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  • Please suggest an e-commerce script for my existing website

    - by munjal
    I have a dating site based on osDate. I want to open a small gift store with items flowers and T-shirts. I have seen so many e-commerce store on google like : oscommerce, Magento, Prestashop, virtuemart. But I think they are quite big. Personally, I have sound knowledge of Magento. But Magento is too vast and heavy. Please suggest an small e-commerce script that I can integrate in my existing system. Thanks,

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  • Refreshing Your PC Won’t Help: Why Bloatware is Still a Problem on Windows 8

    - by Chris Hoffman
    Bloatware is still a big problem on new Windows 8 and 8.1 PCs. Some websites will tell you that you can easily get rid of manufacturer-installed bloatware with Windows 8′s Reset feature, but they’re generally wrong. This junk software often turns the process of powering on your new PC from what could be a delightful experience into a tedious slog, forcing you to spend hours cleaning up your new PC before you can enjoy it. Why Refreshing Your PC (Probably) Won’t Help Manufacturers install software along with Windows on their new PCs. In addition to hardware drivers that allow the PC’s hardware to work properly, they install more questionable things like trial antivirus software and other nagware. Much of this software runs at boot, cluttering the system tray and slowing down boot times, often dramatically. Software companies pay computer manufacturers to include this stuff. It’s installed to make the PC manufacturer money at the cost of making the Windows computer worse for actual users. Windows 8 includes “Refresh Your PC” and “Reset Your PC” features that allow Windows users to quickly get their computers back to a fresh state. It’s essentially a quick, streamlined way of reinstalling Windows.  If you install Windows 8 or 8.1 yourself, the Refresh operation will give your PC a clean Windows system without any additional third-party software. However, Microsoft allows computer manufacturers to customize their Refresh images. In other words, most computer manufacturers will build their drivers, bloatware, and other system customizations into the Refresh image. When you Refresh your computer, you’ll just get back to the factory-provided system complete with bloatware. It’s possible that some computer manufacturers aren’t building bloatware into their refresh images in this way. It’s also possible that, when Windows 8 came out, some computer manufacturer didn’t realize they could do this and that refreshing a new PC would strip the bloatware. However, on most Windows 8 and 8.1 PCs, you’ll probably see bloatware come back when you refresh your PC. It’s easy to understand how PC manufacturers do this. You can create your own Refresh images on Windows 8 and 8.1 with just a simple command, replacing Microsoft’s image with a customized one. Manufacturers can install their own refresh images in the same way. Microsoft doesn’t lock down the Refresh feature. Desktop Bloatware is Still Around, Even on Tablets! Not only is typical Windows desktop bloatware not gone, it has tagged along with Windows as it moves to new form factors. Every Windows tablet currently on the market — aside from Microsoft’s own Surface and Surface 2 tablets — runs on a standard Intel x86 chip. This means that every Windows 8 and 8.1 tablet you see in stores has a full desktop with the capability to run desktop software. Even if that tablet doesn’t come with a keyboard, it’s likely that the manufacturer has preinstalled bloatware on the tablet’s desktop. Yes, that means that your Windows tablet will be slower to boot and have less memory because junk and nagging software will be on its desktop and in its system tray. Microsoft considers tablets to be PCs, and PC manufacturers love installing their bloatware. If you pick up a Windows tablet, don’t be surprised if you have to deal with desktop bloatware on it. Microsoft Surfaces and Signature PCs Microsoft is now selling their own Surface PCs that they built themselves — they’re now a “devices and services” company after all, not a software company. One of the nice things about Microsoft’s Surface PCs is that they’re free of the typical bloatware. Microsoft won’t take money from Norton to include nagging software that worsens the experience. If you pick up a Surface device that provides Windows 8.1 and 8 as Microsoft intended it — or install a fresh Windows 8.1 or 8 system — you won’t see any bloatware. Microsoft is also continuing their Signature program. New PCs purchased from Microsoft’s official stores are considered “Signature PCs” and don’t have the typical bloatware. For example, the same laptop could be full of bloatware in a traditional computer store and clean, without the nasty bloatware when purchased from a Microsoft Store. Microsoft will also continue to charge you $99 if you want them to remove your computer’s bloatware for you — that’s the more questionable part of the Signature program. Windows 8 App Bloatware is an Improvement There’s a new type of bloatware on new Windows 8 systems, which is thankfully less harmful. This is bloatware in the form of included “Windows 8-style”, “Store-style”, or “Modern” apps in the new, tiled interface. For example, Amazon may pay a computer manufacturer to include the Amazon Kindle app from the Windows Store. (The manufacturer may also just receive a cut of book sales for including it. We’re not sure how the revenue sharing works — but it’s clear PC manufacturers are getting money from Amazon.) The manufacturer will then install the Amazon Kindle app from the Windows Store by default. This included software is technically some amount of clutter, but it doesn’t cause the problems older types of bloatware does. It won’t automatically load and delay your computer’s startup process, clutter your system tray, or take up memory while you’re using your computer. For this reason, a shift to including new-style apps as bloatware is a definite improvement over older styles of bloatware. Unfortunately, this type of bloatware has not replaced traditional desktop bloatware, and new Windows PCs will generally have both. Windows RT is Immune to Typical Bloatware, But… Microsoft’s Windows RT can’t run Microsoft desktop software, so it’s immune to traditional bloatware. Just as you can’t install your own desktop programs on it, the Windows RT device’s manufacturer can’t install their own desktop bloatware. While Windows RT could be an antidote to bloatware, this advantage comes at the cost of being able to install any type of desktop software at all. Windows RT has also seemingly failed — while a variety of manufacturers came out with their own Windows RT devices when Windows 8 was first released, they’ve all since been withdrawn from the market. Manufacturers who created Windows RT devices have criticized it in the media and stated they have no plans to produce any future Windows RT devices. The only Windows RT devices still on the market are Microsoft’s Surface (originally named Surface RT) and Surface 2. Nokia is also coming out with their own Windows RT tablet, but they’re in the process of being purchased by Microsoft. In other words, Windows RT just isn’t a factor when it comes to bloatware — you wouldn’t get a Windows RT device unless you purchased a Surface, but those wouldn’t come with bloatware anyway. Removing Bloatware or Reinstalling Windows 8.1 While bloatware is still a problem on new Windows systems and the Refresh option probably won’t help you, you can still eliminate bloatware in the traditional way. Bloatware can be uninstalled from the Windows Control Panel or with a dedicated removal tool like PC Decrapifier, which tries to automatically uninstall the junk for you. You can also do what Windows geeks have always tended to do with new computers — reinstall Windows 8 or 8.1 from scratch with installation media from Microsoft. You’ll get a clean Windows system and you can install only the hardware drivers and other software you need. Unfortunately, bloatware is still a big problem for Windows PCs. Windows 8 tries to do some things to address bloatware, but it ultimately comes up short. Most Windows PCs sold in most stores to most people will still have the typical bloatware slowing down the boot process, wasting memory, and adding clutter. Image Credit: LG on Flickr, Intel Free Press on Flickr, Wilson Hui on Flickr, Intel Free Press on Flickr, Vernon Chan on Flickr     

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  • Help needed with pyparsing [closed]

    - by Zearin
    Overview So, I’m in the middle of refactoring a project, and I’m separating out a bunch of parsing code. The code I’m concerned with is pyparsing. I have a very poor understanding of pyparsing, even after spending a lot of time reading through the official documentation. I’m having trouble because (1) pyparsing takes a (deliberately) unorthodox approach to parsing, and (2) I’m working on code I didn’t write, with poor comments, and a non-elementary set of existing grammars. (I can’t get in touch with the original author, either.) Failing Test I’m using PyVows to test my code. One of my tests is as follows (I think this is clear even if you’re unfamiliar with PyVows; let me know if it isn’t): def test_multiline_command_ends(self, topic): output = parsed_input('multiline command ends\n\n',topic) expect(output).to_equal( r'''['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - statement: ['multiline', 'command ends', '\n', '\n'] - args: command ends - multiline_command: multiline - terminator: ['\n', '\n'] - terminator: ['\n', '\n']''') But when I run the test, I get the following in the terminal: Failed Test Results Expected topic("['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline") to equal "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Note: Since the output is to a Terminal, the expected output (the second one) has extra backslashes. This is normal. The test ran without issue before this piece of refactoring began. Expected Behavior The first line of output should match the second, but it doesn’t. Specifically, it’s not including the two newline characters in that first list object. So I’m getting this: "['multiline', 'command ends']\n- args: command ends\n- command: multiline\n- statement: ['multiline', 'command ends']\n - args: command ends\n - command: multiline" When I should be getting this: "['multiline', 'command ends', '\\n', '\\n']\n- args: command ends\n- multiline_command: multiline\n- statement: ['multiline', 'command ends', '\\n', '\\n']\n - args: command ends\n - multiline_command: multiline\n - terminator: ['\\n', '\\n']\n- terminator: ['\\n', '\\n']" Earlier in the code, there is also this statement: pyparsing.ParserElement.setDefaultWhitespaceChars(' \t') …Which I think should prevent exactly this kind of error. But I’m not sure. Even if the problem can’t be identified with certainty, simply narrowing down where the problem is would be a HUGE help. Please let me know how I might take a step or two towards fixing this.

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  • Need help fixing DPKG errors after update from 12.04 to 12.10

    - by James Wulfe
    So I was doing fine then i upgraded my system to 12.10 and now i cant get my system to update all of its packages properly. no matter what i do, what is happening here and how do i fix this. if i would have thought 12.10 would be this much of a hassle i would have never upgraded..... here is a sampling of the code that returns from "apt-get -f install" It should also be noted that it is just these 6 packages only. no other packages have given me this kind of trouble. well i should say as of now. It was just 5, but them i got an update for unity, and now unity-common is added to the trouble makers. which prevents me from further upgrading the actual unity package as this package is a dependancy. Preparing to replace usb-modeswitch-data 20120120-0ubuntu1 (using .../usb-modeswitch-data_20120815-1_all.deb) ... /var/lib/dpkg/info/usb-modeswitch-data.prerm: 4: /var/lib/dpkg/info/usb-modeswitch-data.prerm: dpkg-maintscript-helper: Input/output error dpkg: warning: subprocess old pre-removal script returned error exit status 2 dpkg: trying script from the new package instead ... /var/lib/dpkg/tmp.ci/prerm: 4: /var/lib/dpkg/tmp.ci/prerm: dpkg-maintscript-helper: Input/output error dpkg: error processing /var/cache/apt/archives/usb-modeswitch-data_20120815-1_all.deb (--unpack): subprocess new pre-removal script returned error exit status 2 /var/lib/dpkg/info/usb-modeswitch-data.postinst: 7: /var/lib/dpkg/info/usb-modeswitch-data.postinst: dpkg-maintscript-helper: Input/output error dpkg: error while cleaning up: subprocess installed post-installation script returned error exit status 2 Errors were encountered while processing: /var/cache/apt/archives/network-manager_0.9.6.0-0ubuntu7_i386.deb /var/cache/apt/archives/pcmciautils_018-8_i386.deb /var/cache/apt/archives/unity-common_6.10.0-0ubuntu2_all.deb /var/cache/apt/archives/whoopsie_0.2.7_i386.deb /var/cache/apt/archives/usb-modeswitch_1.2.3+repack0-1ubuntu3_i386.deb /var/cache/apt/archives/usb-modeswitch-data_20120815-1_all.deb E: Sub-process /usr/bin/dpkg returned an error code (1) I would also like to note i have cleaned apt cashe both through the terminal and manualy, i have tried installing them manually through dpkg from both the /var/cache/apt/archives/ location and from my own manually downloaded .deb files. i have tried using dpkg-reconfigure and i have used bleachbit to clean my system. I have also tested both my HDD and memory and found no significant errors to lead to the input/output errors. Quite frankly i am just out of options and have grown tired of trying to google a solution to this mess but still do not wish to pursue backing up settings and reinstalling the system. Any help would be appreciated. I am only interested in answers, please leave your feeling towards grammar, punctuation, and bias towards how a "post should look" at the door. If you dont have something to contribute towards solving my problem then you are just doing nothing but contributing to it. Thank you.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • I need help installing Ubuntu 11.10 to multi-drive system

    - by CookyMonzta
    I have a machine with 3 hard drives; the primary, which is 750GB (drive 0), and 2 others, each of which is 640GB (drives 1 and 2). On the last screen before the actual installation begins, this is how my hard drive configuration looks: /dev/sda [DISK0, 750GB] /dev/sda1 ntfs 104MB [Win7 System Reserved] /dev/sda2 ntfs 499,997MB [Windows 7 Pro] free space 250,052MB [This space intended for Windows 8] /dev/sdb [DISK1, 640GB] /dev/sdb1 ntfs 400,085MB [Windows XP Pro] free space 240,049MB [This space intended for Ubuntu] /dev/sdc [DISK2, 640GB] [This drive intended for various backups] free space 160,033MB /dev/sdc5 ntfs 480,101MB [Acronis Secure Zone] As you can see, I have 3 drives, all SATA. I have Win7 on my first drive (0), WinXP on my second drive (1) and a secure zone for daily backups on my third drive (2). I want to put Ubuntu 11.10 Oneiric Ocelot on the drive that also has XP. I've already used 400GB for XP and I have 240GB remaining, for which, my intention was to create a 4GB swap file and use the rest for Ubuntu itself. This is what my second hard drive looked like, for my intended setup before installation: /dev/sdb /dev/sdb5 swap 4,095MB [Linux swap] /dev/sdb6 ext4 235,951MB [Ubuntu 11.10] Needless to say, this is only the second time I have attempted to install Linux. I managed to get 7.10 Gutsy Gibbon working on an old machine. I have two problems with this installation: Ubuntu asks for a location to install the boot loader (i.e., "Device for Boot Loader Installation"). I already have a boot loader; namely, Acronis OS Selector (from Acronis Disk Director 11). So I decided to put the Ubuntu boot loader in /dev/sdb6 (where I intend to install Ubuntu), to keep it from interfering with my Acronis OS Selector. Once I hit "Install now", I ended up with the following error: "No root file system is defined. Please correct this from the partitioning menu." What am I missing? Did I attempt to put the boot loader in the wrong place? I assume I did, because as I am writing this entry, I am looking at LinuxIdentity.com's Ubuntu 11.04 Natty Narwhal magazine, and I see a screenshot (Figure 7 on Page 13) that implies that the boot loader can be installed anywhere, including the first hard drive (in the MBR, which would obviously force me to reinstall the Acronis OS Selector) or even on a floppy. But why do I get an undefined root file system error? I thought /dev/sdb6 was the root file. Obviously I'm missing something in the installation procedure. Should I try installing it in Windows using the WUBI Installer? I assume that, if I attempt to install Ubuntu from WinXP (on the second drive), it will automatically install Ubuntu on the empty partition alongside XP. But will I have the option of creating a swap partition? And what if the WUBI Installer searches all of my drives and decides to install Ubuntu on my first drive's empty partition (which I have left empty for Win8 upon its release)?

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  • Win Svr 2003 DHCP Bad Addresses

    - by VinceM
    After looking at other posts I still can figure this out. I'll start at the beginning... I inherited this network and I'm not the most knowledgeable about networking... We have a AD DHCP Server that is also our DNS server, We were having some VPN issues (on the same server) and my boss decided to disable routing and remote access, which cleared the settings. We couldn't get it set back up correctly so we rolled back to a backup drive they created a number of months ago. Since rolling back I've had Bad_Address listings in DHCP and there is a number of duplicate records in the DNS Forward Lookup Zones. We have less than 50 devices on the network but I have over 90 Bad Addresses showing. This server is currently running but we get IP address conflicts all the time on pretty much all the computers. I have had people do release and renew but it didn't help... I have also deleted and re-added the scope to no avail either. Any help or ideas would be greatly appreciated and I apologize if I missed another post that has information to help. Thanks, Vince

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  • Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

    - by J2V
    I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both Windows and Windows 8 metro I need to compile the shader with pixel and vertex shader 4. compile vs_4_0_level_9_1 compile ps_4_0_level_9_1 However some of the hlsl syntax has been updated with DX10 and DX11. I need to update this hlsl code: float4x4 World; float4x4 View; float4x4 Projection; float3 CameraPosition; Texture SkyBoxTexture; samplerCUBE SkyBoxSampler = sampler_state { texture = <SkyBoxTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = Mirror; AddressV = Mirror; }; struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float3 TextureCoordinate : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); float4 VertexPosition = mul(input.Position, World); output.TextureCoordinate = VertexPosition - CameraPosition; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return texCUBE(SkyBoxSampler, normalize(input.TextureCoordinate)); } technique Skybox { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I quess I need to change Texture into TextureCube, change sampler, swap texCUBE() with TextureCube.Sample() and change PixelShader return semantic to SV_Target0. I'm very new in shader languages and any help is appreciated!

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  • Help A Hacker: Give ‘Em The Windows Source Code

    - by Ken Cox [MVP]
    The announcement of another Windows megapatch reminded me of a WikiLeaks story about Microsoft Windows that hasn’t attracted much attention. Alarmingly, we learn that the hackers have the Windows source code to study and test for vulnerabilities. Chinese hackers used the knowledge to breach Google’s accounts and servers: “In 2003, the CNITSEC signed a Government Security Program (GSP) international agreement with Microsoft that allowed select companies such as TOPSEC access to Microsoft source code in order to secure the Windows platform” “CNITSEC enterprises has recruited Chinese hackers in support of nationally-funded "network attack scientific research projects." From June 2002 to March 2003, TOPSEC employed a known Chinese hacker, Lin Yong (a.k.a. Lion and owner of the Honker Union of China), as senior security service engineer…” Windows is widely seen as unsecurable. It doesn’t help that Chinese government-funded hackers are probing the source code for vulnerabilities. It seems odd that people who didn’t write the code can find vulnerabilities faster than the owners of the code. Perhaps the U.S. government should hire its own hackers to go over the same Windows source code and then tell Microsoft how to secure its product?

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  • help! corrupt file recovery

    - by TheBumpper
    My supervisor computer crashed last night, and I'm trying to help him out. He made an R script but when he tried to open it, it was empty. But for some reason the file is 7.9kb so it should not be empty i think... anyway when i tried to open it, Gedit gave this error: "The file you opened has some invalid characters. If you continue editing this file you could corrupt this document. You can also choose another character encoding and try again." and the options to encode the characters. It looked like this(with a red background): \00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\00\ My question is, is there a way to restore the file? i hope someone has a brilliant idea

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  • Help on TileMapRenderer

    - by Crypted
    In my project, I'm trying to render a map using TileMapRenderer. But it doesn't show anything when I render it. But when I use some other files from a tutorial they are rendered correctly. When debugging my TileAtlas instance shows the size as 0. I have used Texture Packer UI for packing the images. Comparing with the tutorial's files, I can see that the index starts from 1 in my file and 0 in the tutorial. But changing it to 0 wouldn't work also. map.png format: RGBA8888 filter: Nearest,Nearest repeat: none Map rotate: false xy: 0, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 1 Map rotate: false xy: 32, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 2 Map rotate: false xy: 64, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 3 Map rotate: false xy: 96, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 4 Map rotate: false xy: 128, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 5 Here is the begining of the tmx file. <?xml version="1.0" encoding="UTF-8"?> <map version="1.0" orientation="orthogonal" width="20" height="20" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="a" tilewidth="32" tileheight="32"> <image source="map.png" width="256" height="32"/> </tileset> <layer name="Tile Layer 1" width="20" height="20"> <data> <tile gid="2"/> <tile gid="2"/> Apart from that the tutorial files and my files seems to be similar. Can anyone help me here.

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  • OpenGL ES Shader help (Blending)

    - by Chris
    Earlier I required assistance getting to grips with how to retain the alpha channel of a transparent texture in my colourised texture shader program. Whilst playing with that first version of my program (before obtaining the solution to my first requirement), I managed to enable transparency for the whole texture (effectively blending via GLSL), and I quite liked this, and I would now like to know if and how it is possible to retain this blending effect, on top of the existing output without affecting the original alpha channel - as I don't know how to input this transparency via the parameter that is already being provided with the textures alpha channel. A basic example of the blending program I am referring to (minus any other functionality) is as follows... varying vec2 texCoord; uniform sampler2D texSampler; void main() { gl_FragColor = vec4(texture2D(texSampler,texCoord).xyz,0.5); } Where 0.5 is the transparency (blending effect) of the whole texture. This is the current version of my program, which provides the ability to colour a texture according the colour parameter passed to the program, and retains the alpha channel of the original texture. varying vec2 texCoord; uniform sampler2D texSampler; uniform vec3 colour; void main() { gl_FragColor = vec4(colour,1) * vec4(texture2D(texSampler,texCoord).xyz,texture2D(texSampler,texCoord).w); } I need to know if it is possible to apply transparency on top this program, without affecting the original alpha channel which I have already preserved. I hope this makes enough sense, I am sure it is possible, and if so I should imagine it is rather simple, but this has me stumped. Any help much appreachiated. Cheers, Chris

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  • Help with a simple incremental backup script

    - by Evan
    I'd like to run the following incomplete script weekly in as a cron job to backup my home directory to an external drive mounted as /mnt/backups #!/bin/bash # TIMEDATE=$(date +%b-%d-%Y-%k:%M) LASTBACKUP=pathToDirWithLastBackup rsync -avr --numeric-ids --link-dest=$LASTBACKUP /home/myfiles /mnt/backups/myfiles$TIMEDATE My first question is how do I correctly set LASTBACKUP to the the the directory in /backs most recently created? Secondly, I'm under the impression that using --link-desk will mean that files in previous backups will not will not copied in later backups if they still exist but will rather symbolically link back to the originally copied files? However, I don't want to retain old files forever. What would be the best way to remove all the backups before a certain date without losing files that may think linked in those backups by currents backups? Basically I'm looking to merge all the files before a certain date to a certain date if that makes more sense than the way I initially framed the question :). Can --link-dest create hard links, and if so, just deleting previous directories wouldn't actually remove linked file? Finally I'd like to add a line to my script that compresses each newly created backup folder (/mnt/backups/myfiles$TIMEDATE). Based on reading this question, I was wondering if I could just use this line gzip --rsyncable /backups/myfiles$TIMEDATE after I run rsync so that sequential rsync --link-dest executions would find already copied and compressed files? I know that's a lot, so many thanks in advance for your help!!

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  • Easy BCD Help: Dual boot Win7 and Ubuntu 11.10 -- "Add new Entry" for Ubuntu

    - by Bradley Peterson
    I first had Ubuntu 11.10 installed on a single partition on my 750GB hard drive. I then partitioned the hard drive to 500GB (for Ubuntu) in ext4 format (what it already was from the clean install of Ubuntu)....and 250GB for Win7 in NFTS format. Then I installed Win7 onto that 250GB partition. Installation went smoothly and I was successfully booted into Win7 and setting everything up. After I was done doing all the stupid updates from Microsof, I thought I was done and I wanted to go back to Ubuntu. This is where the problem starts Of course I reboot and it goes directly to Win7. I research and find that Win7 has overwritten the Ubuntu bootloader, etc etc.. I don't fully understand it. I download EasyBCD 2.1.2 In EasyBCD, I select "Add New Entry" and select "Linux/BSD" and change the type to "GRUB 2" and name it "Ubuntu" Next, I go to "BCD Deployment" and select "Install the Windows Vista/7 bootloader to the MBR" and click "Write MBR" I reboot, select "Ubuntu" and the purple screen comes up, but NOTHING HAPPENS. If I hit Ctrl+Alt+Del, it goes to the Login menu where it acts normal for about 10-15 seconds, then freezes. It does this repeatedly every time. MY QUESTION: What's wrong here? Why can't I load Ubuntu now? Am I going to have to reinstall Ubuntu with Windows, then set up the bootloader with EasyBCD instead of Ubuntu, THEN Win7? Any and all help is appreciated! -Brad

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  • help animating player in corona sdk

    - by andrew McCutchan
    working on a game in the corona sdk with lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. here is the player code function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end and here is the code for the line function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of " attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • Help with complex MVVM (multiple views)

    - by jsjslim
    I need help creating view models for the following scenario: Deep, hierarchical data Multiple views for the same set of data Each view is a single, dynamically-changing view, based on the active selection Depending on the value of a property, display different types of tabs in a tab control My questions: Should I create a view-model representation for each view (VM1, VM2, etc)? 1. Yes: a. Should I model the entire hierarchical relationship? (ie, SubVM1, HouseVM1, RoomVM1) b. How do I keep all hierarchies in sync? (e.g, adding/removing nodes) 2. No: a. Do I use a huge, single view model that caters for all views? Here's an example of a single view Figure 1: Multiple views updated based on active room. Notice Tab control Figure 2: Different active room. Multiple views updated. Tab control items changed based on object's property. Figure 3: Different selection type. Entire view changes

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  • help animating a player in Corona SDK

    - by andrew McCutchan
    Working on a game in the Corona SDK with Lua and I need help so the player animates on the line drawn. Right now he animates at the beggining and the end but not on the line. Here is the player code: function spawnPlayerObject(xPlayerSpawn,yPlayerSpawn,richTurn) --spawns Rich where we need him. -- riches sprite sheet and all his inital spirites. We need to adjust this so that animations 3-6 are the only ones that animate when moving horizontally local richPlayer = sprite.newSpriteSet(richSheet1,1,6) sprite.add(richPlayer, "rich", 1,6,500,1) rich = sprite.newSprite(richPlayer) rich.x = xPlayerSpawn rich.y = yPlayerSpawn rich:scale(_W*0.0009, _W*0.0009) -- scale is used to adjust the size of the object. richDir = richTurn rich.rotation = richDir rich:prepare("rich") rich:play() physics.addBody( rich, "static", { friction=1, radius = 15 } ) -- needs a better physics body for collision detection. end And here is the code for the line: function movePlayerOnLine(event) --for the original image replace all rich with player. if posCount ~= linePart then richDir = math.atan2(ractgangle_hit[posCount].y-rich.y,ractgangle_hit[posCount].x-rich.x)*180/math.pi playerSpeed = 5 rich.x = rich.x + math.cos(richDir*math.pi/180)*playerSpeed rich.y = rich.y + math.sin(richDir*math.pi/180)*playerSpeed if rich.x < ractgangle_hit[posCount].x+playerSpeed*10 and rich.x > ractgangle_hit[posCount].x-playerSpeed*10 then if rich.y < ractgangle_hit[posCount].y+playerSpeed*10 and rich.y > ractgangle_hit[posCount].y-playerSpeed*10 then posCount = posCount + 1 end end I don't think anything has changed recently but I have been getting an error when testing of "attempt to upvalue "rich" a nil value" on the second line, richDir = etc.

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  • CSS help positioning divs inline

    - by JaPerk14
    I need help with a recurring problem that happens a lot. I want to create a header that consists of 3 sections which are positioned inline. I display them inline using the following css code: display: inline & float: leftThe problem is that when I resize my browser window the last div is pushed down and isn't displayed inline. I know it sounds like I'm being picky, but I don't want the design to distort as the visitor change's the monitor screen. I have provided the html and css code below that I am working with below. Hopefully I have explained this well enough. Thanks in advance. HTML <div class="masthead-wrapper"> &nbsp; </div> <div class="searchbar-wrapper"> &nbsp; </div> <div class="profile-menu-wrapper"> &nbsp; </div> CSS #Header { display: block; width: 100%; height: 80px; background: #C0C0C0; } .masthead-wrapper { display: inline; float: left; width: 200px; height: 80px; background: #3b5998; } .searchbar-wrapper { display: inline; float: left; width: 560px; height: 80px; background: #FF0000; } .profile-menu-wrapper { display: inline; float: left; width: 200px; height: 80px; background: #00FF00; }

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  • Help with IPTables - Masquerading + Forwarding, 1-to-1?

    - by Artiom Chilaru
    I've got a clean Ubuntu Server 10.10 with OpenSSH, OpenVPN and vsFTPd installed. The server is running as a VM on the Hyper-V server (hypervisor), has two network interfaces mapped to physical adapters (eth0 and eth1), and a virtual interface with a direct connection to the hypervisor (eth2). The VPN will create a tun0 interface when a client connects. What I want is the remote user, connecting over VPN to be able to connect to the hypervisor (all ports, ping etc). The initial idea was to make the VPN create a tap0 interface, and bridge eth2 to tap0, but this didn't work, unfortunately, as it seems that the adapters don't want to go into promiscuous mode (partially confirmed by MS) At the same time, both the hypervisor and the remove client over VPN can successfully ping/connect to the ubuntu server with no problems. So my plan right now is to try doing some 1-1 masquerading, if possible. Basically, I want every request sent from the VPN client to the ubuntu server to be redurected to the hypervisor instead (with IP translation ofc), and every request from the hypervisor to the ubuntu machine sent to the VPN client (IP translated too). Only 1 client will be connected at a time to the VPN, so I can force limit it to a single IP at all times, if necessary. Is this the right way to go, and if true, how can this be achieved? It's almost like a special case of port-forwarding, except every single port on tun0 is forwarded to a machine in eth2, and every port on the eth2 side forwards to an ip on tun0 I guess it could be done with iptables, but I'm rather new in linux, so I can't do it myself... help? :(

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  • SEO Keyword Research Help

    - by James
    Hi Everyone, I'm new at SEO and keyword research. I am using Market Samurai as my research tool, and I was wondering if I could ask for your help to identify the best key word to target for my niche. I do plan on incorporating all of them into my site, but I wanted to start with one. If you could give me your input on these keywords, I would appreciate it. This is all new to me :) I'm too new to post pictures, but here are my keywords (Searches, SEO Traffic, and SEO Value / Day): Searches | SEO Traffic | PBR | SEO Value | Average PR/Backlinks of Current Top 10 1: 730 | 307 | 20% | 2311.33 | 1.9 / 7k-60k 2: 325 | 137 | 24% | 822.94 | 2.3 / 7k-60k 3: 398 | 167 | 82% | 589.79 | 1.6 / 7k-60k I'm wondering if the PBR (Phrase-to-broad) value of #1 is too low. It seems like the best value because the SEOV is crazy high. That is like $70k a month. #3 has the highest PBR, but also the lowest SEOV. #2 doesn't seem worth it because of the PR competetion. Might be a little too hard to get into the top page of Google. I'm wondering which keywords to target, and if I should be looking at any other metric to see if this is a profitable niche to jump into. Thanks.

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  • Help with setting up AIM account

    - by Aaron
    Can anyone help me configure my AIM account? I have Oneiric and I want to set up my AIM account with what I believe is a chat client (the envelope icon on the top right). It is called Empathy. \n I tried to do this using Broadcast Account. It let me choose what account (Jabber, Pidgin, Aim, etc...). Once I entered my password for my AIM account, I got a pop-up asking for the master password for my Keyring. I didn't know what that was at the time so I closed that window after trying to enter my account password. Keyring apparently asks for a master password and it holds any keys you want to remember in the future. It gave me an error so I couldn't set up my AIM account completely. Now I'm trying to get back to that screen but I can only set up a Twitter or Facebook. Thanks, Aaron P.S. Can anyone tell me how to break the message up so it doesn't appear all on one line? I tried 'coding' a \n...seemed to work.

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  • Level Creating Help

    - by Brandon oubiub
    I am making a little 2d overhead RPG type game just for fun. I have almost all the basic stuff set up, but I just need a little help on level creation. I can already make a level and place each tile how I want it, but having to place each tile gets annoying after a while. I noticed that in a lot of games, even extremely simple ones, they have LOTS of levels with LOTS of tiles in each. Creating all that in this fashion would take forever. So I guess my question is, as a game developer, am I supposed to do all that, or maybe make a little level editor so I can see things as I create it? What do game developers do? I'm using Java. EDIT: Okay, say if I had an image for a map, that I made in MS paint or photoshop, and each pixel represent a tile value, could I somehow in Java detect what color an individual pixel is? If so, that would be perfect. If so, how?

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  • help installing some java and flash

    - by william
    ok so i have git now and some other stuff but ive looked around and all and i dont get very help full info Instructions 1 Download the latest version of Flash Player from the Adobe Website. Click on "Download the Latest Player," and choose ".deb for Ubuntu" from the drop down list. 2 Choose "Save File" from the pop up window. Sponsored Links Google Cloud Hosting Build And Run Your App Using Google App Engine cloud.google.com/appengine 3 Open a terminal window. The terminal window will be found under Applications - Utilities. 4 Change to the directory where your downloaded file was saved. cd Download 5 Install the libcurl3 library. sudo apt-get install libcurl3 6 Install the Flash Player. sudo dpkg --install install_flash_player__linux.deb Replace with the latest version number. 7 Restart Firefox. 8 Check that Flash Player was installed. Type about:plugins in a browser window, and look for the flash player MIME type. Read more: http://www.ehow.com/how_5068467_install-flash-player-ubuntu.html#ixzz2ixPj47qS what i dont is how the heck i change the directory and all that crap witch they say every one know

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