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  • How can I reorient the axes of an object?

    - by d3vid
    I spent some time in Unity yesterday trying to fire a sphere from a horizontal cylinder (like a ball from a cannon). I was using Vector3.forward, but the sphere kept coming out the top of the cylinder rather than the front. Someone suggested using Vector3.up instead, and sure enough it worked! The cylinder is vertical by default. So, it appears that when I rotated the cylinder by 90 degrees to lay it flat, the local axes remained the same. The relative front of the cylinder remained at the same point, so when I fired the sphere it shot out the new "top", not what looked to me like the "front". If I had happened to be facing the other way, I would have had to fire at Vector3.down instead. How can I reorient/reset the axes of an object so that they match my expectations? (And if I can't, how can I tell by looking which way an object is oriented?)

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  • WidgetBlock Speeds Up Browsing by Removing Social Media Widgets

    - by Jason Fitzpatrick
    Chrome: If you’re tired of web pages cluttered with social media buttons, WidgetBlock bans the buttons and speeds up the load time of web pages in the process. Even on a snappy internet connection you’ve likely noticed, thanks to the deluge of social media buttons loading in the background, a noticeable lag on popular web sites. WidgetBlock blocks widgets from loading (just like popular ad blocking software blocks ads from loading). The above screenshot, taken from a popular media site, shows just how much screen real estate is taken up by social media widgets. Installing WidgetBlock banishes the social media widgets and speeds load time. Hit up the link below to grab a free copy. WidgetBlock [Chrome Web Store] HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

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  • AS3 Stage3D Mouse click problem?

    - by Martin K
    I have a problem with Mouse interaction and Stage3D. The only way I found to register to listen to mouse clicks and interact with Stage3D, is to add a mouse eventListener directly to the .stage. However this will result in any time i click anywhere in the flash application the mouse click will fire, even if there is an overlaid 2D menu where the user intended to click. IE I have a 3D application running in the background, which listens to clicks, and I have some floating User Interface elements in the foreground, and ideally if I clicked a button in the foreground, then that would NOT fire a click event that the Stage3D would register. Any idea how to solve this problem?

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  • Viewing at Impossible Angles

    - by kemer
    The picture of the little screwdriver with the Allen wrench head to the right is bound to invoke a little nostalgia for those readers who were Sun customers in the late 80s. This tool was a very popular give-away: it was essential for installing and removing Multibus (you youngsters will have to look that up on Wikipedia…) cards in our systems. Back then our mid-sized systems were gargantuan: it was routine for us to schlep around a 200 lb. desk side box and 90 lb. monitor to demo a piece of software your smart phone will run better today. We were very close to the hardware, and the first thing a new field sales systems engineer had to learn was how put together a system. If you were lucky, a grizzled service engineer might run you through the process once, then threaten your health and existence should you ever screw it up so that he had to fix it. Nowadays we make it much easier to learn the ins and outs of our hardware with simulations–3D animations–that take you through the process of putting together or replacing pieces of a system. Most recently, we have posted three sophisticated PDFs that take advantage of Acrobat 9 features to provide a really intelligent approach to documenting hardware installation and repair: Sun Fire X4800/X4800 M2 Animations for Chassis Components Sun Fire X4800/X4800 M2 Animations for Sub Assembly Module (SAM) Sun Fire X4800/X4800 M2 Animations for CMOD Download one of these documents and take a close look at it. You can view the hardware from any angle, including impossible ones. Each document has a number of procedures, that break down into steps. Click on a procedure, then a step and you will see it animated in the drawing. Of course hardware design has generally eliminated the need for things like our old giveaway tools: components snap and lock in. Often you can replace redundant units while the system is hot, but for heaven’s sake, you’ll want to verify that you can do that before you try it! Meanwhile, we can all look forward to a growing portfolio of these intelligent documents. We would love to hear what you think about them. –Kemer

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  • Remote Control Holder Mod Stores Tablet Close At Hand

    - by Jason Fitzpatrick
    If you spend most of your iPad time lounging on your couch or in bed, this simple IKEA hack will keep your favorite tablet stowed right at your finger tips. IKEA’s inexpensive remote control holder, the $4.99 Flort, is easy to hack from a remote holster into an tablet holder. You simply flip it around, sew up the edge of the back flap, and holster your tablet in it–your tablet fits all the way inside, in the above image the iPad is tucked in semi-precariously to demonstrate it sliding inside. Hit up the link below for step-by-step pictures. Smartest Way to Store Your iPad for $4.99 [IKEAHackers] HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

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  • How to Mount a Hard Drive as a Folder on Your Windows PC

    - by Taylor Gibb
    Getting a new drive is always exiting, but having 6 or 7 drives show up in My Computer isnt always ideal. Using this trick you can make your drives appear as folders on a another drive. Logically it will look like its one drive but any files in that folder will physically be on another drive. Note: This will only work with NTFS formatted drives. Press the Windows Key and R to bring up a run box, type diskmgmt.msc and press enter. How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS

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  • DIY Photo Rig Takes Laser-Triggered 3D Insect Photos

    - by Jason Fitzpatrick
    How do you catch a butterfly in flight and in 3D? You do it with this laser triggered photo rig. This it yourself monster is an absolute beauty of at-home engineering. It has dual focus planes, dual flashes, a laser trigger, and enough machined aluminum to make us wish we had a CNC out in the garage. If you’re one part photographer, one part electronics tinker, and one part machinist, this is the kind of weekend project that will cement you into neighborhood DIY lore. Hit up the link below for a full build guide and sample photos. High-Speed 3D Portable Macro Unit [via DIY Photography] How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS

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  • How to check the process is already running or not

    - by TechGuru
    I want to check the particular process in already running or not. I refereed this Q&A. But I didn't get any specific solution. Following is the example that I tried: I have created abc.sh file and run this script on background, like sh abc.sh &. Now this file is running on background and I fire the ps aux | grep "abc" command. Following is the output of this command: prakash 3594 0.0 0.0 4388 820 pts/0 S+ 16:44 0:00 grep --color=auto abc After that I stop the abc.sh running script and fire the same command ps aux | grep "abc" command. But I am getting same output like: prakash 3594 0.0 0.0 4388 820 pts/0 S+ 16:44 0:00 grep --color=auto abc Is there any other way to find the process is running or not?

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  • How to Forward Local Drives to Remote Machines Using Remote Desktop

    - by Taylor Gibb
    Have you ever had a file on a flash drive that you needed to use on a machine that is situated in another building or even halfway across the world? You can do that by plugging it into your local machine and then forwarding the drive through your remote session to that machine. Here’s how to do it. Press the Windows Key and R to bring up a run box, and type mstsc to launch the Remote Desktop Connection Dialog, or you can just search for Remote Desktop in the Start Menu. Click on the arrow next to options to see some of the more advanced options. How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS

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  • How to link subprograms to a main program's game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is roughly : how does it work ? It seems that each robot's code is compiled by the main program and then used in a way I cannot understand. I thought it could yields a thread for each robot, but I have not any proof of this and it seems a bit complicated to achieve it. Any idea how it could work, someone ?

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  • Design patterns for effects between actors and technology

    - by changelog
    I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors (spaceships, planets, crew, buildings, etc) I can't find a pattern that decouples these entities enough to feel like a clean approach. Just as an idea, here's the type of effects these actors can have on one another (and techs too) An engineer inside a spaceship boosts its shield A hero in a spaceship in a fleet increases morale A technology improves spaceships' travel distance A building in a planet improves its production The best I can come up with is the Observer pattern, and basically manage it more or less manually (when a crew member enters a spaceship, fire the event; when a new building is built in a planet, fire the event, etc etc.) but it seems to be too tightly coupled to me. I would love to get some ideas about how to approach this better.

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  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

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  • Lag compensation of projectile shooting game

    - by Denis Ermolin
    I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution: Player hits fire button. Client sends input "fire". Client waits for server response. Server generates bullet then sends response to client. Client recieves response and finally fires projectile. Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?

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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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  • How to Create and Use Templates in Outlook 2010

    - by Taylor Gibb
    If you reply to the emails with the same answer over and over, it will save you a lot of time to create a template that you can use over and over. We have previously show you how to create templates in Outlook 2003, so lets take a look at using Outlook 2010. When creating a template you get started as if you were creating a new email, that is choose new email from the Home tab. You can now draft your email as normal. HTG Explains: When Do You Need to Update Your Drivers? How to Make the Kindle Fire Silk Browser *Actually* Fast! Amazon’s New Kindle Fire Tablet: the How-To Geek Review

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  • Is it possible to give an animated GIF a transparent background?

    - by Phil
    I'm making a Fire Emblem-esque game. There are very cute 2D frames I made for each character, and, like a game like Fire Emblem, I want these characters to animate constantly. To circumvent the graphics programming involved I came up with a novel idea! I would make each character an animated gif, and only in special conditions ever halt their constant movement - in that case just change what image is being displayed. Simple enough. But I have a dilemma - I want the background of my .gifs to be transparent (so that the "grass" behind each character naturally shows, as per the screenshot - which has them as still images with transparent backgrounds). I know how to make a background transparent in numerous tools (GIMP, Photoshop). But it seems every .gif creator replaces the transparent background with something and I can't edit it back to transparent. Is it possible to have a .gif with a transparent "background"? Perhaps my knowledge of file formats is limiting me here.

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • Synchronized Property Changes (Part 4)

    - by Geertjan
    The next step is to activate the undo/redo functionality... for a Node. Something I've not seen done before. I.e., when the Node is renamed via F2 on the Node, the "Undo/Redo" buttons should start working. Here is the start of the solution, via this item in the mailing list and Timon Veenstra's BeanNode class, note especially the items in bold: public class ShipNode extends BeanNode implements PropertyChangeListener, UndoRedo.Provider { private final InstanceContent ic; private final ShipSaveCapability saveCookie; private UndoRedo.Manager manager; private String oldDisplayName; private String newDisplayName; private Ship ship; public ShipNode(Ship bean) throws IntrospectionException { this(bean, new InstanceContent()); } private ShipNode(Ship bean, InstanceContent ic) throws IntrospectionException { super(bean, Children.LEAF, new ProxyLookup(new AbstractLookup(ic), Lookups.singleton(bean))); this.ic = ic; setDisplayName(bean.getType()); setShortDescription(String.valueOf(bean.getYear())); saveCookie = new ShipSaveCapability(bean); bean.addPropertyChangeListener(WeakListeners.propertyChange(this, bean)); } @Override public Action[] getActions(boolean context) { List<? extends Action> shipActions = Utilities.actionsForPath("Actions/Ship"); return shipActions.toArray(new Action[shipActions.size()]); } protected void fire(boolean modified) { if (modified) { ic.add(saveCookie); } else { ic.remove(saveCookie); } } @Override public UndoRedo getUndoRedo() { manager = Lookup.getDefault().lookup( UndoRedo.Manager.class); return manager; } private class ShipSaveCapability implements SaveCookie { private final Ship bean; public ShipSaveCapability(Ship bean) { this.bean = bean; } @Override public void save() throws IOException { StatusDisplayer.getDefault().setStatusText("Saving..."); fire(false); } } @Override public boolean canRename() { return true; } @Override public void setName(String newDisplayName) { Ship c = getLookup().lookup(Ship.class); oldDisplayName = c.getType(); c.setType(newDisplayName); fireNameChange(oldDisplayName, newDisplayName); fire(true); fireUndoableEvent("type", ship, oldDisplayName, newDisplayName); } public void fireUndoableEvent(String property, Ship source, Object oldValue, Object newValue) { ReUndoableEdit reUndoableEdit = new ReUndoableEdit( property, source, oldValue, newValue); UndoableEditEvent undoableEditEvent = new UndoableEditEvent( this, reUndoableEdit); manager.undoableEditHappened(undoableEditEvent); } private class ReUndoableEdit extends AbstractUndoableEdit { private Object oldValue; private Object newValue; private Ship source; private String property; public ReUndoableEdit(String property, Ship source, Object oldValue, Object newValue) { super(); this.oldValue = oldValue; this.newValue = newValue; this.source = source; this.property = property; } @Override public void undo() throws CannotUndoException { setName(oldValue.toString()); } @Override public void redo() throws CannotRedoException { setName(newValue.toString()); } } @Override public String getDisplayName() { Ship c = getLookup().lookup(Ship.class); if (null != c.getType()) { return c.getType(); } return super.getDisplayName(); } @Override public String getShortDescription() { Ship c = getLookup().lookup(Ship.class); if (null != String.valueOf(c.getYear())) { return String.valueOf(c.getYear()); } return super.getShortDescription(); } @Override public void propertyChange(PropertyChangeEvent evt) { if (evt.getPropertyName().equals("type")) { String oldDisplayName = evt.getOldValue().toString(); String newDisplayName = evt.getNewValue().toString(); fireDisplayNameChange(oldDisplayName, newDisplayName); } else if (evt.getPropertyName().equals("year")) { String oldToolTip = evt.getOldValue().toString(); String newToolTip = evt.getNewValue().toString(); fireShortDescriptionChange(oldToolTip, newToolTip); } fire(true); } } Undo works when rename is done, but Redo never does, because Undo is constantly activated, since it is reactivated whenever there is a name change. And why must the UndoRedoManager be retrieved from the Lookup (it doesn't work otherwise)? Don't get that part of the code either. Help welcome!

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  • Android design advice - services & broadcast receivers

    - by basudz
    I'm in the process of learning the Android SDK and creating some projects to get a grasp on the system. The current project I'm working with works just fine but I'd like to get some advice about other ways I can go about designing it. Here's what it needs to do. When a text message is received from a specific number, it should fire off a toast message that repeats at a certain interval for a specific duration. To make this work, I created an SMS BroadcastReceiver and checked the incoming messages for the number I'm looking for. If found, an IntentService would be started that would pull out the interval and duration from saved shared prefs. The IntentService would then fire off a broadcast. The BroadcastReceiver for this would catch it and use the AlarmManager to handle the toast message repetitions. This all works just fine, but I'm wondering if there's a cleaner or more efficient way of going about doing this? Any suggestions or advice?

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  • Disaster recovery backup of files/photos for personal use

    - by Renesis
    I'm looking for the best method to store a backup of important files and 5+ years of digital photos that is safe from some type of fire/flood disaster in my home. I'm looking for: Affordable: Less than $100/yr or first-time cost. Reliable: At least a smaller chance of failing than there is of fire or flood Easy for initial backup and to add to, and at least semi-easy to recover. I recently purchased a small home safe for physical vitals. It was inexpensive, solid, and is fire/water safe. If I had a physical copy of the digital files, the safe would work fine for this, but I don't know what to store in it that adequately meets the requirements above. Hard drive - I read that the danger of it not spinning up makes a hard drive a bad choice for this type of storage, although it was my first thought and would definitely be the simplest choice - very easy to take out once a month and add files to. DVDs - Way too much of a hassle for both backup and restore. Tape - No idea on the affordability of this option Online - Given that I have at least 300GB already and ever-increasing megapixels means ever-bigger files, and my ISP upload is about 2Mb at the best, this just doesn't sound like a good option for me, but I could be convinced. Other - Have I missed something? Also, I'm already covered both for sync between computers (Dropbox) and a nightly backup of these files (External HDD). The problem with the nightly backup is obviously that it's always with the computer and in a disaster would be destroyed along with it. Is anyone else doing something similar? Is the HDD as poor of a choice as I read, or is it a feasible option? Maybe two to reduce the likelihood of failure?

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  • ItemFocusIn Not Working on Non-Editable DataGrid in Flex

    - by Joshua
    I realize that ItemFocusIn is somehow only applicable to editable datagrids in flex, nevertheless I want to fire an event anytime the user selects a new row in a non-editable datagrid. I have successfully used the CLICK event, but this event is not fired when the user uses the keyboard to select a different row in the datagrid. What do I have to do to cause an event to fire whenever the currently highlighted row in the datagrid changes, regardless of weather it was changed by the mouse or by the keyboard?

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  • IIS7 ISAPI Filter Module & HttpModule Events - How do they line up?

    - by MikeGurtzweiler
    So IIS7 in Integrated Pipeline mode uses a IsapiFilterModule to shim ISAPI filter DLL's and fire off the correct "events" on the filters, which is quite different than previous versions of IIS or IIS7 in classic mode because this means that HttpModules fire off right along side ISAPI filters in Integrated Pipeline mode. So does anyone happen to know how ISAPI events (http://msdn.microsoft.com/en-us/library/ms524855.aspx) and the HttpModule events (http://msdn.microsoft.com/en-us/library/ms998536.aspx) line up?

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  • How to backup database to disk using JPA?

    - by Nitesh Panchal
    Hello, Which query to write in JPQL for backing up database on disk? If in JPQL it's not available even native sql query will do. Also, i would like to bring one issue in front of stackoverflow developers :- This site doesn't properly work in Opera (Opera 9.63). Whenever i write question and click "Post Your question" The button click event doesn't fire at all, may be, the server side event doesn't fire or something. However, no such problem comes in IE and firefox.

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  • Javascript ContextMenu on a TD

    - by Dave
    If I attach a context menu to a td, it fires okay for text in the TD, but if I add a div to the TD, the context menu will not fire when right clicking on the div. How can I make the context menu fire when anything, data or divs, are right clicked in the td?

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