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  • AutoKey inserts blank lines

    - by Mike Pretzlaw
    Situation GNOME Shell AutoKey / autokey-gtk it has a predefined shortcut "adr" which should write an address after hitting space and a shortcut "date" which should write the current date (after hitting tab) Problem no matter what I define, "adr" or "date" it always inserts as much blank lines as the template uses Example: "date" should autocomplete after pressing space to "13/08/01" but it inserts one empty line "adr" should do my full address but it inserts 4 empty lines Question What could be wrong with my AutoKey? Do you need additional information?

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  • Can I install Visual Studio 2012 without a virtual machine in Ubuntu?

    - by kamil
    I am trying to get visual studio working in Unity without using any virtual machine or other IDE alternatives. I am convinced Visual Studio is the ultimate IDE for .Net programming languages. I'm not necessarily for dual booting. I have been working more than 10 years on visual studio and I prefer it over other IDEs. I have tried other IDEs but they didin't work too well for me. Does anyone know a way to get this working natively?

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  • Why do non-working websites look like search indexes?

    - by Asaf
    An example of this could be shown on every .tk domain that doesn't exist, just write www.givemeacookie.tk or something, you get into a fake search engine/index Now these things are all over, I use to always ignore it because it was obvious just a fake template, but it's everywhere. I was wondering, where is it originated (here it's searchmagnified, but in their website it's also something generic) ? Is there a proper name for these type of websites?

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  • Segmentation fault 11 in MacOS X- C++ [migrated]

    - by Marcos Cesar Vargas Magana
    all. I have a "segmentation fault 11" error when I run the following code. The code actually compiles but I get the error at run time. //** Terror.h ** #include <iostream> #include <string> #include <map> using std::map; using std::pair; using std::string; template<typename Tsize> class Terror { public: //Inserts a message in the map. static Tsize insertMessage(const string& message) { mErrorMessages.insert( pair<Tsize, string>(mErrorMessages.size()+1, message) ); return mErrorMessages.size(); } private: static map<Tsize, string> mErrorMessages; } template<typename Tsize> map<Tsize,string> Terror<Tsize>::mErrorMessages; //** error.h ** #include <iostream> #include "Terror.h" typedef unsigned short errorType; typedef Terror<errorType> error; errorType memoryAllocationError=error::insertMessage("ERROR: out of memory."); //** main.cpp ** #include <iostream> #include "error.h" using namespace std; int main() { try { throw error(memoryAllocationError); } catch(error& err) { } } I have kind of debugging the code and the error happens when the message is being inserted in the static map member. An observation is that if I put the line: errorType memoryAllocationError=error::insertMessage("ERROR: out of memory."); inside the "main()" function instead of at global scope, then everything works fine. But I would like to extend the error messages at global scope, not at local scope. The map is defined static so that all instances of "error" share the same error codes and messages. Do you know how can I get this or something similar. Thank you very much.

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  • MiniMax function throws null pointer exception

    - by Sven
    I'm working on a school project, I have to build a tic tac toe game with the AI based on the MiniMax algorithm. The two player mode works like it should. I followed the code example on http://ethangunderson.com/blog/minimax-algorithm-in-c/. The only thing is that I get a NullPointer Exception when I run the code. And I can't wrap my finger around it. I placed a comment in the code where the exception is thrown. The recursive call is returning a null pointer, what is very strange because it can't.. When I place a breakpoint on the null return with the help of a if statement, then I see that there ARE still 2 to 3 empty places.. I probably overlooking something. Hope someone can tell me what I'm doing wrong. Here is the MiniMax code (the tic tac toe code is not important): /* * To change this template, choose Tools | Templates * and open the template in the editor. */ package MiniMax; import Game.Block; import Game.Board; import java.util.ArrayList; public class MiniMax { public static Place getBestMove(Board gameBoard, Block.TYPE player) { Place bestPlace = null; ArrayList<Place> emptyPlaces = gameBoard.getEmptyPlaces(); Board newBoard; //loop trough all the empty places for(Place emptyPlace : emptyPlaces) { newBoard = gameBoard.clone(); newBoard.setBlock(emptyPlace.getRow(), emptyPlace.getCell(), player); //no game won and still room to move if(newBoard.getWinner() == Block.TYPE.NONE && newBoard.getEmptyPlaces().size() > 0) { //is an node (has children) Place tempPlace = getBestMove(newBoard, invertPlayer(player)); //ERROR is thrown here! tempPlace is null. emptyPlace.setScore(tempPlace.getScore()); } else { //is an leaf if(newBoard.getWinner() == Block.TYPE.NONE) { emptyPlace.setScore(0); } else if(newBoard.getWinner() == Block.TYPE.X) { emptyPlace.setScore(-1); } else if(newBoard.getWinner() == Block.TYPE.O) { emptyPlace.setScore(1); } //if this move is better then our prev move, take it! if((bestPlace == null) || (player == Block.TYPE.X && emptyPlace.getScore() < bestPlace.getScore()) || (player == Block.TYPE.O && emptyPlace.getScore() > bestPlace.getScore())) { bestPlace = emptyPlace; } } } //This should never be null, but it does.. return bestPlace; } private static Block.TYPE invertPlayer(Block.TYPE player) { if(player == Block.TYPE.X) { return Block.TYPE.O; } return Block.TYPE.X; } }

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  • What is the correlation between the quality of the software development process and the quality of the product?

    - by Ophir Yoktan
    I used to believe the practicing "good" software development methods tends to yield a better product in the long run. However, I've seen quite a few cases where "quick-and-dirty" \ "brute-force" \ "copy-paste" programming appeared to give decent results quicker, and cheaper. This appears especially in cases where time to market is more critical then maintenance overhead. Is there a correlation between the quality of the development process and techniques and the quality of the product?

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  • Make Pong on android using OpenGL-ES

    - by brainydexter
    I am trying to make a simple pong game using opengl-es. I have checked out some of the tutorials/samples, but most of them are pre-dated to 2009. I am familiar with game programming, and consider pong to be the hello-world! Right now, I intend to make it using their supplied SDK (2.3), but eventually I want to make it in NDK, so I can port my other work to android. Would anyone have a good reference for a starting point ? Thanks

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  • Removing existing filtered pages from Google's index: noindex / 301 / canonical to non-filtered page?

    - by Noam
    I've decided to remove some of my site's pages from the Google index to focus more of the indexed pages on higher quality pages. The pages I'm going to remove are already in the index. These removed pages are filtered pages which will continue to exist, I just don't want them in the google index because they add little quality to the same page without any filter selected. I've added in webmaster tools specification of narrow for the parameters that set these filters, but it doesn't seem this changes anything in how he handles these pages. So I'm considering three options: Adding <meta name="robots" content="noindex" /> to the html header of these filtered pages 301 to the non-filtered page that contains the most similar information and will remain in the index Canonical tag. Which I'm not sure is exactly the mainstream use case, as these aren't really the same pages. Which should I use?

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  • Setting up collision using a tilemap and cocos2d

    - by James
    I'm building my first platformer using cocos2d and a tilemap. I'm having trouble coming up with a decent way of determining if the character is colliding with an object. More specifically, in which direction is the character colliding with an object. Following the tutorial here, I have made a separate "meta" layer of collidable tiles. The problem is that unless the character is in the tile, you can't detect the collision. Also, there's no way of telling WHERE the collision is occurring. The best solution would be one that could tell me if a character is up against a wall, or walking on top of a platform. However, I can't seem to figure out a good technique for this.

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  • Design Principles: An Illuminati For Better Solution

    From my earliest memory of programming, I was taught that we should do some level of design before coding. Somewhere around the way I started hearing phrases Dependency Injection, IoC etc., but whenever I asked people the need for these patterns, I seldom got an answer that satisfied me…

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  • Will polishing my current project be a better learning experience than starting a new one?

    - by Alejandro Cámara
    I started programming many years ago. Now I'm trying to make games. I have read many recommendations to start cloning some well known games like galaga, tetris, arkanoid, etc. I have also read that I should go for the whole game (including menus, sound, score, etc.). Yesterday I finished the first complete version of my arkanoid clone. But it is far from over. I can still work on it for months (I program as a hobby in my free time) implementing a screen resolution switcher, remap of the control keys, power-ups falling from broken bricks, and a huge etc. But I do not want to be forever learning how to clone ONE game. I have the urge to get to the next clone in order to apply some design ideas I have come upon while developing this arkanoid clone (at the same time I am reading the GoF book and much source code from Ludum Dare 21 game contest). So the question is: Should I keep improving the arkanoid clone until it has all the features the original game had? or should I move to the next clone (there are almost infinite games to clone) and start mending the things I did wrong with the previous clone? This can be a very subjective question, so please restrain the answers to the most effective way to learn how to make my own games (not cloning someone ideas). Thank you! CLARIFICATION In order to clarify what I have implemented I make this list: Features implemented: Bouncing capabilities (the ball bounces on walls, on bricks, and on the bar). Sounds when bouncing on bricks and the bar, and when the player wins or loses. Basic title menu (new game and exit only). Also in-game menu and win/lose menus. Only three levels, but the map system is so easy I do not think it will teach me much (am I wrong?). Features not-implemented: Power-ups when breaking the bricks. Complex bricks (with more than one "hit point" and invincible). Better graphics (I am not really good at it). Programming polishing (use more intensively the design patterns). Here's a link to its (minimal) webpage: http://blog.acamara.es/piperine/ I kind of feel ashamed to show it, so please do not hit me too hard :-) My question was related to the not-implemented features. I wondered what was the fastest (optimal) path to learn. 1) implement the not-implemented features in this project which is getting big, or 2) make a new game which probably will teach me those lessons and new ones. ANSWER I choose @ashes999 answer because, in my case, I think I should polish more and try to "ship" the game. I think all the other answers are also important to bear in mind, so if you came here having the same question, before taking a rush decision read all the discussion. Thank you all!

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  • Fireball.CodeEditor

    - by csharp-source.net
    Fireball.CodeEditor is a source editor control with syntax highlight support. It supports some common programming language and you can add your own syntax. Also on the website you can find a software called FireEdit. It is a open source small code editor with support for extensibility from plugins system, more info on the web site, join the forum and help the staff to add feature and find bugs, by testing the control or the application or by making a plugin.

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  • Looking for a short book on C# 2010 for experienced programmers

    - by Gaz Davidson
    Hi I'm an experienced programmer (C++, Java, Python, C, Objective-C, and others) and need to take a crash course in C# for my current job. I've never done any C# programming before though have read a bit about the syntax etc, I'm looking for a guide that quickly introduces advanced topics so I can get a handle on the language and begin hacking ASAP. Does anyone know of such a book? Amazon and Google are drawing a blank. Thanks in advance!

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  • What are the tools required to build a compiler?

    - by kevin
    What are the various tools that are required to build a compiler for a particular programming language, say C? I want to know how each part of the compiler works. So, I am trying to use all the existing tools like loader, linker, etc, and combine them together to build one compiler (or can just say "compiling a compiler"). Can any one list out all such tools that are required to build a fully functional one?

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  • JavaScript: Code Folding

    - by Petr
    Today I would like to mentioned code folding in the new JavaScript editor support, which is available in the continual builds from our server. It's a basic feature, but was mentioned in a comment under the mentioned post. So you can fold comments and every code block between { and }. The current support allows only methods to be folded. The difference is shown below. In the picture on the left side is the current folding and on the right side the new one.   The code folding can be switched off in the Editor Options (Tools main menu -> Options -> Editor category -> General Tab). In this dialog you can also define which folds should be collapsed by default when you open a file. These options more closely fit Java editor needs, but you can see in the next picture how the options are mapped for JavaScript code.  The Method option folds all functions in the code. Other code blogs are fold through the option Tags and Other Code Blogs.  The documentation comments (starts with /**) are fold through Javadoc Comments and when you check Initial Comment, then all comments that start with /* are folded by default.  The new JavaScript editor also supports custom folds. To add your custom fold, type in two special comments as shown in this example: // <editor-fold> Your code goes here... // </editor-fold> You can define the default description of a collapsed fold by adding a "desc" attribute: // <editor-fold desc="This is my super secret genius code."> Your code goes here... // </editor-fold> You can set a fold to be collapsed by default by adding a "defaultstate" attribute: // <editor-fold defaultstate="collapsed"> Your code goes here... // </editor-fold> There is a code template that helps with writing custom fold comments. The abbreviation for the template is fcom. As I wrote the new JS support is available in the continual builds. Go here for more info.

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  • How to handle possible duplicate content across multiple sites?

    - by ElHaix
    Let's say I have two sites that cover the same vertical/topic. one in the USA and one in Canada. Both sites have local-related content, which is obviously unique by location. However they will share common news or blog pages. How do I avoid getting hit with duplicate content on both sites for those news/blog pages? If the content is exactly the same, I'm guessing I would have to pick which site's content I want to noindex,nofollow, is that correct, and if so, is that all I have to add on the URL links to those pages, and the pages' meta tags?

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  • Run On Sentences in Technical Writing

    - by Sean Noodleson Neilan
    This is just a question to think about. When you write technical documentation and programming comments, do you ever find yourself writing run-on sentences in order to be more precise? Is packing more technical information into one sentence better than creating many little sentences each with a little bit of technical information? I know it's better to have lots of little classes in their own little files. Perhaps this doesn't apply to writing?

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  • How do I verify the ownership of a domain from Namecheap to use Google Apps?

    - by Rook
    I registered a domain with Namecheap.com, and started the Google Apps registration process. After the initial data filling, google apps wishes me to prove the ownership of a domain, and has given me 4 choices: Add a DNS record to your domain's configuration Link to your Google Analytics account Upload an HTML file to your server Add a meta tag to your site's home page What is the differences between these, and how do I (if someone knows perhaps how to do it on Namecheap, it would be even better) complete this step in the process? I would appreciate any advice you might have.

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  • VISUAL STUDIO 2010 GLOBAL LAUNCH

    - by Sayre Collado
    Hello Guys, The Visual Studio 2010 is here. You can test by downloading the free trial at this link http://www.microsoft.com/visualstudio/en-us/download and view the products features in this link http://www.microsoft.com/visualstudio/en-us/products . You can even watch the live launch at http://www.microsoft.com/visualstudio/en-us/watch-it-live Happy Programming.

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  • Scriptable user-interfaces/frameworks for automated UI testing

    - by AareP
    I'm planning on using scripting for automated UI testing. Main application is written in c#, and I want it to be scriptable, so I can do everything end-user can do, but programmatically. What do you think of software that provides an interface for scripting, like VBA macros in Excel? Can this be future of all programming, big and small? What is the best way to build such an interface for your own application, dll-based or by parsing own scripting language?

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