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  • can't delete a folder that ends with dot. windows 7 [closed]

    - by Dima
    Possible Duplicate: Can’t delete folder in Windows 7 I got 2 folders that their names end with a dot. both are folders of files I've downloaded through torrent. I can't delete those folders neither access the files inside the folders. Normally I wouldn't care but it is kind of annoying while those 2 folders takes more then 20GB... few people told me that maybe some kind of cmd commands can help with it but I don't really know how to delete the folders through cmd. the location of the folders is E:\tixati\downloads\folder thanks for anyone that would help

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  • Points on lines where the two lines are the closest together

    - by James Bedford
    Hey guys, I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the line and a non-normalized direction Vector from that point): void CDClosestPointsOnTwoLines(Line line1, Line line2, Point* closestPoints) { closestPoints[0] = line1.pointOnLine; closestPoints[1] = line2.pointOnLine; Vector d1 = line1.direction; Vector d2 = line2.direction; float a = d1.dot(d1); float b = d1.dot(d2); float e = d2.dot(d2); float d = a*e - b*b; if (d != 0) // If the two lines are not parallel. { Vector r = Vector(line1.pointOnLine) - Vector(line2.pointOnLine); float c = d1.dot(r); float f = d2.dot(r); float s = (b*f - c*e) / d; float t = (a*f - b*c) / d; closestPoints[0] = line1.positionOnLine(s); closestPoints[1] = line2.positionOnLine(t); } else { printf("Lines were parallel.\n"); } } I'm using OpenGL to draw three lines that move around the world, the third of which should be the line that most closely connects the other two lines, the two end points of which are calculated using this function. The problem is that the first point of closestPoints after this function is called will lie on line1, but the second point won't lie on line2, let alone at the closest point on line2! I've checked over the function many times but I can't see where the mistake in my implementation is. I've checked my dot product function, scalar multiplication, subtraction, positionOnLine() etc. etc. So my assumption is that the problem is within this method implementation. If it helps to find the answer, this is function supposed to be an implementation of section 5.1.8 from 'Real-Time Collision Detection' by Christer Ericson. Many thanks for any help!

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Improving abysmal 802.11n wireless network

    - by concept
    I am in desperate need of help to improve the abysmal performance of my 802.11n wireless network. At best I get 30Mbs (this is an internet download) from a technology that boasts 300Mbs, even worse is the LAN where to date best i have ever gotten is 1Mbs. It is literally quicker to copy the file to a USB and walk it to the other computer. Infrastructure is this AP 802.11n only broadcasting at both 2.4GHz and 5GHz Mac with 802.11a/b/g/n card is connected to the AP via 5GHz Linux with 802.11a/b/g/n card is connected to AP via 2.4GHz I have conducted the following tests (results at end of post) Internet based speed test wired and wireless LAN file copy wired and wireless I have read: http://nutsaboutnets.com/troubleshooting-wi-fi-problems/ http://www.smallnetbuilder.com/wireless/wireless-basics/30664-5-ways-to-fix-slow-80211n-- speed http colon //www.wi-fiplanet dot com/tutorials/7-tips-to-increase-wi-fi-performance.html Slow file transfer on network between two 802.11n laptops (connected directly together via access point) Wireless Network Performance Issues Slower than expected 802.11n wireless network speeds I have made the following optimizations AP broadcasts only 802.11n on both 2.4GHz and 5GHz frequencies 2.4GHz is on a channel with least interference (live in an apartment with lots of APs), this did make a 10Mb/sec improvement Our AP is the only one transmitting on the 5GHz freq. Security: WPA Personal WPA2 AES encryption Bandwidth: 20MHz / 40MHz (i assume this to be channel bonding) I have tried the following with 0 improvement Dropped the Fragment Threshold to 512 Dropped the Request To Send (RTS) Threshold to 512 and 1 Even thought of buying a frequency spectrum analyzer, until i saw the cost of them!!! Speed test results Linux Wired: DOWNLOAD 128.40Mb/s UPLOAD 10.62Mb/s www dot speedtest dot net/my-result/2948381853 Mac Wired: DOWNLOAD 118.02Mb/s UPLOAD 10.56Mb/s www dot speedtest dot net/my-result/2948384406 Linux Wireless: DOWNLOAD 23.99Mb/s UPLOAD 10.31Mb/s www.speedtest dot net/my-result/2948394990 Mac Wireless: DOWNLOAD 22.55Mb/s UPLOAD 10.36Mb/s www.speedtest dot net/my-result/2948396489 LAN NFS 53,345,087 bytes (51Mb) file Linux Mac NFS Wired: 65.6959 Mb/sec Linux Mac NFS Wireless: .9443 Mb/sec All help is appreciated, even testing methods will be accepted.

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  • asp.net compare validators to allow comma and dot (both!) as decimal separator

    - by DanC
    I am using a compare validator, which validates that the entered number is a valid double and also validates it against a given value (greater than zero). I am validating money amounts. Because of the location where the app is used, the locale sets the comma as the decimal separator. The problem is that when a user enters the value using the numeric keyboard, the number gets written with the dot as decimal separator, and is rejected by the validation. I'd like to have this validation done before triggering a postback (like a customvalidator would) and accepting both separators. Any ideas? Thanks

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • Read line and change the line that not consist of certain words and not end with dot

    - by igo
    I wanna read some text files in a folder line by line. for example of 1 txt : Fast and Effective Text Mining Using Linear-time Document Clustering Bjornar Larsen WORD2 Chinatsu Aone SRA International AK, Inc. 4300 Fair Lakes Cow-l Fairfax, VA 22033 {bjornar-larsen, WORD1 I wanna remove line that does not contain of words = word, word2, word3, and does not end with dot . so. from the example, the result will be : Bjornar Larsen WORD2 Chinatsu Aone SRA International, Inc. {bjornar-larsen, WORD1 I am confused, hw to remove the line? it that possible? or can we replace them with a space? here's the code : $url = glob($savePath.'*.txt'); foreach ($url as $file => $files) { $handle = fopen($files, "r") or die ('can not open file'); $ori_content= file_get_contents($files); foreach(preg_split("/((\r?\n)|(\r\n?))/", $ori_content) as $buffer){ $pos1 = stripos($buffer, $word1); $pos2 = stripos($buffer, $word2); $pos3 = stripos($buffer, $word3); $last = $str[strlen($buffer)-1];//read the las character if (true !== $pos1 OR true !== $pos2 OR true !==$pos3 && $last != '.'){ //how to remove } } } please help me, thank you so much :)

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  • can I acces a struct inside of a struct without using the dot operator?

    - by yan bellavance
    I have 2 structures that have 90% of their fields the same. I want to group those fields in a structure but I do not want to use the dot operator to access them. The reason is I already coded with the first structure and have just created the second one. before: struct{ int a; int b; int c; object1 name; }str1; struct{ int a; int b; int c; object2 name; }str2; now I would create a third struct: struct{ int a; int b; int c; }str3; and would change the str1 and atr2 to this: struct{ str3 str; object1 name; }str1; struct { str3 str; object2 name; }str2; Finally I would like to be able to access a,b and c by doing: str1 myStruct; myStruct.a; myStruct.b; myStruct.c; and not: myStruct.str.a; myStruct.str.b; myStruct.str.c; Is there a way to do such a thing. The reason for doing this is I want keep the integrety of the data if chnges to the struct were to occur and to not repeat myself and not have to change my existing code and not have fields nested too deeply.

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  • Xserver doesn't work unless DISPLAY=0.0

    - by Zigster
    Using CentOS. I cannot connect remotely and I believe it is related to fact I can only connect locally if DISPLAY is set to :0.0. Something is misconfigured but I can't figure out what. >xhost + access control disabled, clients can connect from any host >emacs -d :0.0 #works >emacs -d 127.0.0.1:0.0 Cannot connect to X server 127.0.0.1:0.0. >emacs -d localhost:0.0 emacs: Cannot connect to X server localhost:0.0.

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  • C# regex. Optional match after string

    - by Oskar Kjellin
    I have an input like this test1.test2.part01 which I want to strip away to test1.test2. The only thing i know is that it will end with partxx and probably a dot before the partxx. However, it will not always be a apart. Another example of input might be testas1.tlp2.asd3.part10 which ofcourse should be stripped to testas1.tlp2.asd3. I've made all that, no problem. The problem is the dot at the end before partxx. My regex at the moment is: (.*).?part\d{1,2} But it will include the dot in the group. I do not want the dot to be in the group. The below works as I want it, given that the dot exists, but it will not always be there. (.*).part\d{1,2} How can I exclude the optional dot from the group?

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  • can I access a struct inside of a struct without using the dot operator?

    - by yan bellavance
    I have 2 structures that have 90% of their fields the same. I want to group those fields in a structure but I do not want to use the dot operator to access them. The reason is I already coded with the first structure and have just created the second one. before: struct{ int a; int b; int c; object1 name; } str1; struct{ int a; int b; int c; object2 name; } str2; now I would create a third struct: struct{ int a; int b; int c; } str3; and would change the str1 and atr2 to this: struct{ str3 str; object1 name; } str1; struct { str3 str; object2 name; } str2; Finally I would like to be able to access a,b and c by doing: str1 myStruct; myStruct.a; myStruct.b; myStruct.c; and not: myStruct.str.a; myStruct.str.b; myStruct.str.c; Is there a way to do such a thing. The reason for doing this is I want keep the integrety of the data if chnges to the struct were to occur and to not repeat myself and not have to change my existing code and not have fields nested too deeply. RESOLVED: thx for all your answers. The final way of doing it so that I could use auto-completion also was the following: struct str11 { int a; int b; int c; }; typedef struct str22 : public str11 { QString name; }hi;

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  • How to use Devicemotion/Gyroscope to move a dot from center to 8 directions of iphone screen

    - by iSeeker
    I am trying to move a dot at center to 8 directions of iphone screen using Devicemotion such that it moves faster when tilted at a faster rate. Rough sketch is below: I could find a similar implementation in an app called Gyrododge in appstore, i cant figure out how to make it work... Update: This is what i have done so far, but the response is not smooth, and is very jittery.. xdiff and ydiff are the change of device attitude in x and y directions, derived from quatenion implementation. if (currDeviceMotion.rotationRate.x < -2) { NSLog(@"To Top"); if (195+800*ydiff >=193 && 195+800*ydiff <= 197) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (195+800*ydiff >=390 ) { [self.pitchDot setFrame:CGRectMake(150, 390, 20, 20)]; }else if (195+800*ydiff <= 0){ [self.pitchDot setFrame:CGRectMake(150, 0, 20, 20)]; }else if(195+800*ydiff < 194){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; }else if(195+800*ydiff > 196){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x > 2){ NSLog(@"To Bottom"); if (195+800*ydiff >=193 && 195+800*ydiff <= 197) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (195+800*ydiff >=390 ) { [self.pitchDot setFrame:CGRectMake(150, 390, 20, 20)]; }else if (195+800*ydiff <= 0){ [self.pitchDot setFrame:CGRectMake(150, 0, 20, 20)]; }else if(195+800*ydiff < 194){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; }else if(195+800*ydiff > 196){ [self.pitchDot setFrame:CGRectMake(150, 195+800*ydiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.y < -2){ NSLog(@"To Left"); if (150+500*xdiff >= 148 && 150+500*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+500*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 195, 20, 20)]; }else if (150+500*xdiff <= 0){ [self.pitchDot setFrame:CGRectMake(0, 195, 20, 20)]; }else if(150+500*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; }else if(150+500*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.y > 2){ NSLog(@"To Right"); if (150+500*xdiff >= 148 && 150+500*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+500*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 195, 20, 20)]; }else if (150+500*xdiff <= 0){ [self.pitchDot setFrame:CGRectMake(0, 195, 20, 20)]; }else if(150+500*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; }else if(150+500*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+500*xdiff, 195, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x < -0.20 && currDeviceMotion.rotationRate.y > 0.20 ){ NSLog(@"To Diagonal Right Top"); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 0, 20, 20)]; }else if(150+650*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195-1.3*650*xdiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x > 0.20 && currDeviceMotion.rotationRate.y < -0.20 ){ NSLog(@"To Diagonal Left Bottom"); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff <= 0 ) { [self.pitchDot setFrame:CGRectMake(0, 390, 20, 20)]; }else if(150+650*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195-1.3*650*xdiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x < -0.20 && currDeviceMotion.rotationRate.y < -0.20 ){ NSLog(@"To Diagonal Left Top and xdiff is %f",xdiff); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff <= 0 ) { [self.pitchDot setFrame:CGRectMake(0, 0, 20, 20)]; }else if(150+650*xdiff < 148){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195+1.3*650*xdiff, 20, 20)]; } } }else if (currDeviceMotion.rotationRate.x > 0.20 && currDeviceMotion.rotationRate.y > 0.20 ){ NSLog(@"To Diagonal Right Bottom"); if (150+650*xdiff >= 148 && 150+650*xdiff <=152) { [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; }else{ if (150+650*xdiff >= 300 ) { [self.pitchDot setFrame:CGRectMake(300, 390, 20, 20)]; }else if(150+650*xdiff > 152){ [self.pitchDot setFrame:CGRectMake(150+650*xdiff, 195+1.3*650*xdiff, 20, 20)]; } } }else if((currDeviceMotion.rotationRate.x < 0.20 && currDeviceMotion.rotationRate.x < -0.20) ||(currDeviceMotion.rotationRate.y < 0.20 && currDeviceMotion.rotationRate.y < -0.20) ||(currDeviceMotion.rotationRate.z < 0.20 && currDeviceMotion.rotationRate.z < -0.20)){ [self.rollDot setFrame:CGRectMake(150, 195, 20, 20)]; [self.pitchDot setFrame:CGRectMake(150, 195, 20, 20)]; } It could be great if i could make it move like the application i have stated above, called Gyrododge This link also addresses a similar question:Link. Any advice or help is greatly appreciated... Thanks.

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  • Now Customers Can Actually Locate Your Resources with URL Rewriter 2.0 RTW

    - by The Official Microsoft IIS Site
    Today, Microsoft announced the final release of IIS URL Rewriter 2.0 RTW . Now the first reason might be obvious why you would want to rewrite a URL – when you are at a cocktail party with loud music and tasty appetizers and a potential customer asks you where they can get more info on your snazzy new idea. And you proudly blurt out next to their ear over the roar of the bass, “Just go to h-t-t-p colon slash slash w-w-w dot my new idea dot com slash items dot a-s-p-x question mark cat ID equals new...(read more)

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  • Do premium domain names help us with other languages too?

    - by Fabio Milheiro
    It's commonly known that premium domains with one or two relevant keywords may help us improve our rankings in SERPS. But would it be possible that an english premium domain, for example gold.com (no, it's not mine) also helps to drive more non-english traffic (I'm talking about non-english pages ob)? Trying to make my question clear: Let's suppose that I have an english premium domain with a page like this: gold dot com/post/123/gold-is-yellow And decide to have a spanish, portuguese or french version of the site with pages like: gold dot com/es/post/123/el-oro-es-amarillo gold dot com/pt/post/123/o-ouro-e-amarelo gold dot com/fr/post/123/fsdfsdfsdf The fact that my english domain is a premium one and highly relevant for english terms, will also help me to achieve good rankings for non-english searched terms like: oro (spanish) or ouro (portuguese)?

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  • Unity: parallel vectors and cross product, how to compare vectors

    - by Heisenbug
    I read this post explaining a method to understand if the angle between 2 given vectors and the normal to the plane described by them, is clockwise or anticlockwise: public static AngleDir GetAngleDirection(Vector3 beginDir, Vector3 endDir, Vector3 upDir) { Vector3 cross = Vector3.Cross(beginDir, endDir); float dot = Vector3.Dot(cross, upDir); if (dot > 0.0f) return AngleDir.CLOCK; else if (dot < 0.0f) return AngleDir.ANTICLOCK; return AngleDir.PARALLEL; } After having used it a little bit, I think it's wrong. If I supply the same vector as input (beginDir equal to endDir), the cross product is zero, but the dot product is a little bit more than zero. I think that to fix that I can simply check if the cross product is zero, means that the 2 vectors are parallel, but my code doesn't work. I tried the following solution: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross == Vector.zero) return AngleDir.PARALLEL; And it doesn't work because comparison between Vector.zero and cross is always different from zero (even if cross is actually [0.0f, 0.0f, 0.0f]). I tried also this: Vector3 cross = Vector3.Cross(beginDir, endDir); if (cross.magnitude == 0.0f) return AngleDir.PARALLEL; it also fails because magnitude is slightly more than zero. So my question is: given 2 Vector3 in Unity, how to compare them? I need the elegant equivalent version of this: if (beginDir.x == endDir.x && beginDir.y == endDir.y && beginDir.z == endDir.z) return true;

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  • How Microsoft Market DotNet?

    - by Fendy
    I just read an Joel's article about Microsoft's breaking change (non-backwards compatibility) with dot net's introduction. It is interesting and explicitly reflected the condition during that time. But now almost 10 years has passed. The breaking change It is mainly on how bad is Microsoft introducing non-backwards compatibility development tools, such as dot net, instead of improving the already-widely used asp classic or VB6. As much have known, dot net is not natively embedded in windows XP (yes in vista or 7), so in order to use the .net apps, you need to install the .net framework of over 300mb (it's big that day). However, as we see that nowadays many business use .net as their main development tools, with asp.net or mvc as their web-based applications. C# nowadays be one of tops programming languages (the most questions in stackoverflow). The more interesing part is, win32api still alive even there is newer technology out there (and still widely used). Imagine if microsoft does not introduce the breaking change, there will many corporates still uses asp classic or vb-based applications (there still is, but not that much). There are many corporates use additional services such as azure or sharepoint (beside how expensive is it). Please note that I also know there are many flagships applications (maybe adobe's and blizzard's) still use C-based or older language and not porting to newer high-level language. The question How can Microsoft persuade the users to migrate their old applications into dot net? As we have known it is very hard and give no immediate value when rewrite the applications (netscape story), and it is very risky. I am more interested in Microsoft's way and not opinion such as "because dot net is OOP, or dot net is dll-embedable, etc". This question may be constructive, as the technology is vastly changes over times lately. As we can see, Microsoft changes Asp.Net webform to MVC, winform is legacy now, it is starting to change to use windows store rather than basic-installment, touchscreen and later on we will have see-through applications such as google class. And that will be breaking changes. We will need to account portability as an issue nowadays. We will need other than just mere technology choice, but also migration plans. Even maybe as critical as we might need multiplatform language compiler, as approached by Joel's Wasabi. (hey, I read his articles too much!)

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  • Calculate velocity of a bullet ricocheting on a circle

    - by SteveL
    I made a picture to demostrate what I need,basecaly I have a bullet with velocity and I want it to bounce with the correct angle after it hits a circle Solved(look the accepted answer for explain): Vector.vector.set(bullet.vel); //->v Vector.vector2.setDirection(pos, bullet.pos); //->n normal from center of circle to bullet float dot=Vector.vector.dot(Vector.vector2); //->dot product Vector.vector2.mul(dot).mul(2); Vector.vector.sub(Vector.vector2); Vector.vector.y=-Vector.vector.y; //->for some reason i had to invert the y bullet.vel.set(Vector.vector);

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  • Are two periods allowed in the local-part of an email address?

    - by Mike B
    A third-party email gateway relay is refusing to process a message for an email address we're sending to. The address is in the format of [email protected] (note the two periods). Is this allowed by RFC guidelines? RFC 2822 seems to object to this in section 3.4.1: The locally interpreted string is either a quoted-string or a dot-atom. If the string can be represented as a dot-atom (that is, it contains no characters other than atext characters or "." surrounded by atext characters), then the dot-atom form SHOULD be used and the quoted-string form SHOULD NOT be used. Comments and folding white space SHOULD NOT be used around the "@" in the addr-spec. Furthermore, in that same section, it references this: addr-spec = local-part "@" domain local-part = dot-atom / quoted-string / obs-local-part I interpret this to mean that the localpart can have content separated by dots but there cannot be two successive dots, and it cannot start or end with a dot. That being said, I'm not familiar with dot-atom syntax so maybe I'm mistaken here. Can someone please confirm and explain?

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  • Setting up a non-emacs Common Lisp Dev Env for web application development?

    - by Ravi S
    I am trying to set up a Common Lisp Dev Env for web application development on my Ubuntu 10.04 LTS 64-bit box and I can't find a single decent guide that is targeted at noobs. The closest I came is with Peter Seibel's Lisp in a box but I detest Emacs with a passion and it seems to have older versions of SBCL and CLISP (which are my preferred CL implementations). I do not want to use any of the commercial implementations. I am looking for a simple setup to write some very basic CRUD apps involving possibly hunchentoot, some framework like weblocks,CL-WHO, CL-SQl, sqlite or some datastores from the nosql family like mongo and couch.. Assuming, I go with either SBCL or CLISP on Linux, what is the best tool to manage packages and libraries? ASDF? I am looking for simplicity and consistency and I don't expect to use a ton of libs...

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  • Using slime's C-x C-e (Eval the form under the point) with swank-clojure in emacs

    - by hiheelhottie
    Hi, I'm using swank-clojure in emacs on OSX. I'm able to run a slime session. When I use C-x C-e on a simple form in a .clj file like (+ 7 7) I get an sldb buffer with Unable to resolve symbol: + in this context [Thrown class java.lang.Exception] I'm able to evaluate that form in the slime session directly. I was hoping the form in the clj file would get evaluated in the running slime session. Can someone explain how C-x C-e works in swank-clojure and how I can get the form to be evaluated in the running slime session? Thanks, hhh

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