocluster/eggs/PIL-1.1.7-py2.5-macosx-10.5-i386.egg', '/Users/username/Sites/videocluster/eggs/djangorecipe-0.20-py2.5.egg', '/Users/username/Sites/videocluster/eggs/zc.recipe.egg-1.2.3b2-py2.5.egg', '/Users/username/Sites/videocluster/eggs/zc.buildout-1.5.0b2-py2.5.egg', '/Users/username/Sites/videocluster/eggs/pytz-2010h-py2.5.egg', '/Users/username/Sites/videocluster/eggs/zope.interface-3.6.1-py2.5-macosx-10.5-i386.egg', '/Users/username/Sites/videocluster/eggs/setuptools-0.6c11-py2.5.egg', '/Users/username/Sites/videocluster/parts/django', '/Users/username/Sites/videocluster', '/Users/username/Sites/videocluster/bin', '/opt/local/lib/python2.5/site-packages/setuptools_git-0.3.3-py2.5.egg', '/opt/local/lib/python2.5/site-packages/pysqlite-2.5.5-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/CouchDB-0.5-py2.5.egg', '/opt/local/lib/python2.5/site-packages/httplib2-0.4.0-py2.5.egg', '/opt/local/lib/python2.5/site-packages/PyYAML-3.08-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/simple_db_migrate-1.2.8-py2.5.egg', '/opt/local/lib/python2.5/site-packages/PyDispatcher-2.0.1-py2.5.egg', '/opt/local/lib/python2.5/site-packages/pyOpenSSL-0.9-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/greenlet-0.2-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/Supay-0.0.2-py2.5.egg', '/opt/local/lib/python2.5/site-packages/configobj-4.6.0-py2.5.egg', '/opt/local/lib/python2.5/site-packages/Fabric-0.9b1-py2.5.egg', '/opt/local/lib/python2.5/site-packages/fudge-0.9.3-py2.5.egg', '/opt/local/lib/python2.5/site-packages/pydelicious-0.5.3-py2.5.egg', '/opt/local/lib/python2.5/site-packages/feedparser-4.1-py2.5.egg', '/opt/local/lib/python2.5/site-packages/github_cli-0.2.5.2-py2.5.egg', '/opt/local/lib/python2.5/site-packages/simplejson-2.0.9-py2.5-macosx-10.5-i386.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', ......(repeating)....... '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', '/opt/local/lib/python2.5/site-packages/setuptools-0.6c11-py2.5.egg', 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'/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', ......(repeating)....... '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/lib/python2.5/site-packages/gtk-2.0', '/opt/local/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/site-packages/gtk-2.0'] Someone, please tell me where I can go to correct this. Thanks

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  • How do you prove your cleverness and programming skills?

    - by Sebi
    Lately, there were a lot of questions related to career planning and how to decide which languages to learn, how to learn new languages and so on. But I was thinking about a way, how do you will proof later that you're really learned something. Ok you can mentione it in your application for a job or in the interview, but by just stating that I was learning e.g. C++ at home, I don't think this will really be very sucessful. So some suggested to create something (homepage, application, whatsoever) to prove that you also can use these skills in practice. But still I'm not really sure if this will provide any benefit, because it would require a very special project to show all your skills and I don't think you can easily invent such a project (that sould also be useful). Others suggested to solve for example the Project Euler questions but still I'm not sure how this will be useful in career-planning. Are you going to mention at your job interview that you solved all this question in the company's favorite programming language?? :D I can't imagine. The reason why I'm asking is that I have some spare time and I would really like to learn some new programming languages (C++ and/or Python if this matters) and I'm looking for a smart way to do is while concurrently assure that it will be useful in my future career. (there are 3-4 companies id like to try to get a job andIi know all of them are using mainly C++/Pyhton...)

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  • OpenLDAP and user role based accedss controll (RBAC)

    - by Jason
    Hello, my company uses an openldap server which stores corporate user information ((username,passwd and some other information like email are stored in ldap).. Till now they only use it for authentication but now we'd like to use for authentication also, this means that we'll create roles (as ldap attributes in a new schema) and assign those roles in the users. My actual question is if there is a best-practice to follow for using openldap for authentication on many applications (most written in php). I understand how to make roles and assign them to users for just one application, but what about the others (each application of course has its own roles). Should I just create an ou=appName,ou=roles,dc=mycompany for each application, put the roles as attributes there and just add each role as an attribute of the user object ? is there any other recommendations ? thanks

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  • Tools for conceptual website design

    - by Alex Tang
    What tools (apart from Visio) will generate visually pleasing website site maps or diagrams of a conceptual website? We want to present nice diagrams to our client, but we're unsure about where to get started—we're all coders, not designers. Visio shapes or stencils are quite old. What tools are others in the industry using?

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