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  • Where can a self-teacher learn general good programming habits and conventions?

    - by lucid
    A few mistakes and general childishness in early adulthood have left me in a situation where I work a menial job, with no possibility (in the near future) of attending school. I aspire to one day work in the programming field (gaming specifically), after proving myself on the indie end of things. I've gotten very confident in C++, java, and python, and I find I'm able to solve any problem I want either from previous experience, or from scouring the web for help. The solutions work, and with each attempt they become more readable, maintainable, and extensible. But this is because I'm learning from mistakes and bad programming and design habits I feel I might have avoided with actual schooling. General tips like: "if it's hard to read or getting long, or you're writing it twice, it should be in one or more functions." or "design all your classes before you start coding, so you don't have to rewrite classes later when you discover an unforeseen dependency" Is there a good book or website for learning general good programming practices and design habits? Also, naming and format conventions. I realize sometimes development houses have their own conventions, but things like "Classes in python usually have the first letter of each word capitalized". I'd like to be able to show some source code to a potential employer, and be prepared when for what's expected on a team. Is there some central database of naming and formatting conventions somewhere? Also, feel free to give any thoughts on whether or not the self-teach, garner some indie sales, use them as your resume' route is realistic

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  • Unable to assign command output to a variable

    - by Harish Maralihalli
    I am trying to assign the latest file name obtained from the below ls command but getting some error, it would be very nice if someone can answer how can I fix this! fn=`ls -lrt pur_bom_interface_daily*.log | cut -c59-102 | tail -1` or fn=$(ls -lrt pur_bom_interface_daily*.log | cut -c59-102 | tail -1) Error got: ls: 0653-341 The file pur_bom_interface_daily*.log does not exist Note: pur_bom_interface_daily*.log I am using * since there are multiple files starting their name with pur_bom_interface_daily and concatanated with the date on which they have got created.

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  • PSEXEC - PATH VARIABLE NOT FOUND

    - by Magesh
    Hi, I use the PSEXEC to start the java process in local machine. When I run the PSEXEC without any user account it works fine. c:/psexec java testclass But when I run with an user account c:psexec -u user -p password java test It gives me the below error PsExec could not start java: The system cannot find the file specified I checked the environemt variable for the the above user and the PATH variable has been properly mapped to the java path. Could any one help me to resolve this issue.

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  • Addressing a variable in VB

    - by Jeff
    Why doesn't Visual Basic.NET have the addressof operator like C#? In C#, one can int i = 123; int* addr = &i; But VB has no equivalent counter part. It seems like it should be important. UPDATE Since there's some interest, Im copying my response to Strilanc below. The case I ran into didnt necessitate pointers by any means, but I was trying to trouble shoot a unit test that was failing and there was some confusion over whether or not an object being used at one point in the stack was the same object as an object several methods away.

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  • CSS variable height columns [migrated]

    - by Rob
    I have created a website, www.unionfamilies.com. I have a header, a main section consisting of two columns, and a footer. Currently, I have specified heights for header, main, footer, etc. I would like to make the site so the header stays on top, the columns adjust to match the height of the longest column, and the footer stays at the bottom. Can someone help me with this? I am new to CSS, so please be patient. Thank you.

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  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

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  • wordpress woocommerce php variable usage %1$s

    - by tech
    I am using wordpress with woocommerce and I am trying to manipulate a copy of myaccount.php The default code uses some variables of some sort that I am not familiar with nor have I been able to find documentation on. The variables in question are %1$s, %2$s and %s <p class="myaccount_user"> <?php printf( __( 'Hello <strong>%1$s</strong> (not %1$s? <a href="%2$s">Sign out</a>).', 'woocommerce' ) . ' ', $current_user->display_name, wp_logout_url( get_permalink( wc_get_page_id( 'myaccount' ) ) ) ); ?> <?php printf( __( 'From this page you can view your recent orders, manage your shipping and billing addresses and <a href="%s">edit your password and account details</a>.', 'woocommerce' ), wc_customer_edit_account_url() ); ?> </p> How can I identify the variables, what they represent and how to use them? Thank you.

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  • Overlap of the variable in mysql, my column are set to my query result

    - by foodil
    The question is not clear , let me clarify it: try{ $sql = ' SELECT UserID <==== (***********Used here for query ******) FROM user WHERE Rights != ?'; $stmt = $conn->prepare($sql); $stmt->execute(array('admin')); $result= $stmt->fetchAll(); } catch(PDOException $e) { die ($e->getMessage().'<a href="add.php"> Back</a>'); } foreach ($result as $set) { if ($set['UserID']==$_SESSION['username']) $rights='edit'; else {$rights=$_POST[$set['UserID']];} if (($rights != 'default' || $set['UserID']==$_SESSION['username']) && $_POST['public']==0 ) { $user=$set['UserID']; try { $query="INSERT INTO user_list(UserID <==== (***********Used here for insert ******),ListID,UserRights) VALUES ($user,$lastID,$rights)"; $stmt = $conn->prepare($query); $stmt->execute(); } catch(PDOException $e) { die ($e->getMessage().'<a href="add.php"> Back</a>'); $conn->rollBack(); } } } As you can see the UserID is a query result but it is also the column i need to insert, so when i insert into the table it will casued an error SQLSTATE[42S22]: Column not found: 1054 Unknown column 'UserA_ID' in 'field list' because the column is modify by my query result from: $query="INSERT INTO user_list(UserID,ListID,UserRights) VALUES ($user,$lastID,$rights)"; to: $query="INSERT INTO user_list(query_result_id,ListID,UserRights) VALUES ($user,$lastID,$rights)"; How to fix it ?Thank you.

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  • Cfengine Perform action based on variable value

    - by Daniel
    In cfengine, I have a variable that is set to the output of a command. Let say variable myoutput is set to "hi world". How can I execute a command based on the contents of myoutput. I would like to do something like this (sudo cfengine code): bundle agent test { vars: "myoutput" string => execresult("echo 'hi world';","noshell"); commands: myoutput=="hi world":: "/usr/bin/php myaction.php"; }

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  • Linking one uniform variable to many shaders

    - by Winged
    Let's say, that I have 3 programs, and in each of those programs there is a view matrix uniform, which should be the same in all those programs. Right now, when my camera moves, I need to re-upload the modified matrix to every program separately. Is it possible to create some kind of global uniforms which are constant for all programs linked to it, so I could just upload the matrix once? I tried creating a globalUniforms object which looked kinda like this: var globalUniforms = { program: {}, // (...) vMatrixUniform: null, // (...) initialize: function() { vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); } }; So I could just link it to proper programs like this: program.vMatrixUniform = globalUniforms.vMatrixUniform;, and then pass the matrix like this: if (camera.isDirty.viewMatrix !== false) { camera.isDirty.viewMatrix = false; gl.uniformMatrix4fv(globalUniforms.vMatrixUniform, false, camera.viewMatrix.element); } but unfortunately it throws an error: Uncaught exception: gl.INVALID_VALUE was caused by call to: getUniformLocation called from line 272, column 2 in () in mysite/js/mesh.js: vMatrixUniform = gl.getUniformLocation(this.program, 'uVMatrix'); Summing up: is there a more efficient way of managing shaders which follows my logic?

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  • XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision

    - by JiminyCricket
    I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me terrain that looks "organic" enough. There is also the problem of having to construct several different types of tile for each slope when they're chained together (only 45 degree tiles will chain perfectly as I understand it). I had thought of somehow scanning for connected chains of sloped tiles and treating it as a new large triangle, as I was having trouble with glitching at the edges where sloped tiles connect. But, this leads back to the problem of limiting the curvature of the terrain. So...what I'd like to do now is create a simple image or texture of the terrain of a level (or section of the level) and generate a simple heightmap (of the Y's for each X) for the terrain. The player's Y position would then just be updated based on their X position. Is there a simple way of doing this (or a better way of solving this problem)? The main problem I can see with this method is the case where there are areas above the ground that can be walked on. Maybe there is a way to just map all walkable ground areas? I've been looking at this helpful bit of code: http://thirdpartyninjas.com/blog/2010/07/28/sloped-platform-collision/ but need a way to generate the actual points/vectors.

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  • How to play the sound of an object sliding on another object for a variable duration

    - by Antoine
    I would like to add sound effects to a basic 2D game. For example, a stone sphere is rolling on wood surface. Let's say I have a 2 second audio recording of this. How could I use the sample to add sound for an arbitrary duration ? So far I have two solutions in mind: a/ record the sound for an amount of time that is greater than the maximum expected duration, and play only a part of it; b/ extract a small portion of the sample and play it in a loop for the duration of the move; however I'm not sure if it makes sense with an audio wave.

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  • Make Interactive Story more Variable [on hold]

    - by Guest0343
    I'm creating an interactive story that allows users to make choices based on a story. However, it doesn't give users room to do much creatively on their own. They are bound by the script at the moment. I'm wondering if anyone can suggest any element I can add that might give users some personalization. I was thinking about maybe character editing, but that doesn't add too much. I also thought about a stats system where they can have certain attributes and stats they might earn, but I'm not sure how they might use those stats. Anything is helpful!

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  • Fixed Sized Buffer or Variable Buffers with C# Sockets

    - by Keagan Ladds
    I am busy designing a TCP Server class in C# that has events and allows the user of the class to define packets that the server can send a receive by registering a class that is derived from my "GenericPacket" class. My TCPListener uses Async methods such as .BeginReceive(..); My issue is that because I am using the .BeginReceive(); I need to specify a buffer size when I call the function. This means I cant read the whole packet if one of my defined packets is too big. I have thought of creating a fixed sized Header that gets read using .BeginRead(); and the read the rest using Stream.Read(); but this will lead to the whole server having to wait for this operation to complete. I would like to know if anyone has come across this before and I would appreciate any suggestions.

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  • Plan variable and call dependencies

    - by Gerenuk
    I'd like to write down the design of my program to understand the dependencies and calls better. I know there are class diagrams which show inheritance and attribute variables. However I'd also like to document the input parameters to method functions and in particular which calls the methods function executes inside (e.g. on the input parameters). Also sometimes it might be useful to show how actual objects are connected (if there is a standard structure). This way I can have a better understanding of the modules and design before starting to program. Can you suggest a method to do this software design? It should be one-to-one to programming code structure so that I really notice all quirks beforehand (instead of high-level design where thing are hard to implement without further work). Maybe some special diagram or tool or a combination? It is static dependency and call design rather than time dependent execution monitoring. (I use Python if you have any specialized recommendations).

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  • Orthographic Projection with variable FOV

    - by cubrman
    We are building agame with orthographic view. The problem we face is the fact that with different resolution you can see different area of the game world. E.g. if you have higher resolution you can see more around you. To solve this we currently use a common scale factor that every model is scaled by, depending on resolution. But this has drawbacks when drawing shadows - I cannot set a higher view angle for the orthographic shadow camera, while when using the perspective shadow camera I get significantly worse shadow quality. So the question is is there any way to controll FOV when using orthographic projection, or, more specifically, what is the easiest way to scale the world uniformly up or down with orthographic projection matrix? I saw that in 3ds MAX you can control FOV for an orthographic camera I wonder how they implemented it.

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  • Calculating WPM given a variable stream of input

    - by Jaxo
    I'm creating an application that sits in the background and records all key presses (currently this is done and working; an event is fired every keydown/keyup). I want to offer a feature for the user that will show them their WPM over the entire session the program has been running for. This would be easy if I added a "Start" and "End" button to activate a timer, but I need to detect only when the user is typing continuously - ignoring all one-time keyboard shortcuts and breaks the user takes from typing. How in the world do I approach this? Is this even realistically & accurately possible?

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  • plotting histograms in ROOT with varying variable names

    - by user66890
    I am not sure how to phrase this question correctly, but this is what I am trying to do. A single histogram can be plotted using cern ROOT with a following command, (TH1F*)electron->Draw(); But I have tens of histograms named in a sequence, such as electron1, elecron2, electron3, etc, and I want to write a simple loop to plot them all. I tried using sprintf and a simple for loop, but ROOT doesn't like it. char name[20]; (TH1F*)electron->Draw(); for(int j=0;j<5;j++){ sprintf(name, "%s%d","electron",j); (TH1F*)name->Draw("same"); } What am I doing wrong? Thanks in advance.

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  • Python GUI and MVC - get variable from other module

    - by lyvic
    I am trying to split my code in different layers: GUI, reading the GUI, creating input, calculating the model, interpreting data, creating view, sending the view to the GUI. I got the idea of the MVC and would like to try to build my program that way. But I'm a little confused about how to exchange information between those modules. I'm running into problems with undefined global names and so forth. Example code how I'm trying to get out of this can be found here: http://stackoverflow.com/questions/17385373/setup-a-mvc-mvw-system-in-python-with-tkinter

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  • Using ImpactJS: How to set a publicly available variable

    - by Dave Voyles
    I'm trying to get an entity (a bullet, a grenade, and an explosive) from my player player. Specifically, I want the shootingRate of my bullet (how frequently it can be fired). How can I do this without having to call getEntityByType each time I fire this projectile? There has got to be a cleaner way from what I'm doing right now.... // Shooting var isShooting = ig.input.state('shoot'); if (isShooting && this.lastShootTimer.delta() > 0) { switch (this.activeWeapon) { case("EntityBullet"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y - 10); var equipedWeap = ig.game.getEntitiesByType(EntityBullet); this.lastShootTimer.set(equippedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; case("EntityGrenade"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5); var equipedWeap = ig.game.getEntitiesByType(EntityGrenade); this.lastShootTimer.set(equipedWeap.shootingRate); console.log(EquipedWeap.shootingRate); break; case("EntityExplosiveBomb"): ig.game.spawnEntity(this.activeWeapon, this.pos.x, this.pos.y +5 ); var equipedWeap = ig.game.getEntitiesByType(EntityExplosiveBomb)[0]; this.lastShootTimer.set(equipedWeap.shootingRate); console.log(equipedWeap.shootingRate); break; } }

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  • SSI: Failed String Comparison with CGI Environment Variable [migrated]

    - by Calyo Delphi
    I am currently working on developing a personal website. It's not my first time doing this, but this is my first major foray into implementing SSI. I've run myself into a wall, however, with an if-else directive that uses one of the CGI environment variables as part of its comparison. Even after some limited attempts at debugging, all of the output and documentation that I have means that the comparisons being made should fail outright. This is not the case, and the wrong evaluation is being made by the if-else directive. Here's the code in the file index.shtml: <head> <!--#set var="page" value="Home" --> <!--#include file="headlinks.shtml" --> <style> img#ref { float: right; margin-left: 8px; border-width: 0px; } </style> </head> Here's the code in the file headlinks.shtml: <title><!--#echo var="page" --> &ndash; <!--#echo var="HTTP_HOST" --></title> <!--#set var="docroot" value="${DOCUMENT_ROOT}" --> <!--#echo var="docroot" --> <!--#if expr="( $docroot != '/Applications/MAMP/htdocs' ) || ( $docroot != '/home/dragarch/public_html' )" --> <link rel="stylesheet" type="text/css" href="../style.css"> <link rel="shortcut icon" type="image/svg+xml" href="../favicon.svg" /> <!--#else --> <link rel="stylesheet" type="text/css" href="style.css"> <link rel="shortcut icon" type="image/svg+xml" href="favicon.svg" /> <!--#endif --> And here's the output for the file index.shtml: <title>Home &ndash; dragarch</title> /Applications/MAMP/htdocs <link rel="stylesheet" type="text/css" href="../style.css"> <link rel="shortcut icon" type="image/svg+xml" href="../favicon.svg" /> Both style.css and favicon.svg are in the document root with index.shtml, so the if directive should fail and default to the output of the else directive. As you can see, while the document root (which is currently the MAMP htdocs folder on my own notebook) is correct according to the output of the echo directive, the comparison in the if-else directive fails to compare the strings properly. I'm using this page for my documentation: http://httpd.apache.org/docs/2.2/mod/mod_include.html I'm at a complete loss as to why this is the case, and need a bit of help here. EDIT: I should note that dragarch is a hostname that I configured in /etc/hosts to point to 127.0.0.1 so I could test the site without having to use localhost. It has no real effect on the functionality of anything, other than to just act as a prettier hostname to use.

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  • Barrier implementation with mutex and condition variable

    - by kkp
    I would like to implement a barrier using mutex locks and conditional variables. Please let me know whether my implementation below is fine or not? static int counter = 0; static int Gen = 999; void* thread_run(void*) { pthread_mutex_lock(&lock); int g = Gen; if (++counter == nThreads) { counter = 0; Gen++; pthread_cond_broadcast(&cond_var); } else { while (Gen == g) pthread_cond_wait(&cond_var, &lock); } pthread_mutex_unlock(&lock); return NULL; }

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