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  • What's the best way to learn/increase problem-solving skills?

    - by tucaz
    Hi all! I'm not sure this is the right place to ask this question, neither if this is the right way to ask this question but I hope you help me if it is not. I work as a programmer since I was 15 (will be 24 next week) so learning programming logic was somehow natural during the course of my career and I think that it helped me to get pretty good problem-solving. One thing none of us (programmers) can deny is that programming logic helps us in a lot of fields outside computer programming. So I'd say it is a very valuable resource that one should learn. My girlfriend is not a programmer and graduated in college on a non related course (Foreign Relations) because she didn't know what to study back then. As the years passed she discovered that she liked Logistics and started to work with it almost two years ago. However, since she does not have a technical background (not even basic Math) she is really having a hard time with it. She is already trying to catch up with Math, but even simple questions/brain-teasers are hard to her. For example, trying to find the missing numbers of this sequence: 0, 1, 1, 2, 3, 5, 8, _, _, 34 and so on. We know that this is Fibonacci but if we didn't we would probably be able to get to the correct answer just by "guessing" (using our acquired problem-solving skills). I'm not sure if problem-solving skills or logic are the correct name for it, but this is what I mean: quick solve problems, brain-teasers, find patterns, have a "sharp" mind. So, the question is: what is the best way for someone to learn this kind of skills without being a programmer (or studying algorithms and such)? If you say it is a book, could you please recommend one? Thanks a lot!

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  • Circle to Circle collision, checking each circle against all others

    - by user14861
    I'm currently coding a little circle to circle collision demo but I've got a little stuck. I think I currently have the code to detect collision but I'm not sure how to loop through my list of circles and check them off against one another. Collision check code: public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } Loop through code: Vector2 depth = Vector2.Zero; for (int i = 0; i < bounds.Count; i++) for (int j = i+1; j < bounds.Count; j++) { depth = CircleToCircleIntersection.GetIntersectionDepth(bounds[i], bounds[j]); } Clearly I'm a complete newbie, wondering if anyone can give any suggestions or point out my errors, thanks in advance. :)

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  • How to determine the end of list has been reached?

    - by Sweta Dwivedi
    I'm trying to animate my object according to a set of recorded values from kinect skeleton stream by saving the (x,y,z) stream from the skeletal data into a list and then set my objects x and y position from the x,y of the list. However, once the list end has been reached it starts to animate again from the start. I don't want that - I just want the model position to keep going in the positive X direction. Is there any way I can check if end of the list has been reached and to just update the model position in x direction? Or is there any other way to continue moving my sprite once the points in the list are over... i dont want it to start animating all the way again.. protected override void Update(GameTime gameTime) { //position += spriteSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; //// TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int) Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int) Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); motion_2.Add(new Point(x, y)); } } position.X = motion_2[i].X; position.Y = motion_2[i].Y; i++; a_butterfly_up.Update(gameTime); a_butterfly_side.Update(gameTime); G_vidPlayer.Play(mossV); base.Update(gameTime); }

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  • Learning Programming from scratch

    - by David542
    I am entirely new to programming, other than basic HTML/CSS knowledge. I want to learn programming as quickly and efficiently as possible, and I'm willing to put in the time (at least 70 hours a week). The reason I want to learn is because I have a startup that I've written a business plan for and have prototyped in Photoshop (both front-end and back-end pages). My goals is to have a prototype of the site up within 6 months. I have a good aptitude for math (A's in all math courses up through DiffEq and Linear Algebra). I assume learning programming from scratch can be a daunting task -- not because it is particularly difficult, but because there are so many areas and so much information. I want to make sure that I learn as efficiently as possible and have individuals (in addition to Google) to solicit advice from and that will help me when I get stuck or have questions. I know with other's help, my learning experience will be both more productive and enjoyable. What is the best way to find people that will help me in this? What are some good 'live' resources in addition to asking questions on Stack Overflow? Thank you very much for your time and help.

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  • How to scroll hex tiles?

    - by Chris Evans
    I don't seem to be able to find an answer to this one. I have a map of hex tiles. I wish to implement scrolling. Code at present: drawTilemap = function() { actualX = Math.floor(viewportX / hexWidth); actualY = Math.floor(viewportY / hexHeight); offsetX = -(viewportX - (actualX * hexWidth)); offsetY = -(viewportY - (actualY * hexHeight)); for(i = 0; i < (10); i++) { for(j = 0; j < 10; j++) { if(i % 2 == 0) { x = (hexOffsetX * i) + offsetX; y = j * sourceHeight; } else { x = (hexOffsetX * i) + offsetX; y = hexOffsetY + (j * sourceHeight); } var tileselected = mapone[actualX + i][j]; drawTile(x, y, tileselected); } } } The code I've written so far only handles X movement. It doesn't yet work the way it should do. If you look at my example on jsfiddle.net below you will see that when moving to the right, when you get to the next hex tile along, there is a problem with the X position and calculations that have taken place. It seems it is a simple bit of maths that is missing. Unfortunately I've been unable to find an example that includes scrolling yet. http://jsfiddle.net/hd87E/1/ Make sure there is no horizontal scroll bar then trying moving right using the - right arrow on the keyboard. You will see the problem as you reach the end of the first tile. Apologies for the horrid code, I'm learning! Cheers

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  • What are some Java patterns well-suited for fast, algorithmic coding?

    - by Casey Chu
    I'm in college, and I've recently started competing in programming competitions with my friends. These competitions involve solving algorithmic problems quickly. It's a lot of fun, but there's one problem: I'm forced to use Java. (My teammates use Java.) Background: I'm a self-taught JavaScript programmer, and it hurts to write Java code. I find it very verbose and inflexible, and I feel slowed down when having to declare types and decide which of the eighty list data structure to use. I'm also frustrated about the lack of functional programming features and how verbose using regular expressions, arrays, and dictionaries are. As an example, consider the problem of finding the length of the longest string of consecutive characters in a given string. So the string XX22BBBBccXX222 would give 4, for the string of four Bs. In Java, I'd have to loop through and manually count characters and manually keep track of the maximum. (That's at least as far as I'm aware -- I'm not as familiar with Java as I am with JavaScript.) In JavaScript, I'd find it like this: var max = Math.max.apply(Math, str.match(/(.)\1*/g).map(function (s) { return s.length; })); Much quicker and simpler, in my book. The question: what are some Java features, techniques, or patterns well-suited for fast, algorithmic coding?

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • How to shift a vector based on the rotation of another vector?

    - by bpierre
    I’m learning 2D programming, so excuse my approximations, and please, don’t hesitate to correct me. I am just trying to fire a bullet from a player. I’m using HTML canvas (top left origin). Here is a representation of my problem: The black vector represent the position of the player (the grey square). The green vector represent its direction. The red disc represents the target. The red vector represents the direction of a bullet, which will move in the direction of the target (red and dotted line). The blue cross represents the point from where I really want to fire the bullet (and the blue and dotted line represents its movement). This is how I draw the player (this is the player object. Position, direction and dimensions are 2D vectors): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.drawImage(this.image, Math.round(-this.dimensions.x/2), Math.round(-this.dimensions.y/2), this.dimensions.x, this.dimensions.y); ctx.restore(); This is how I instanciate a new bullet: var bulletPosition = playerPosition.clone(); // Copy of the player position var bulletDirection = Vector2D.substract(targetPosition, playerPosition).normalize(); // Difference between the player and the target, normalized new Bullet(bulletPosition, bulletDirection); This is how I move the bullet (this is the bullet object): var speed = 5; this.position.add(Vector2D.multiply(this.direction, speed)); And this is how I draw the bullet (this is the bullet object): ctx.save(); ctx.translate(this.position.x, this.position.y); ctx.rotate(this.direction.getAngle()); ctx.fillRect(0, 0, 3, 3); ctx.restore(); How can I change the direction and position vectors of the bullet to ensure it is on the blue dotted line? I think I should represent the shift with a vector, but I can’t see how to use it.

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  • Points around a circumference C#

    - by Lautaro
    Im trying to get a list of vectors that go around a circle, but i keep getting the circle to go around several times. I want one circel and the dots to be placed along its circumference. I want the first dot to start at 0 and the last dot to end just before 360. Also i need to be able to calculate the spacing by the ammount of points. List<Vector2> pointsInPath = new List<Vector2>(); private int ammountOfPoints = 5; private int blobbSize = 200; private Vector2 topLeft = new Vector2(100, 100); private Vector2 blobbCenter; private int endAngle = 50; private int angleIncrementation; public Blobb() { blobbCenter = new Vector2(blobbSize / 2, blobbSize / 2) + topLeft; angleIncrementation = endAngle / ammountOfPoints; for (int i = 0; i < ammountOfPoints; i++) { pointsInPath.Add(getPointByAngle(i * angleIncrementation, 100, blobbCenter)); // pointsInPath.Add(getPointByAngle(i * angleIncrementation, blobbSize / 2, blobbCenter)); } } private Vector2 getPointByAngle(float angle, float distance, Vector2 centre) { return new Vector2((float)(distance * Math.Cos(angle) ), (float)(distance * Math.Sin(angle))) + centre ; }

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  • Majoring in computer science, but i'm not to sure I'm in the right field [closed]

    - by user74340
    Throught out my high school years and first year in college, I never thought of studying computer science. I studied biology and chemistry during my first year, and I didn't like the research, nor any type of medical professionals. So I took an introductory CS course, and loved the diverse roles this field can have. So I declare CS as my major. I finished first, and second year CS courses. Then now, I'm doing my co-op(intern) as a web developer. During my first and second year, I was always just an average student. My grades is around low B. But I put so much effort to understand my course' materials. I see many brilliants peers who not only excel at what they do, but have the passion. So I always doubt myself if I don't belong in this field. I'm not good at math, I usually get Cs on my math courses. My internship (a corporate developer job) is okay. But doesn't want to work like this after my graduation). Some aspects of CS that I like is HCI. In my experience in programming, and group projects, I enjoyed designing User interface, and thinking of user experience. I'm also thinking of taking some psychology courses.. I would appreciate any criticism, or advices.

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  • Facing a character towards the mouse

    - by ratata
    I'm trying to port a simple 2d top down shooter game from C++(Allegro) to Java and i'm having problems with rotating my character. Here's the code i used in c++ if (keys[A]) RotateRight(player, degree); if (keys[D]) RotateLeft(player, degree); void RotateLeft(Player& player, float& degree) { degree += player.rotatingSpeed; if ( degree >= 360 ) degree = 0; } void RotateRight(Player& player, float& degree) { degree -= player.rotatingSpeed; if ( degree <= 0) degree = 360; } And this is what i have in render section: al_draw_rotated_bitmap(player.image, player.frameWidth / 2, player.frameHeight / 2, player.x, player.y, degree * 3.14159 / 180, 0); Instead of using A-D keys i want to use mouse this time. I've been searching since last night and came up to few sample codes however noone of them worked. For example this just made my character to circle around the map: int centerX = width / 2; int centerY = height / 2; double angle = Math.atan2(centerY - mouseY, centerX - mouseX) - Math.PI / 2; ((Graphics2D)g).rotate(angle, centerX, centerY); g.fillRect(...); // draw your rectangle Any help is much appreciated.

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  • Process video (canon) mov files

    - by user613326
    Well i would like to program something to process HDR made by magic lantern a canon add on. That doesnt change the format its just some kind of add on, that can produce HDR video. Its a bit complex to make such videos so i would like to use some math and make it myself and makee the software freeware (as a thanks to the creators of magic lantern). The problem with that HDR that normal converts have a lot of artifacts, and i would like to make something (for free) using some new algorithms. I have made, this works fine on individual images, my ideas work. I would want to do this on that canon 60d video format. Canons mov format, and am so far out of luck to read that out. It must be possible dough as i know in some projects they do it too. I would not like to export a movie first to jpg and then back to video as that requires a lot of disk space, i would like to retrieve individual frames, do my math based multiple frames, and then build a new movie on it. The output video can be of any type, avi or mov again. Does anyone know of a library who can do that ? (read and save), So i could use it in a C# project (i prefer C# above c++, but c++ is an option to program in to for me).

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  • how to rotate a sprite using multi touch (andengine) in android?

    - by 786
    I am new to android game development. I am using andengine GLES-2. i have created sprite as a box. this box is now draggable by using this coding. it works fine. but i want multitouch on this which i want to rotate a sprite with 2 finger in that box and even it should be draggable. .... plz help someone by overwriting this code or by giving exact example of this doubt... i am trying this many days but no idea. final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box= new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; } thanks

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  • Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

    - by Afonso Lage
    After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused about all this. I want to have a 3D first person camera. The move (translation) is working fine but the rotation isnt working like I need. I need a camera to rotate arround world Axis and not about its own axis. But even using Quaternions, this doesnt work and no matter how much I read about Euler Angles, everybody says to me dont touch on it! This is a little piece of code that i'm using to make the rotation: Quaternion qPitch = Quaternion.createFromAxis(cameraRotate.x, 1.0f, 0.0f, 0.0f); Quaternion qYaw = Quaternion.createFromAxis(cameraRotate.y, 0.0f, 1.0f, 0.0f); this.multiplicate(qPitch.toMatrix4f().toArray()); this.multiplicate(qYaw.toMatrix4f().toArray()); Where this is a Matrix4f view matrix and cameraRotate is a Vector3f that just handle the angles to rotate obtained from mouse move. So I think I'm doing everything right: Translate the view Matrix Rotate the Move Matrix So, after reading all this, I just want to know: To obtain a correct first person camera rotate, I must need to use Quaternios to make the rotations, but how to rotate around world axis? Thanks for reading it. Best regards, Afonso Lage

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  • How to handle circle penetration

    - by Kaertserif
    I've been working on cirlce to circle collision and have gotten the intersection method working correctly, but I'm having problems using the returned values to actually seperate the circles from one another. This is the method which calculates the depth of the circle collision public static Vector2 GetIntersectionDepth(Circle a, Circle b) { float xValue = a.Center.X - b.Center.X; float yValue = a.Center.Y - b.Center.Y; Vector2 depth = Vector2.Zero; float distance = Vector2.Distance(a.Center, b.Center); if (a.Radius + b.Radius > distance) { float result = (a.Radius + b.Radius) - distance; depth.X = (float)Math.Cos(result); depth.Y = (float)Math.Sin(result); } return depth; } This is where I'm trying to apply the values to actually seperate the circles. Vector2 depth = Vector2.Zero; for (int i = 0; i < circlePositions.Count; i++) { for (int j = 0; j < circlePositions.Count; j++) { Circle bounds1 = new Circle(circlePositions[i], circle.Width / 2); Circle bounds2 = new Circle(circlePositions[j], circle.Width / 2); if(i != j) depth = CircleToCircleIntersection.GetIntersectionDepth(bounds1, bounds2); if (depth != Vector2.Zero) { circlePositions[i] = new Vector2(circlePositions[i].X + depth.X, circlePositions[i].Y + depth.Y); } } } If you can offer any help in this I would really appreciate it.

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  • Dropping multiple objects using an array in Actionscript?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, I'm not sure if I'm using Math.random correctly. Also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? This is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Actionscript - Dropping Multiple Objects Using an Array? [closed]

    - by Eratosthenes
    Possible Duplicate: Actionscript - Dropping Multiple Objects Using an Array? I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • How do I have an arrow follow different height parabolas depending on how long the player holds down a key?

    - by Moondustt
    i'm trying to throw an arrow in my game, but i'm having a hard time trying to realize how to make a good parabola. What I need: The more you hold "enter" stronger the arrow goes. The arrow angle will be always the same, 45 degrees. This is what I have already have: private float velocityHeld = 1f; protected override void Update(GameTime gameTime) { private void GetKeyboardEvent() { if (Keyboard.GetState().IsKeyDown(Keys.Enter) && !released) { timeHeld += velocityHeld; holding = true; } else { if (holding) { released = true; holding = false; lastTimeHeld = timeHeld; } } } if (released && timeHeld > 0) { float alpha = MathHelper.ToRadians(45f); double vy = timeHeld * Math.Sin(alpha); double vx = timeHeld * Math.Cos(alpha); ShadowPosition.Y -= (int)vy; ShadowPosition.X += (int)vx; timeHeld -= velocityHeld; } else { released = false; } } My question is, what do I need to do to make the arrow to go bottom as it loses velocity (timeHeld) to make a perfect parabola?

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  • Web Host which provides Latex and embedded programming [duplicate]

    - by Polymer
    This question already has an answer here: How to find web hosting that meets my requirements? 5 answers Hopefully this is a reasonable place to ask this question. I'll confess I'm a little green when it comes to web programming and websites in general (though not programming). I'm a Math and Physics person. I want to make a personal webpage containing a Math and Physics blog. Ideally the blog should support latex, and embedded programs. This would allow me to write, say, an equation for an orbit and then show what the orbit would look like (perhaps letting the reader configure parameters). The programming language can be javascript (though it isn't my favorite language). My budget is around 5 dollars a month. Does anybody have suggestions for a good Shared host with these kind of requirements? And a small aside, It would be useful if I can move the website content, since I might live at a university in the nearish future. They would have servers which could support such a webpage.

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  • tomcat JAXB 1 and 2 linkageerror

    - by Alex
    Hi there, I'm running a tomcat 6, spring, apache cxf webservice, know it is a must to add one third party library to my webapp to fulfill an order. I have jaxb-impl-2.1.12.jar for apache cxf in WEB-INF/lib folder and the new library which contains the JAXB 1.0 runtime. JAXB 2 ist used by apache cxf for dynamic clients (i need them). So is there a possibility to run the webapps with both libraries? Best regards Alex Caused by: java.lang.LinkageError: You are trying to run JAXB 2.0 runtime but you have old JAXB 1.0 runtime earlier in the classpath. Please remove the JAXB 1.0 runtime for 2.0 runtime to work correctly.

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  • mysql.sock doesn't get installed after mysql installation on snow leopard

    - by Hristo
    This is a recent problem... MySQL was working and a couple of days ago I must have done something. I deleted MySQL and tried reinstalling using the .dmg file. The mysql.sock file never gets created and I get the following error messages: Hristo$ mysql Enter password: ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/mysql/mysql.sock' (2) I also tried stopping Apache and installing but Apache gave me an error... I don't know if this is good or bad: Hristo$ sudo apachectl stop launchctl: Error unloading: org.apache.httpd I tried the MacPorts installation as well but the socket file still didn't get created. I don't really know what to do and I don't want to reinstall Snow Leopard and start from scratch :/ Any ideas? Thanks, Hristo

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  • What type of git server do you use? or how do you use git?

    - by Johan
    Hi Let's say we have a small team, 1-5 persons. What type of "git setup" would you use? Would you use gitweb and apache so you could run over http? Or would you use the user-accounts and ssh in some way? Today I'm familiar to use SubVersion thou apache (http), but I'm not sure it is right to setup to use git the same way... Thanks Johan Update: It feels like if we combine the answer that Dietrich Epp and the one hallidave gave I could get a quick and good solution. A common dir in the servers filesystem where all can write, and that dir is also exposed with apache. That way everybody can always get the latest, but only trusted people can write to it...

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  • How-to configure Spring Social via XML

    - by Matthias Steiner
    I spend a few hours trying to get Twitter integration to work with Spring Social using the XML configuration approach. All the examples I could find on the web (and on stackoverflow) always use the @Config approach as shown in the samples For whatever reason the bean definition to get an instance to the twitter API throws an AOP exception: Caused by: java.lang.IllegalStateException: Cannot create scoped proxy for bean 'scopedTarget.twitter': Target type could not be determined at the time of proxy creation. Here's the complete config file I have: <?xml version="1.0" encoding="UTF-8"?> <beans xmlns="http://www.springframework.org/schema/beans" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:jaxrs="http://cxf.apache.org/jaxrs" xmlns:context="http://www.springframework.org/schema/context" xmlns:util="http://www.springframework.org/schema/util" xmlns:cxf="http://cxf.apache.org/core" xmlns:aop="http://www.springframework.org/schema/aop" xmlns:jee="http://www.springframework.org/schema/jee" xmlns:mvc="http://www.springframework.org/schema/mvc" xmlns:jdbc="http://www.springframework.org/schema/jdbc" xsi:schemaLocation=" http://www.springframework.org/schema/beans http://www.springframework.org/schema/beans/spring-beans-3.1.xsd http://cxf.apache.org/jaxrs http://cxf.apache.org/schemas/jaxrs.xsd http://www.springframework.org/schema/context http://www.springframework.org/schema/context/spring-context.xsd http://www.springframework.org/schema/util http://www.springframework.org/schema/util/spring-util-3.1.xsd http://cxf.apache.org/core http://cxf.apache.org/schemas/core.xsd http://www.springframework.org/schema/aop http://www.springframework.org/schema/aop/spring-aop-3.1.xsd http://www.springframework.org/schema/jee http://www.springframework.org/schema/jee/spring-jee-3.1.xsd http://www.springframework.org/schema/mvc http://www.springframework.org/schema/mvc/spring-mvc-3.1.xsd http://www.springframework.org/schema/jdbc http://www.springframework.org/schema/jdbc/spring-jdbc-3.1.xsd"> <import resource="classpath:META-INF/cxf/cxf.xml" /> <import resource="classpath:META-INF/cxf/cxf-servlet.xml" /> <jee:jndi-lookup id="dataSource" jndi-name="java:comp/env/jdbc/DefaultDB" /> <!-- initialize DB required to store user auth tokens --> <jdbc:initialize-database data-source="dataSource" ignore-failures="ALL"> <jdbc:script location="classpath:/org/springframework/social/connect/jdbc/JdbcUsersConnectionRepository.sql"/> </jdbc:initialize-database> <bean id="connectionFactoryLocator" class="org.springframework.social.connect.support.ConnectionFactoryRegistry"> <property name="connectionFactories"> <list> <ref bean="twitterConnectFactory" /> </list> </property> </bean> <bean id="twitterConnectFactory" class="org.springframework.social.twitter.connect.TwitterConnectionFactory"> <constructor-arg value="xyz" /> <constructor-arg value="xzy" /> </bean> <bean id="usersConnectionRepository" class="org.springframework.social.connect.jdbc.JdbcUsersConnectionRepository"> <constructor-arg ref="dataSource" /> <constructor-arg ref="connectionFactoryLocator" /> <constructor-arg ref="textEncryptor" /> </bean> <bean id="connectionRepository" factory-method="createConnectionRepository" factory-bean="usersConnectionRepository" scope="request"> <constructor-arg value="#{request.userPrincipal.name}" /> <aop:scoped-proxy proxy-target-class="false" /> </bean> <bean id="twitter" factory-method="?ndPrimaryConnection" factory-bean="connectionRepository" scope="request" depends-on="connectionRepository"> <constructor-arg value="org.springframework.social.twitter.api.Twitter" /> <aop:scoped-proxy proxy-target-class="false" /> </bean> <bean id="textEncryptor" class="org.springframework.security.crypto.encrypt.Encryptors" factory-method="noOpText" /> <bean id="connectController" class="org.springframework.social.connect.web.ConnectController"> <constructor-arg ref="connectionFactoryLocator"/> <constructor-arg ref="connectionRepository"/> <property name="applicationUrl" value="https://socialscn.int.netweaver.ondemand.com/socialspringdemo" /> </bean> <bean id="signInAdapter" class="com.sap.netweaver.cloud.demo.social.SimpleSignInAdapter" /> </beans> What puzzles me is that the connectionRepositoryinstantiation works perfectly fine (I commented-out the twitter bean and tested the code!) ?!? It uses the same features: request scope and interface AOP proxy and works, but the twitter bean instantiation fails ?!? The spring social config code looks as follows (I can not see any differences, can you?): @Configuration public class SocialConfig { @Inject private Environment environment; @Inject private DataSource dataSource; @Bean @Scope(value="singleton", proxyMode=ScopedProxyMode.INTERFACES) public ConnectionFactoryLocator connectionFactoryLocator() { ConnectionFactoryRegistry registry = new ConnectionFactoryRegistry(); registry.addConnectionFactory(new TwitterConnectionFactory(environment.getProperty("twitter.consumerKey"), environment.getProperty("twitter.consumerSecret"))); return registry; } @Bean @Scope(value="singleton", proxyMode=ScopedProxyMode.INTERFACES) public UsersConnectionRepository usersConnectionRepository() { return new JdbcUsersConnectionRepository(dataSource, connectionFactoryLocator(), Encryptors.noOpText()); } @Bean @Scope(value="request", proxyMode=ScopedProxyMode.INTERFACES) public ConnectionRepository connectionRepository() { Authentication authentication = SecurityContextHolder.getContext().getAuthentication(); if (authentication == null) { throw new IllegalStateException("Unable to get a ConnectionRepository: no user signed in"); } return usersConnectionRepository().createConnectionRepository(authentication.getName()); } @Bean @Scope(value="request", proxyMode=ScopedProxyMode.INTERFACES) public Twitter twitter() { Connection<Twitter> twitter = connectionRepository().findPrimaryConnection(Twitter.class); return twitter != null ? twitter.getApi() : new TwitterTemplate(); } @Bean public ConnectController connectController() { ConnectController connectController = new ConnectController(connectionFactoryLocator(), connectionRepository()); connectController.addInterceptor(new PostToWallAfterConnectInterceptor()); connectController.addInterceptor(new TweetAfterConnectInterceptor()); return connectController; } @Bean public ProviderSignInController providerSignInController(RequestCache requestCache) { return new ProviderSignInController(connectionFactoryLocator(), usersConnectionRepository(), new SimpleSignInAdapter(requestCache)); } } Any help/pointers would be appreciated!!! Cheers, Matthias

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  • mysql.sock file missing after installing MySQL on Snow Leopard

    - by Hristo
    This is a recent problem... MySQL was working and a couple of days ago I must have done something. I deleted MySQL and tried reinstalling using the .dmg file. The mysql.sock file never gets created and I get the following error messages: Hristo$ mysql Enter password: ERROR 2002 (HY000): Can't connect to local MySQL server through socket '/var/mysql/mysql.sock' (2) I also tried stopping Apache and installing but Apache gave me an error... I don't know if this is good or bad: Hristo$ sudo apachectl stop launchctl: Error unloading: org.apache.httpd I tried the MacPorts installation as well but the socket file still didn't get created. I don't really know what to do and I don't want to reinstall Snow Leopard and start from scratch :/ I also tried installing the 32-bit version and same deal. No luck. Any ideas? Thanks, Hristo

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