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  • Can i make a launcher shortcut perform different actions based on a condition

    - by Nirmik
    What i want to do is pretty simple to understand. I want the same launcher shortcut to act like a ON/OFF swith for eg. Like suppose i have made a launcher to start LAMPP with the command gksudo /opt/lampp/lampp start This works properly to start lampp. Now,what i want to do is,If LAMPP is not on,the launcher should execute the above command and start lampp.While if lampp is on,I want ti to execute the command gksudo /opt/lampp/lampp stop and stop lampp. I want these 2 commands to be executed by the same launcher where the command to be executed is decided on the basis of a condition(LAMPP being ON or OFF in the above example) Can i do this? and how? I guess writing a bash script and then making the launcher execute the bash script would do it.but then how do i check weather lampp is on of off?

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  • Best way to implement mouse-based movement in MMOG

    - by fiftyeight
    I want to design an MMO where players click the destination they want to walk to with their mouse and the character moves there, similar to Runescape in this manner. I think it should be easier than keyboard movement since the client can simply send the server the destination each time the player clicks on a destination. The main thing I'm trying to decide is what to do when there are obstacles in the way. It's no problem to implement a simple path-finding solution on the client, the question is if the server will do path-finding as well, since it'll probably take too much Computation power from the server. What I though is that when there is an obstacle the client will send only the first coordinate it plans to go to and then when he gets there he'll send the next coordinate automatically. For example if there is a rock in the way the character will decide on a route that is made of two destinations so it goes around the rock and when it arrives at the first destination it sends the next coordinate. That way if the player changes destination is the middle he won't send unnecessary information. Is this a good way to implement it and is there a standard way MMOGs usually do it? EDIT: I should also mention that the server will make sure all movements are legal and there aren't any walls in the way etc. In the way I wrote it should be quite easy since all movements will be sent in straight lines so the server will just check there aren't any obstacles along that line.

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  • Turn off error hiding on iis7

    - by Toby Allen
    I just installed IIS 7 on Vista, got PHP running, but I cant avoid the stupid default 500 error page if there is a problem with my php script, eg a compliation error etc. How do I set up IIS (or maybe php) to show me the error thats causing the 500 problem. Thanks

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  • Architecture for subscription based application

    - by John
    This is about the architecture of my application I think. I have a Rails application where companies can administrate all things related to clients. Companies can buy a subscription and their users can access the application online. Hopefully I will get multiple companies subscribing to my appplication/service. Thing is, what should I do with my code and database? Seperate app code base and database per company One app code base but seperate database per company One app code base and one database The decision I am to make involves security (e.g. user from company X should not see any data from company Y) performance (let's suppose it becomes successful, it should have a good performance) and scalability (again, if successful, it should have a good performance but also easy for me to handle all the companies, code changes, etc) For sake of maintainability, I tend to opt for the one code base. For the database I really don't know at this moment. So what do you think is the best option?

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  • Why did my laptop turn off?

    - by darenw
    Normally I can slip my running laptop into a backpack, go somewhere, and if it's no more than about half an hour later, it'll still be running. At the destination I plug in the AC power unit and all is well. I run it off of the AC unit before and after the trip, have the screen at less than full backlight brightness, and don't have any peripherals that burn power. Sometimes the wireless switch accidentally slides in the backpack, and that causes extra power to be used and the laptop dies before I reach the destination. Sad, but so be it. But sometimes the wireless switch is off, I've reached the destination in less than 30 minutes (typically 10-20 min), and I know the battery was fully charged, yet the machine is off. Is there a way to determine, after the fact, why the machine shut itself off? I'm running Linux on a fairly powerful Gateway with 4GB RAM, fancy nvidia graphics, dual core cpu, chosen more for number crunching power than battery life, but should last easily for half an hour if not an hour.

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  • Open Source PHP based secure file download script?

    - by SiddharthP
    Basically I need a self hosted solution where I as the admin can create client areas (which can be simple folders) where I upload files and secure them with username / pass. A client page will then be automatically generated which the client can access the username / pass and download the files. It's relatively simple script but i'm having a hard time finding open source solutions which accomplish what i need. Any help would be appreciated.

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  • Windows 7 screensaver intermittently fails to turn on

    - by Zian Choy
    Context: Windows 7 Wired mouse and keyboard The Windows 7 Photos screensaver intermittently fails to kick in after 2 minutes. The computer knows that the time has passed because it will make my monitors display solid black screens. I already tried installing the latest mouse drivers from Microsoft and the problem persists. I also can't find any rhyme or reason to when the problem will happen. The problem happens even when Windows Media Player isn't running.

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  • Creating Rectangle-based buttons with OnClick events

    - by Djentleman
    As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked. This is as far as I've made it: public class Button { public event EventHandler OnClick; public Rectangle Rec { get; set; } public string Text { get; set; } public Button(Rectangle rec, string text) { this.Rec = rec; this.Text = text; } } I have no clue what I'm doing with regards to events. I know how to use them but creating them myself is another matter entirely. I've also made buttons without using events that work on a case-by-case basis. So basically, I want to be able to attach methods to the OnClick EventHandler that will fire when the Button is clicked (i.e., the mouse intersects Rec and the left mouse button is clicked).

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  • Implementing a switch statement based on user input

    - by Dave Voyles
    I'm trying to delay the time it takes for the main menu screen to pop up after a user has won / lost a match. As it stands, the game immediately displays a message stating "you won / lost" and waits for 6 seconds before loading the menu screen. I would also like players to have the ability to press a key to advance to the menu screen immediately but thus far my switch statement doesn't seem to do the trick. I've included the switch statement, along with my (theoretical) inputs. What could I be doing wrong here? if (gamestate == GameStates.End) switch (input.IsMenuDown(ControllingPlayer)) { case true: ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; case false: if (screenLoadDelay > 0) { screenLoadDelay -= gameTime.ElapsedGameTime.TotalSeconds; } ScreenManager.AddScreen(new MainMenuScreen(), null); // Draws the MainMenuScreen break; } /// <summary> /// Checks for a "menu down" input action. /// The controllingPlayer parameter specifies which player to read /// input for. If this is null, it will accept input from any player. /// </summary> public bool IsMenuDown(PlayerIndex? controllingPlayer) { PlayerIndex playerIndex; return IsNewKeyPress(Keys.Down, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.DPadDown, controllingPlayer, out playerIndex) || IsNewButtonPress(Buttons.LeftThumbstickDown, controllingPlayer, out playerIndex); }

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  • Setting up squid proxy server to in turn connect using another proxy server [closed]

    - by AnkurVj
    My institute uses the Squid proxy server and authentication mechanism requires username and password to be entered. This means that, I can log in on only one machine at a time and Internet access for me is restricted to that machine. I sometimes require Internet access on multiple machines simultaneously. What previosuly worked for me was the following : On one of my own machines A, I set up a Squid proxy server that allowed all local machines without any username and password. I configured rest of the machines to use this machine A as the proxy server. On machine A I logged into the institute proxy server using my browser. This way, I could access Internet from all my machines, by effectively channeling my requests through the server A. Recently, I lost that machine and configuration and now I tried to set it up again in the same manner. However, I cant seem to remember exactly how I made it work. I keep getting Connection Refused (111) on other machines. My guess is that my squid server isnt able to forward requests from other machines to the actual squid server. I could use any help for debugging this problem. I don't want to use alternatives such as ssh tunneling. This solution has worked for me in the past, I just don't remember how to set it up the same way again.

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  • Quaternion based rotation and pivot position

    - by Michael IV
    I can't figure out how to perform matrix rotation using Quaternion while taking into account pivot position in OpenGL.What I am currently getting is rotation of the object around some point in the space and not a local pivot which is what I want. Here is the code [Using Java] Quaternion rotation method: public void rotateTo3(float xr, float yr, float zr) { _rotation.x = xr; _rotation.y = yr; _rotation.z = zr; Quaternion xrotQ = Glm.angleAxis((xr), Vec3.X_AXIS); Quaternion yrotQ = Glm.angleAxis((yr), Vec3.Y_AXIS); Quaternion zrotQ = Glm.angleAxis((zr), Vec3.Z_AXIS); xrotQ = Glm.normalize(xrotQ); yrotQ = Glm.normalize(yrotQ); zrotQ = Glm.normalize(zrotQ); Quaternion acumQuat; acumQuat = Quaternion.mul(xrotQ, yrotQ); acumQuat = Quaternion.mul(acumQuat, zrotQ); Mat4 rotMat = Glm.matCast(acumQuat); _model = new Mat4(1); scaleTo(_scaleX, _scaleY, _scaleZ); _model = Glm.translate(_model, new Vec3(_pivot.x, _pivot.y, 0)); _model =rotMat.mul(_model);//_model.mul(rotMat); //rotMat.mul(_model); _model = Glm.translate(_model, new Vec3(-_pivot.x, -_pivot.y, 0)); translateTo(_x, _y, _z); notifyTranformChange(); } Model matrix scale method: public void scaleTo(float x, float y, float z) { _model.set(0, x); _model.set(5, y); _model.set(10, z); _scaleX = x; _scaleY = y; _scaleZ = z; notifyTranformChange(); } Translate method: public void translateTo(float x, float y, float z) { _x = x - _pivot.x; _y = y - _pivot.y; _z = z; _position.x = _x; _position.y = _y; _position.z = _z; _model.set(12, _x); _model.set(13, _y); _model.set(14, _z); notifyTranformChange(); } But this method in which I don't use Quaternion works fine: public void rotate(Vec3 axis, float angleDegr) { _rotation.add(axis.scale(angleDegr)); // change to GLM: Mat4 backTr = new Mat4(1.0f); backTr = Glm.translate(backTr, new Vec3(_pivot.x, _pivot.y, 0)); backTr = Glm.rotate(backTr, angleDegr, axis); backTr = Glm.translate(backTr, new Vec3(-_pivot.x, -_pivot.y, 0)); _model =_model.mul(backTr);///backTr.mul(_model); notifyTranformChange(); }

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  • Displaying a grid based map using C++ and sdl

    - by user15386
    I am trying to create a roguelike game using c++ and SDL. However, I am having trouble getting it to display the map, which is represented by a 2d array of a tile class. Currently, my code is this: for (int y = 0; y!=MAPHEIGHT; y++) { for (int x = 0; x!=MAPWIDTH 1; x++) { apply_surface( x * TILEWIDTH, y * TILEHEIGHT, mymap[x][y].image, screen ); } } However, running this code causes it to both dither for a while before opening the SDL window, and (usually) tell me there is an access violation. How can I display my map?

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  • Efficient way to render tile-based map in Java

    - by Lucius
    Some time ago I posted here because I was having some memory issues with a game I'm working on. That has been pretty much solved thanks to some suggestions here, so I decided to come back with another problem I'm having. Basically, I feel that too much of the CPU is being used when rendering the map. I have a Core i5-2500 processor and when running the game, the CPU usage is about 35% - and I can't accept that that's just how it has to be. This is how I'm going about rendering the map: I have the X and Y coordinates of the player, so I'm not drawing the whole map, just the visible portion of it; The number of visible tiles on screen varies according to the resolution chosen by the player (the CPU usage is 35% here when playing at a resolution of 1440x900); If the tile is "empty", I just skip drawing it (this didn't visibly lower the CPU usage, but reduced the drawing time in about 20ms); The map is composed of 5 layers - for more details; The tiles are 32x32 pixels; And just to be on the safe side, I'll post the code for drawing the game here, although it's as messy and unreadable as it can be T_T (I'll try to make it a little readable) private void drawGame(Graphics2D g2d){ //Width and Height of the visible portion of the map (not of the screen) int visionWidht = visibleCols * TILE_SIZE; int visionHeight = visibleRows * TILE_SIZE; //Since the map can be smaller than the screen, I center it just to be sure int xAdjust = (getWidth() - visionWidht) / 2; int yAdjust = (getHeight() - visionHeight) / 2; //This "deducedX" thing is to move the map a few pixels horizontally, since the player moves by pixels and not full tiles int playerDrawX = listOfCharacters.get(0).getX(); int deducedX = 0; if (listOfCharacters.get(0).currentCol() - visibleCols / 2 >= 0) { playerDrawX = visibleCols / 2 * TILE_SIZE; map_draw_col = listOfCharacters.get(0).currentCol() - visibleCols / 2; deducedX = listOfCharacters.get(0).getXCol(); } //"deducedY" is the same deal as "deducedX", but vertically int playerDrawY = listOfCharacters.get(0).getY(); int deducedY = 0; if (listOfCharacters.get(0).currentRow() - visibleRows / 2 >= 0) { playerDrawY = visibleRows / 2 * TILE_SIZE; map_draw_row = listOfCharacters.get(0).currentRow() - visibleRows / 2; deducedY = listOfCharacters.get(0).getYRow(); } int max_cols = visibleCols + map_draw_col; if (max_cols >= map.getCols()) { max_cols = map.getCols() - 1; deducedX = 0; map_draw_col = max_cols - visibleCols + 1; playerDrawX = listOfCharacters.get(0).getX() - map_draw_col * TILE_SIZE; } int max_rows = visibleRows + map_draw_row; if (max_rows >= map.getRows()) { max_rows = map.getRows() - 1; deducedY = 0; map_draw_row = max_rows - visibleRows + 1; playerDrawY = listOfCharacters.get(0).getY() - map_draw_row * TILE_SIZE; } //map_draw_row and map_draw_col representes the coordinate of the upper left tile on the screen //iterate through all the tiles on screen and draw them - this is what consumes most of the CPU for (int col = map_draw_col; col <= max_cols; col++) { for (int row = map_draw_row; row <= max_rows; row++) { Tile[] tiles = map.getTiles(col, row); for(int layer = 0; layer < tiles.length; layer++){ Tile currentTile = tiles[layer]; boolean shouldDraw = true; //I only draw the tile if it exists and is not empty (id=-1) if(currentTile != null && currentTile.getId() >= 0){ //The layers above 1 can be draw behing or infront of the player according to where it's standing if(layer > 1 && currentTile.getId() >= 0){ if(playerBehind(col, row, layer, listOfCharacters.get(0))){ behinds.get(0).add(new int[]{col, row}); //the tiles that are infront of the player wont be draw right now shouldDraw = false; } } if(shouldDraw){ g2d.drawImage( tiles[layer].getImage(), (col-map_draw_col)*TILE_SIZE - deducedX + xAdjust, (row-map_draw_row)*TILE_SIZE - deducedY + yAdjust, null); } } } } } } There's some more code in this method but nothing relevant to this question. Basically, the biggest problem is that I iterate over around 5000 tiles (in this specific resolution) 60 times each second. I thought about rendering the visible portion of the map once and storing it into a BufferedImage and when the player moved move the whole image the same amount but to the opposite side and then drawn the tiles that appeared on the screen, but if I do it like that, I wont be able to have animated tiles (at least I think). That being said, any suggestions?

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  • Grid based collision - How many cells?

    - by Fibericon
    The game I'm creating is a bullet hell game, so there can be quite a few objects on the screen at any given time. It probably maxes out at about 40 enemies and 200 or so bullets. That being said, I'm splitting up the playing field into a grid for my collision checking. Right now, it's only 8 cells. How many would be optimal? I'm worried that if I use too many, I'll be wasting CPU power. My main concern is processing power, to make the game run smoothly. RAM is not a big concern for me.

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  • Quickbooks Error - Can't turn off auto updates

    - by Murtez
    My company uses quickbooks pro 2002 and unfortunately they won't upgrade at this time, the program keeps freezing and giving methe error: This action cannot be completed because this program is busy.. Then asks to switch or retry, I tracked it down to being an issue with IE since it's an old program and can't use the new versions of IE (the program uses IE for it's interface for some STUPID reason). Everyone says to disable auto updates but the problem is that I can't get to the options area to disable the updates (the options area uses IE!!!) so I'm screwed, I have to sit there and click retry 40-50 times several times a day and it's driving me nutz. I've been looking online for days but have not found a solution to this predicament. Is there a way to disable auto updates through the configuration files? Any help is greatly appreciated.

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  • GPU based procedual terrain borders?

    - by OnePie
    I'm working on a game that preferibly should feature a combination of designed and procedually generated terrain where the designer specifies in somewhat detailed terms what type of terrain a given area will have (grasslands, forest etc...) and then a precedual algorithm takes care of the rest. I'm not talking about minecraft style biomoes, but rather the game map for a strategy game. Each 'area' will not take up that much of the screen, and thus be more akin to a tile whose texture is procedually generated. While procedually generating terrain textures on the GPU are not that difficult, the hard part is making the borders between them look good. Currently, the 'tiles' are large enough to be visible (due to memory constraints mainly, we are talking planetary sized textures for a game taking place in space and on a continental ground view with seamless transitions between them) and creating good borders between them with an algorithm that is fast enough to be useful has proven difficult. Sampling the n-surrounding pixels and using the combiened result did not yield very good borders and was fairly slow on the GPU to boot (ca 12ms for me, that is without any lighning or shading and with very simple terrain texture shaders). So are there any practical known methods to solve this problem?

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  • Path Finding for an Arena based map in 3D using NavMesh

    - by Happybirthday
    I have a 3D arena map (consider a small island surrounded by water on all sides) for a multiplayer Tank fight game. The moveable areas are marked using a Navigation Mesh made by the Arena designer. My question is what would be the best way for navigation in such an environment ? Specially considering the case when there is a Bridge at the center of the arena and you could walk under it or even above it ? If suppose the enemy is standing at the top of the Bridge and my AI is at one of the edges of the map ? How can it know whether the enemy is above or below the bridge and how can it navigate till it ?

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  • SEO for maps-based websites that require user interaction

    - by j0nes
    I have a website that basically shows a lot of locations worldwide on a Google Maps like interface. The map itself is built using the Leaflet library and Open Street Map tiles. In the map, I show markers at each location I have. There is a popup window when I click on a marker that shows additional information and contains links to "detail" pages for this location. I fetch the location data for the viewpoint from an AJAX call from my server, so the additional information is not available in the HTML page itself. The detail pages are the pages my users are interested in. My normal users load the map, search the location they are interested in, click on a marker and click on a link in the popup window. However for search engines, this might look different. As this navigation pattern relies on user interaction, I think they might not be able to find the details page. My questions: Are search engines able to follow a navigation path like outlined above? How can I improve the navigation for search engines? (For example showing textual links below the map, sitemaps...) How important are internal links for SEO?

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  • Creating date based back entries for a blog and its site registration

    - by open_sourse
    So I am showing a blog to a colleague and telling him how the author has been regularly blogging for over ten years now. My colleague tells me that anyone can register a domain name and start entries from say circa 2000. When I argued that the site registration date can easily show that the registration was done recently he put forward two arguments: The author can claim that he moved from an old domain name which was registered many years ago and lapsed. So he took the data and rebuilt it in the new site. The author can buy an expired domain which was on the internet for many years. I am not sure if these ways can work to con someone to believing you have been a blogger for over a decade. But I do not have enough expertise in the topic to refute him. So I thought I would ask the wise community here at StackExchange. Can anyone give me some insight?

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  • Check if an object is facing another based on angles

    - by Isaiah
    I already have something that calculates the bearing angle to get one object to face another. You give it the positions and it returns the angle to get one to face the other. Now I need to figure out how tell if on object is facing toward another object within a specified field and I can't find any information about how to do this. The objects are obj1 and obj2. Their angles are at obj1.angle and obj2.angle. Their vectors are at obj1.pos and obj2.pos. It's in the format [x,y]. The angle to have one face directly at another is found with direction(obj1.pos,obj2.pos). I want to set the function up like this: isfacing(obj1,obj2,area){...} and return true/false depending if it's in the specified field area to the angle to directly see it. I've got a base like this: var isfacing = function (obj1,obj2,area){ var toface = direction(obj1.pos,obj2.pos); if(toface+area >= obj1.angle && ob1.angle >= toface-area){ return true; } return false; } But my problem is that the angles are in 360 degrees, never above 360 and never below 0. How can I account for that in this? If the first object's angle is say at 0 and say I subtract a field area of 20 or so. It'll check if it's less than -20! If I fix the -20 it becomes 340 but x < 340 isn't what I want, I'd have to x 340 in that case. Is there someone out there with more sleep than I that can help a new dev pulling an all-nighter just to get enemies to know if they're attacking in the right direction? I hope I'm making this harder than it seems. I'd just make them always face the main char if the producer didn't want attacks from behind to work while blocking. In which case I'll need the function above anyways. I've tried to give as much info as I can think would help. Also this is in 2d.

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  • Looking for the better way to combine deep architecture refactoring with feature based development

    - by voroninp
    Problem statement: Given: TFS as Source Control Heavy desktop client application with tons of legacy code with bad or almost absent architecture design. Clients constantly requiring new features with sound quality, fast delivery and constantly complaining on user unfriendly UI. Problem: Application undoubtedly requires deep refactoring. This process inevitably makes application unstable and dedicated stabilization phase is needed. We've tried: Refactoring in master with periodical merges from master (MB) to feature branch (FB). (my mistake) Result: Many unstable branches. What we are advised: Create additional branch for refactoring (RB) periodically synchronizing it with MB via merge from MB to RB. After RB is stabilized we substitute master with RB and create new branch for further refactoring. This is the plan. But here I expect the real hell of merging MB to RB after merging any FB to MB. The main advantage: Stable master most of the time. Are there any better alternatives to the procees?

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