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  • Unity3D : Retry Menu (Scene Management)

    - by user3666251
    I'm making a simple 2D game for Android using the Unity3D game engine. I created all the levels and everything but I'm stuck at making the game over/retry menu. So far I've been using new scenes as a game over menu. I used this simple script: #pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu': #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes, obstacles (the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful?

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  • Unity3D Android : Game Over/Retry

    - by user3666251
    Im making a simple 2D game for android using the Unity3D game engine.I created all the levels and everything but Im stuck at making the game over/retry menu.So far I've been using new scenes as a game over menu.I used this simple script : pragma strict var level = Application.LoadLevel; function OnCollisionEnter(Collision : Collision) { if(Collision.collider.tag == "Player") { Application.LoadLevel("GameOver"); } } And this as a 'menu' : #pragma strict var myGUISkin : GUISkin; var btnTexture : Texture; function OnGUI() { GUI.skin = myGUISkin; if (GUI.Button(Rect(Screen.width/2-60,Screen.height/2+30,100,40),"Retry")) Application.LoadLevel("Easy1"); if (GUI.Button(Rect(Screen.width/2-90,Screen.height/2+100,170,40),"Main Menu")) Application.LoadLevel("MainMenu"); } The problem stands at the part where I have to create over 200 game over scenes,obscales(the objects that kill the player) and recreate the same script over 200 times for each level. Is there any other way to make this faster and less painful? I've been searching the web but didn't find anything useful according to my issue. Thank you.

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  • How bad is it to have two methods with the same name but different signatures in two classes?

    - by Super User
    I have a design problem related to a public interface, the names of methods, and the understanding of my API and code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class has one public method named collision, and the second has one private method called _collision. The two methods differs in argument type and number. As an example let's say that _collision checks if the object is colliding with another object with certain conditions l, r, t, b (collide on the left side, right side, etc) and returns true or false. The public collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think it's better to avoid overloading the design with different names for methods that do almost the same thing, but in distinct contexts and classes. Is this clear enough to the reader or I should change the method's name?

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  • OnTrigger not firing consistently

    - by Lautaro
    I have a Prefab called Player which has a Body and a Sword. The game uses 2 instances of Player, Player1 and Player2. I use Player1 to strike Player2. This is code on the sword. My hope is that Sword of Player1 will log on contct with Body of Player2. It happens but only the first hit and then i have to hit several times before another strike is logged. But when i look at log from OnTriggerStay it looks like the TriggerExit is never detected untill long after the sword is gone. void OnTriggerEnter(Collider other) { //Play sound to confirm collision var sm = ObjectDirectory.soundManager; sm.PlaySoundClip(sm.gui_02); Debug.Log(other.name + " - ENTER" ); } void OnTriggerStay(Collider other) { Debug.Log(other.name + " - collision" ); } void OnTriggerExit(Collider other) { Debug.Log(other.name + " - HAS LEFT" ); } DEBUG LOG: Player2 - ENTER UnityEngine.Debug:Log(Object) SwordControl:OnTriggerEnter(Collider) (at Assets/Scripts/SwordControl.cs:28) Player2 - collision UnityEngine.Debug:Log(Object) SwordControl:OnTriggerStay(Collider) (at Assets/Scripts/SwordControl.cs:34) (The last debug log then repeated hundreds of times long after the sword of player 1 had withdrawn and was in no contact with player 2 ) EDIT: Further tests shows that if i move player1 backwards away form player2 i trigger the OnTriggerExit. Even if the sword is not touching Player2 since after the blow. However even after OnTriggerExit it takes many tries untill i can get another blow registered.

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  • How bad it's have two methods with the same name but differents signatures in two classes?

    - by Super User
    I have a design problem relationated with the public interface, the names of methods and the understanding of my API and my code. I have two classes like this: class A: ... function collision(self): .... ... class B: .... function _collision(self, another_object, l, r, t, b): .... The first class have one public method named collision and the second have one private method called _collision. The two methods differs in arguments type and number. In the API _m method is private. For the example let's say that the _collision method checks if the object is colliding with another_ object with certain conditions l, r, t, b (for example, collide the left side, the right side, etc) and returns true or false according to the case. The collision method, on the other hand, resolves all the collisions of the object with other objects. The two methods have the same name because I think is better avoid overload the design with different names for methods who do almost the same think, but in distinct contexts and classes. This is clear enough to the reader or I should change the method's name?

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  • Trouble using Ray.Intersect method on bounding boxes in a 2D XNA game

    - by getsauce
    I am trying to use a ray and bounding box to determine if a box is between the player and the mouse pointer in 2D space. When I try testing the code, the collision will return true when pointed at the box but it also returns true under other circumstances where it shouldn't. For instance. If I have a player on the left and a box directly to the right, I can put the mouse pointer a few hundred pixels above the box or a few hundred below and it will still return true. Also, I can put my mouse pointer to the left of the player and in a certain area it will still return true. Does anyone have any idea what might cause this? I have left out definitions for some of my members and properties just to make this code sample easier to read. The position property is just a Vector2 for where each object is located. ray = new Ray(new Vector3(player.Position, 0), new Vector3(mouse.Position, 0); box = new BoundingBox(new Vector3(box.Position, 0), new Vector3( new Vector2(box.Position + box.Width, box.Position + box.Height), 0); if (ray.Intersects(box) != null) collision = true; else collision = false;

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  • Modernizr Rocks HTML5

    - by Laila
    HTML5 is a moving target.  At the moment, we don't know what will be in future versions.  In most circumstances, this really matters to the developer. When you're using Adobe Air, you can be reasonably sure what works, what is there, and what isn't, since you have a version of the browser built-in. With Metro, you can assume that you're going to be using at least IE 10.   If, however,  you are using HTML5 in a web application, then you are going to rely heavily on Feature Detection.  Feature-Detection is a collection of techniques that tell you, via JavaScript, whether the current browser has this feature natively implemented or not Feature Detection isn't just there for the esoteric stuff such as  Geo-location,  progress bars,  <canvas> support,  the new <input> types, Audio, Video, web workers or storage, but is required even for semantic markup, since old browsers make a pigs ear out of rendering this.  Feature detection can't rely just on reading the browser version and inferring from that what works. Instead, you must use JavaScript to check that an HTML5 feature is there before using it.  The problem with relying on the user-agent is that it takes a lot of historical data  to work out what version does what, and, anyway, the user-agent can be, and sometimes is, spoofed. The open-source library Modernizr  is just about the most essential  JavaScript library for anyone using HTML5, because it provides APIs to test for most of the CSS3 and HTML5 features before you use them, and is intelligent enough to alter semantic markup into 'legacy' 'markup  using shims  on page-load  for old browsers. It also allows you to check what video Codecs are installed for playing video. It also provides media queries  and conditional resource-loading (formerly YepNope.js.).  Generally, Modernizr gives you the choice of what you do about browsers that don't support the feature that you want. Often, the best choice is graceful degradation, but the resource-loading feature allows you to dynamically load JavaScript Shims to replace the standard API for missing or defective HTML5 functionality, called 'PolyFills'.  As the Modernizr site says 'Yes, not only can you use HTML5 today, but you can use it in the past, too!' The evolutionary progress of HTML5  requires a more defensive style of JavaScript programming where the programmer adopts a mindset of fearing the worst ( IE 6)  rather than assuming the best, whilst exploiting as many of the new HTML features as possible for the requirements of the site or HTML application.  Why would anyone want the distraction of developing their own techniques to do this when  Modernizr exists to do this for you? Laila

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  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

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  • Modernizr Rocks HTML5

    - by Laila
    HTML5 is a moving target.  At the moment, we don't know what will be in future versions.  In most circumstances, this really matters to the developer. When you're using Adobe Air, you can be reasonably sure what works, what is there, and what isn't, since you have a version of the browser built-in. With Metro, you can assume that you're going to be using at least IE 10.   If, however,  you are using HTML5 in a web application, then you are going to rely heavily on Feature Detection.  Feature-Detection is a collection of techniques that tell you, via JavaScript, whether the current browser has this feature natively implemented or not Feature Detection isn't just there for the esoteric stuff such as  Geo-location,  progress bars,  <canvas> support,  the new <input> types, Audio, Video, web workers or storage, but is required even for semantic markup, since old browsers make a pigs ear out of rendering this.  Feature detection can't rely just on reading the browser version and inferring from that what works. Instead, you must use JavaScript to check that an HTML5 feature is there before using it.  The problem with relying on the user-agent is that it takes a lot of historical data  to work out what version does what, and, anyway, the user-agent can be, and sometimes is, spoofed. The open-source library Modernizr  is just about the most essential  JavaScript library for anyone using HTML5, because it provides APIs to test for most of the CSS3 and HTML5 features before you use them, and is intelligent enough to alter semantic markup into 'legacy' 'markup  using shims  on page-load  for old browsers. It also allows you to check what video Codecs are installed for playing video. It also provides media queries  and conditional resource-loading (formerly YepNope.js.).  Generally, Modernizr gives you the choice of what you do about browsers that don't support the feature that you want. Often, the best choice is graceful degradation, but the resource-loading feature allows you to dynamically load JavaScript Shims to replace the standard API for missing or defective HTML5 functionality, called 'PolyFills'.  As the Modernizr site says 'Yes, not only can you use HTML5 today, but you can use it in the past, too!' The evolutionary progress of HTML5  requires a more defensive style of JavaScript programming where the programmer adopts a mindset of fearing the worst ( IE 6)  rather than assuming the best, whilst exploiting as many of the new HTML features as possible for the requirements of the site or HTML application.  Why would anyone want the distraction of developing their own techniques to do this when  Modernizr exists to do this for you? Laila

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  • Cisco ASA: How to route PPPoE-assigned subnet?

    - by Martijn Heemels
    We've just received a fiber uplink, and I'm trying to configure our Cisco ASA 5505 to properly use it. The provider requires us to connect via PPPoE, and I managed to configure the ASA as a PPPoE client and establish a connection. The ASA is assigned an IP address by PPPoE, and I can ping out from the ASA to the internet, but I should have access to an entire /28 subnet. I can't figure out how to get that subnet configured on the ASA, so that I can route or NAT the available public addresses to various internal hosts. My assigned range is: 188.xx.xx.176/28 The address I get via PPPoE is 188.xx.xx.177/32, which according to our provider is our Default Gateway address. They claim the subnet is correctly routed to us on their side. How does the ASA know which range it is responsible for on the Fiber interface? How do I use the addresses from my range? To clarify my config; The ASA is currently configured to default-route to our ADSL uplink on port Ethernet0/0 (interface vlan2, nicknamed Outside). The fiber is connected to port Ethernet0/2 (interface vlan50, nicknamed Fiber) so I can configure and test it before making it the default route. Once I'm clear on how to set it all up, I'll fully replace the Outside interface with Fiber. My config (rather long): : Saved : ASA Version 8.3(2)4 ! hostname gw domain-name example.com enable password ****** encrypted passwd ****** encrypted names name 10.10.1.0 Inside-dhcp-network description Desktops and clients that receive their IP via DHCP name 10.10.0.208 svn.example.com description Subversion server name 10.10.0.205 marvin.example.com description LAMP development server name 10.10.0.206 dns.example.com description DNS, DHCP, NTP ! interface Vlan2 description Old ADSL WAN connection nameif outside security-level 0 ip address 192.168.1.2 255.255.255.252 ! interface Vlan10 description LAN vlan 10 Regular LAN traffic nameif inside security-level 100 ip address 10.10.0.254 255.255.0.0 ! interface Vlan11 description LAN vlan 11 Lab/test traffic nameif lab security-level 90 ip address 10.11.0.254 255.255.0.0 ! interface Vlan20 description LAN vlan 20 ISCSI traffic nameif iscsi security-level 100 ip address 10.20.0.254 255.255.0.0 ! interface Vlan30 description LAN vlan 30 DMZ traffic nameif dmz security-level 50 ip address 10.30.0.254 255.255.0.0 ! interface Vlan40 description LAN vlan 40 Guests access to the internet nameif guests security-level 50 ip address 10.40.0.254 255.255.0.0 ! interface Vlan50 description New WAN Corporate Internet over fiber nameif fiber security-level 0 pppoe client vpdn group KPN ip address pppoe ! interface Ethernet0/0 switchport access vlan 2 speed 100 duplex full ! interface Ethernet0/1 switchport trunk allowed vlan 10,11,30,40 switchport trunk native vlan 10 switchport mode trunk ! interface Ethernet0/2 switchport access vlan 50 speed 100 duplex full ! interface Ethernet0/3 shutdown ! interface Ethernet0/4 shutdown ! interface Ethernet0/5 switchport access vlan 20 ! interface Ethernet0/6 shutdown ! interface Ethernet0/7 shutdown ! boot system disk0:/asa832-4-k8.bin ftp mode passive clock timezone CEST 1 clock summer-time CEDT recurring last Sun Mar 2:00 last Sun Oct 3:00 dns domain-lookup inside dns server-group DefaultDNS name-server dns.example.com domain-name example.com same-security-traffic permit inter-interface same-security-traffic permit intra-interface object network inside-net subnet 10.10.0.0 255.255.0.0 object network svn.example.com host 10.10.0.208 object network marvin.example.com host 10.10.0.205 object network lab-net subnet 10.11.0.0 255.255.0.0 object network dmz-net subnet 10.30.0.0 255.255.0.0 object network guests-net subnet 10.40.0.0 255.255.0.0 object network dhcp-subnet subnet 10.10.1.0 255.255.255.0 description DHCP assigned addresses on Vlan 10 object network Inside-vpnpool description Pool of assignable addresses for VPN clients object network vpn-subnet subnet 10.10.3.0 255.255.255.0 description Address pool assignable to VPN clients object network dns.example.com host 10.10.0.206 description DNS, DHCP, NTP object-group service iscsi tcp description iscsi storage traffic port-object eq 3260 access-list outside_access_in remark Allow access from outside to HTTP on svn. access-list outside_access_in extended permit tcp any object svn.example.com eq www access-list Insiders!_splitTunnelAcl standard permit 10.10.0.0 255.255.0.0 access-list iscsi_access_in remark Prevent disruption of iscsi traffic from outside the iscsi vlan. access-list iscsi_access_in extended deny tcp any interface iscsi object-group iscsi log warnings ! snmp-map DenyV1 deny version 1 ! pager lines 24 logging enable logging timestamp logging asdm-buffer-size 512 logging monitor warnings logging buffered warnings logging history critical logging asdm errors logging flash-bufferwrap logging flash-minimum-free 4000 logging flash-maximum-allocation 2000 mtu outside 1500 mtu inside 1500 mtu lab 1500 mtu iscsi 9000 mtu dmz 1500 mtu guests 1500 mtu fiber 1492 ip local pool DHCP_VPN 10.10.3.1-10.10.3.20 mask 255.255.0.0 ip verify reverse-path interface outside no failover icmp unreachable rate-limit 10 burst-size 5 asdm image disk0:/asdm-635.bin asdm history enable arp timeout 14400 nat (inside,outside) source static any any destination static vpn-subnet vpn-subnet ! object network inside-net nat (inside,outside) dynamic interface object network svn.example.com nat (inside,outside) static interface service tcp www www object network lab-net nat (lab,outside) dynamic interface object network dmz-net nat (dmz,outside) dynamic interface object network guests-net nat (guests,outside) dynamic interface access-group outside_access_in in interface outside access-group iscsi_access_in in interface iscsi route outside 0.0.0.0 0.0.0.0 192.168.1.1 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 dynamic-access-policy-record DfltAccessPolicy aaa-server SBS2003 protocol radius aaa-server SBS2003 (inside) host 10.10.0.204 timeout 5 key ***** aaa authentication enable console SBS2003 LOCAL aaa authentication ssh console SBS2003 LOCAL aaa authentication telnet console SBS2003 LOCAL http server enable http 10.10.0.0 255.255.0.0 inside snmp-server host inside 10.10.0.207 community ***** version 2c snmp-server location Server room snmp-server contact [email protected] snmp-server community ***** snmp-server enable traps snmp authentication linkup linkdown coldstart snmp-server enable traps syslog crypto ipsec transform-set TRANS_ESP_AES-256_SHA esp-aes-256 esp-sha-hmac crypto ipsec transform-set TRANS_ESP_AES-256_SHA mode transport crypto ipsec transform-set ESP-AES-256-MD5 esp-aes-256 esp-md5-hmac crypto ipsec transform-set ESP-DES-SHA esp-des esp-sha-hmac crypto ipsec transform-set ESP-DES-MD5 esp-des esp-md5-hmac crypto ipsec transform-set ESP-AES-192-MD5 esp-aes-192 esp-md5-hmac crypto ipsec transform-set ESP-3DES-MD5 esp-3des esp-md5-hmac crypto ipsec transform-set ESP-AES-256-SHA esp-aes-256 esp-sha-hmac crypto ipsec transform-set ESP-AES-128-SHA esp-aes esp-sha-hmac crypto ipsec transform-set ESP-AES-192-SHA esp-aes-192 esp-sha-hmac crypto ipsec transform-set ESP-AES-128-MD5 esp-aes esp-md5-hmac crypto ipsec transform-set ESP-3DES-SHA esp-3des esp-sha-hmac crypto ipsec security-association lifetime seconds 28800 crypto ipsec security-association lifetime kilobytes 4608000 crypto dynamic-map outside_dyn_map 20 set pfs group5 crypto dynamic-map outside_dyn_map 20 set transform-set TRANS_ESP_AES-256_SHA crypto dynamic-map SYSTEM_DEFAULT_CRYPTO_MAP 65535 set transform-set ESP-AES-128-SHA ESP-AES-128-MD5 ESP-AES-192-SHA ESP-AES-192-MD5 ESP-AES-256-SHA ESP-AES-256-MD5 ESP-3DES-SHA ESP-3DES-MD5 ESP-DES-SHA ESP-DES-MD5 crypto map outside_map 65535 ipsec-isakmp dynamic SYSTEM_DEFAULT_CRYPTO_MAP crypto map outside_map interface outside crypto isakmp enable outside crypto isakmp policy 1 authentication pre-share encryption 3des hash sha group 2 lifetime 86400 telnet 10.10.0.0 255.255.0.0 inside telnet timeout 5 ssh scopy enable ssh 10.10.0.0 255.255.0.0 inside ssh timeout 5 ssh version 2 console timeout 30 management-access inside vpdn group KPN request dialout pppoe vpdn group KPN localname INSIDERS vpdn group KPN ppp authentication pap vpdn username INSIDERS password ***** store-local dhcpd address 10.40.1.0-10.40.1.100 guests dhcpd dns 8.8.8.8 8.8.4.4 interface guests dhcpd update dns interface guests dhcpd enable guests ! threat-detection basic-threat threat-detection scanning-threat threat-detection statistics host number-of-rate 2 threat-detection statistics port number-of-rate 3 threat-detection statistics protocol number-of-rate 3 threat-detection statistics access-list threat-detection statistics tcp-intercept rate-interval 30 burst-rate 400 average-rate 200 ntp server dns.example.com source inside prefer webvpn group-policy DfltGrpPolicy attributes vpn-tunnel-protocol IPSec l2tp-ipsec group-policy Insiders! internal group-policy Insiders! attributes wins-server value 10.10.0.205 dns-server value 10.10.0.206 vpn-tunnel-protocol IPSec l2tp-ipsec split-tunnel-policy tunnelspecified split-tunnel-network-list value Insiders!_splitTunnelAcl default-domain value example.com username martijn password ****** encrypted privilege 15 username marcel password ****** encrypted privilege 15 tunnel-group DefaultRAGroup ipsec-attributes pre-shared-key ***** tunnel-group Insiders! type remote-access tunnel-group Insiders! general-attributes address-pool DHCP_VPN authentication-server-group SBS2003 LOCAL default-group-policy Insiders! tunnel-group Insiders! ipsec-attributes pre-shared-key ***** ! class-map global-class match default-inspection-traffic class-map type inspect http match-all asdm_medium_security_methods match not request method head match not request method post match not request method get ! ! policy-map type inspect dns preset_dns_map parameters message-length maximum 512 policy-map type inspect http http_inspection_policy parameters protocol-violation action drop-connection policy-map global-policy class global-class inspect dns inspect esmtp inspect ftp inspect h323 h225 inspect h323 ras inspect http inspect icmp inspect icmp error inspect mgcp inspect netbios inspect pptp inspect rtsp inspect snmp DenyV1 ! service-policy global-policy global smtp-server 123.123.123.123 prompt hostname context call-home profile CiscoTAC-1 no active destination address http https://tools.cisco.com/its/service/oddce/services/DDCEService destination address email [email protected] destination transport-method http subscribe-to-alert-group diagnostic subscribe-to-alert-group environment subscribe-to-alert-group inventory periodic monthly subscribe-to-alert-group configuration periodic monthly subscribe-to-alert-group telemetry periodic daily hpm topN enable Cryptochecksum:a76bbcf8b19019771c6d3eeecb95c1ca : end asdm image disk0:/asdm-635.bin asdm location svn.example.com 255.255.255.255 inside asdm location marvin.example.com 255.255.255.255 inside asdm location dns.example.com 255.255.255.255 inside asdm history enable

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  • CSMA/CD and CSMA/CA

    - by Zia ur Rahman
    CSMA/CD is used in wired LANs, CSMA means that the computers on the network sense the medium if the medium is idle, the computer transmits otherwise it defers sending.CD refers to collision detection. I don’t want to write about CD because its not related to my Question. Now in case of wireless LANs we use CSMA/CA , here CSMA refers to carrier sensing , the Question is how carrier sensing is done in case of wireless LANs? the collision avoidance is done by sending the control message to the intended receipient.

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  • Cisco VPN Client Behind ASA 5505

    - by fdf33
    I'm trying to get connected to another ASA via Cisco VPN Client. I am behind an ASA 5505 myself and I am tryihng to VPN to a 5510. I get the message: Secure VPN Connection terminated locally by the Client. Reason 412: The remote peer is no longer responding. I can connect to the other ASA if I use a normal cheap Linksys. Here's the version of my ASA: Result of the command: "sh ver" Cisco Adaptive Security Appliance Software Version 8.4(1) Any help would be great. Thanks running-config : Saved : Written by enable_15 at 23:12:32.378 UTC Fri Jul 1 2011 ! ASA Version 8.4(1) ! hostname aaaasa domain-name aaa.local enable password xxxxxxxxxxxxxxx encrypted passwd xxxxxxxxxxxxxxxxxxxx encrypted names ! interface Vlan1 nameif inside security-level 100 ip address 192.168.1.254 255.255.255.0 ! interface Vlan2 nameif outside security-level 0 ip address xxx.xxx.xxx.xxx 255.255.254.0 ! interface Vlan5 no nameif security-level 50 ip address 172.16.0.254 255.255.255.0 ! interface Vlan500 no nameif security-level 100 ip address 10.10.10.1 255.255.255.0 ! interface Ethernet0/0 switchport access vlan 2 ! interface Ethernet0/1 ! interface Ethernet0/2 ! interface Ethernet0/3 ! interface Ethernet0/4 ! interface Ethernet0/5 ! interface Ethernet0/6 ! interface Ethernet0/7 ! boot system disk0:/asa841-k8.bin ftp mode passive dns domain-lookup inside dns domain-lookup outside dns server-group DefaultDNS name-server 4.2.2.2 domain-name aaa.local same-security-traffic permit inter-interface same-security-traffic permit intra-interface object network obj_any subnet 0.0.0.0 0.0.0.0 object network A_93.97.168.1 host 93.97.168.1 object network rdp host 192.168.1.2 object network NETWORK_OBJ_192.168.1.0_24 subnet 192.168.1.0 255.255.255.0 access-list 101 extended permit tcp any host 192.168.1.2 eq 3389 access-list 101 extended permit icmp any any echo-reply access-list 101 extended permit icmp any any source-quench access-list 101 extended permit icmp any any time-exceeded access-list 101 extended permit icmp any any unreachable access-list 102 extended permit ip any any pager lines 24 logging enable logging asdm informational mtu inside 1500 mtu outside 1492 ip local pool VPNPool 192.168.2.200-192.168.2.210 mask 255.255.255.0 icmp unreachable rate-limit 1 burst-size 1 asdm image disk0:/asdm-641.bin no asdm history enable arp timeout 14400 ! object network rdp nat (inside,outside) static interface service tcp 3389 3389 ! nat (inside,outside) after-auto source dynamic any interface access-group 101 in interface outside access-group 102 out interface outside ! router ospf 1 network 192.168.1.0 255.255.255.0 area 0 log-adj-changes ! route outside 0.0.0.0 0.0.0.0 93.97.168.1 1 timeout xlate 3:00:00 timeout conn 1:00:00 half-closed 0:10:00 udp 0:02:00 icmp 0:00:02 timeout sunrpc 0:10:00 h323 0:05:00 h225 1:00:00 mgcp 0:05:00 mgcp-pat 0:05:00 timeout sip 0:30:00 sip_media 0:02:00 sip-invite 0:03:00 sip-disconnect 0:02:00 timeout sip-provisional-media 0:02:00 uauth 0:05:00 absolute timeout tcp-proxy-reassembly 0:01:00 dynamic-access-policy-record DfltAccessPolicy http server enable http 192.168.1.0 255.255.255.0 inside no snmp-server location no snmp-server contact snmp-server enable traps snmp authentication linkup linkdown coldstart crypto ipsec ikev2 ipsec-proposal DES protocol esp encryption des protocol esp integrity sha-1 md5 crypto ipsec ikev2 ipsec-proposal 3DES protocol esp encryption 3des protocol esp integrity sha-1 md5 crypto ipsec ikev2 ipsec-proposal AES protocol esp encryption aes protocol esp integrity sha-1 md5 crypto ipsec ikev2 ipsec-proposal AES192 protocol esp encryption aes-192 protocol esp integrity sha-1 md5 crypto ipsec ikev2 ipsec-proposal AES256 protocol esp encryption aes-256 protocol esp integrity sha-1 md5 crypto dynamic-map SYSTEM_DEFAULT_CRYPTO_MAP 65535 set ikev2 ipsec-proposal AES256 AES192 AES 3DES DES crypto map outside_map 65535 ipsec-isakmp dynamic SYSTEM_DEFAULT_CRYPTO_MAP crypto map outside_map interface outside crypto ca trustpoint ASDM_TrustPoint0 enrollment self subject-name CN=ciscoasa proxy-ldc-issuer crl configure crypto ca certificate chain ASDM_TrustPoint0 certificate 8877d64d 30820248 308201b1 a0030201 02020488 77d64d30 0d06092a 864886f7 0d010105 05003036 3111300f 06035504 03130863 6973636f 61736131 21301f06 092a8648 86f70d01 09021612 63697363 6f617361 2e6e6a64 2e6c6f63 616c301e 170d3131 30353231 30383533 34325a17 0d323130 35313830 38353334 325a3036 3111300f 06035504 03130863 6973636f 61736131 21301f06 092a8648 86f70d01 09021612 63697363 6f617361 2e6e6a64 2e6c6f63 616c3081 9f300d06 092a8648 86f70d01 01010500 03818d00 30818902 818100ea 1aa95141 480e616c efee6816 a96d6511 313b6776 cd3dd57b cd84b4d2 5e108aee 7c980086 4d92e2eb b6c7bf66 4585af0a ccbf153a db9270be c6f5c67b db9dd8d1 2f78d033 3348b056 df4be0da 70e08953 53adf294 9db6c020 597d250f bf448b43 b90179c8 ff0b15d8 744632d9 31c1945f 0b11e258 b4c1d224 692efff4 7b2f5102 03010001 a3633061 300f0603 551d1301 01ff0405 30030101 ff300e06 03551d0f 0101ff04 04030201 86301f06 03551d23 04183016 8014493c 19db183a ab1af9e9 b1e44ad4 2a408b3c 89d1301d 0603551d 0e041604 14493c19 db183aab 1af9e9b1 e44ad42a 408b3c89 d1300d06 092a8648 86f70d01 01050500 03818100 1dd1760a fdd15941 4803fb9a cd6f44a7 2e275854 a1c0fbe1 d19f2cc9 182d43ef a547f854 8df96d15 3ea79c62 cf3fcb1c 5820360b c607dbfc 4de8bb16 19f727e9 b928a085 665816d8 138e4a35 ed610950 7910dd4a 0b1a9dd9 0e26f1c8 b78bc0cc cbf19eb2 4c4c3931 45199ea5 249e3266 661e44fd 7a00d376 dcfc6e4e d43f10b8 quit crypto isakmp nat-traversal 30 crypto ikev2 policy 1 encryption aes-256 integrity sha group 5 prf sha lifetime seconds 86400 crypto ikev2 policy 10 encryption aes-192 integrity sha group 5 prf sha lifetime seconds 86400 crypto ikev2 policy 20 encryption aes integrity sha group 5 prf sha lifetime seconds 86400 crypto ikev2 policy 30 encryption 3des integrity sha group 5 prf sha lifetime seconds 86400 crypto ikev2 policy 40 encryption des integrity sha group 5 prf sha lifetime seconds 86400 crypto ikev2 enable outside client-services port 443 crypto ikev2 remote-access trustpoint ASDM_TrustPoint0 telnet timeout 5 ssh 192.168.1.0 255.255.255.0 inside ssh timeout 5 console timeout 0 dhcpd auto_config outside ! dhcpd address 192.168.1.5-192.168.1.36 inside dhcpd dns 4.2.2.2 interface inside dhcpd enable inside ! threat-detection basic-threat threat-detection statistics host number-of-rate 3 threat-detection statistics port threat-detection statistics protocol threat-detection statistics access-list threat-detection statistics tcp-intercept rate-interval 30 burst-rate 400 average-rate 200 ntp server 82.219.4.31 source outside prefer ssl trust-point ASDM_TrustPoint0 outside webvpn enable outside anyconnect image disk0:/anyconnect-win-2.4.1012-k9.pkg 1 anyconnect profiles AnyConnectVPN_client_profile disk0:/AnyConnectVPN_client_profile.xml anyconnect profiles SSLAnyConnectVPN_client_profile disk0:/SSLAnyConnectVPN_client_profile.xml anyconnect enable tunnel-group-list enable group-policy GroupPolicy_AnyConnectVPN internal group-policy GroupPolicy_AnyConnectVPN attributes wins-server none dns-server value 4.2.2.2 vpn-tunnel-protocol ikev2 ssl-client ssl-clientless default-domain value aaa.local webvpn url-list none anyconnect profiles value AnyConnectVPN_client_profile type user group-policy GroupPolicy_SSLAnyConnectVPN internal group-policy GroupPolicy_SSLAnyConnectVPN attributes wins-server none dns-server value 4.2.2.2 vpn-tunnel-protocol ikev2 ssl-client default-domain value aaa.local webvpn anyconnect profiles value SSLAnyConnectVPN_client_profile type user username testuser password xxxxxxxxxxxxxxxxx encrypted privilege 0 username testuser attributes vpn-group-policy GroupPolicy_AnyConnectVPN tunnel-group SSLPOL type remote-access tunnel-group SSLPOL general-attributes default-group-policy GroupPolicy_AnyConnectVPN tunnel-group SSLAnyConnectVPN type remote-access tunnel-group SSLAnyConnectVPN general-attributes address-pool VPNPool default-group-policy GroupPolicy_SSLAnyConnectVPN tunnel-group SSLAnyConnectVPN webvpn-attributes group-alias SSLAnyConnectVPN enable ! class-map inspection_default match default-inspection-traffic ! ! policy-map type inspect dns preset_dns_map parameters message-length maximum 512 policy-map global_policy class inspection_default inspect dns preset_dns_map inspect esmtp inspect ftp inspect h323 h225 inspect h323 ras inspect ip-options inspect netbios inspect rsh inspect rtsp inspect sip inspect skinny inspect sqlnet inspect sunrpc inspect tftp inspect xdmcp ! service-policy global_policy global prompt hostname context call-home profile CiscoTAC-1 no active destination address http https://tools.cisco.com/its/service/oddce/services/DDCEService destination address email [email protected] destination transport-method http subscribe-to-alert-group diagnostic subscribe-to-alert-group environment subscribe-to-alert-group inventory periodic monthly subscribe-to-alert-group configuration periodic monthly subscribe-to-alert-group telemetry periodic daily Cryptochecksum:94a65341aa27d3929d5e92a32ba22120 : end

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  • IDS for Linux ?

    - by nitins
    We need to setup an intrusion detection system (IDS) on our linux proxy server. Please suggest intrusion detection systems ? anything else than Snort ?

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  • Tile Engine: Entity location wrong

    - by Trizicus
    I've made a tile engine that has 30px by 30px. I've ran into a problem with an object for example. I've loaded an object 20px by 20px and when I do a collision check I have to use x/y position which is top left in Java2D. How can I do collision detection based on the entire object? This is relevant code: boolean checkCol() { int currentGridX = ship.getX()/30; int currentGridY = ship.getY()/30; if(test[currentGridX][currentGridY] == 0) return true; System.out.println("collision"); return false; }

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  • XML Architecture

    - by Roflcoptr
    For my application I have to use a undefined number of different detection strategies. A strategy is defined in the following fashion: The AND gate can also be a OR gate. For now, I hard coded all these rules in my code. For better extensability, I'd like to define all the detection startegies respectively rules in a XML file and parse it. But I'm not really sure how I can define such a detection strategy in a XML file. Any hints how to start?

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  • [XNA] Forming bounding box only around visible sprites

    - by nadalian
    Hi, this site has been really amazing for helping me with game development however I'm unable to find an answer for the following question (nor am I able to solve it on my own). I am trying to do rectangle collision in my game. My idea is to 1) get the original collision bounding rectangle 2) Transform the texture (pos/rot/scale) 3) Factor changes of item into a matrix and then use this matrix to change the original collision bounds of the item. However, my textures contain a lot of transparency, transparency that affect the overall height/width of the texture (I do this to maintain power of two dimensions). My problem: How to create a rectangle that forms dimensions which ignore transparency around the object. A picture is provided below: http://img51.imageshack.us/img51/4772/boundingbox.png

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  • How is Core Data detecting the conflicts, actually?

    - by brainfrog
    Apple says about -detectConflictsForObject: If on the next invocation of save: object has been modified in its persistent store, the save fails. This allows optimistic locking for unchanged objects. Conflict detection is always performed on changed or deleted objects. So what does this mean? If I simply modify an managed object and then save the context, there is always a conflict detection happening? Does this conflict detection simply compare the timestamps of the "records" to see if the "new" data is actually "old"? Is that a conflict?

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  • Good Open souce game engines for making MMO game

    - by Call Me Dummy
    I am interested in making a MMO game but I am not sure where to start. I am looking for an open source game engine which is simple to use and allows me to concentrate on the game design and architecture. I have some basic C,C++,C# knowledge. After lots of searching in google I was going to start out with Ogre3D but soon realized that it is a rendering engine and does not include physics engine. I have not tried it yet since in many forums it says they don't have a good documentation. So is there any good open source game engine good for fast game developing ? Some key features I want include basic requirements like collision detection, object to object collision detection, physics etc.

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  • Hadron Collider – Can it unveil the hidden secrets of universe?

    - by samsudeen
    Scientist at  European Centre for Nuclear Research (CERN) today successfully simulated the Big Bang experiment finally by producing  the world’s first high-energy particle collision.This is achieved through the collision of two protons with a total energy of  around seven trillion electron volts sending sub-particles spread through in every direction.   The experiment is conducted successfully around the  European Centre for Nuclear Research (CERN) which is under 100 metres below the Franco-Swiss border. This is said to be the biggest experiment in terms on the investment (around $7 billion) and the scientific importance. This will lead to a new era of science and could change the theories about the origin of universe. You can find  more videos about the experiment at the LHC Videos Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Silverlight Cream for March 15, 2011 -- #1061

    - by Dave Campbell
    In this Issue: Peter Kuhn, Emil Stoychev, Viktor Larsson(-2-), Kevin Hoffman, Rudi Grobler, WindowsPhoneGeek, Jesse Liberty(-2-), and Martin Krüger. Above the Fold: Silverlight: "Image comparison using a GridSplitter" Martin Krüger WP7: "Using WP7 accent color effectively" Viktor Larsson XNA: "XNA for Silverlight developers: Part 7 - Collision detection" Peter Kuhn From SilverlightCream.com: XNA for Silverlight developers: Part 7 - Collision detection Peter Kuhn has part 7 of his XNA for Silverlight devs tutorial series up at SilverlightShow... discussing Collision detection... something you need to get your head around if you're going to do a game. Interview with John Papa about the upcoming MIX11 event and the Open Source Fest Emil Stoychev of SilverlightShow reverses the roles with John Papa and interviews John on this MIX11 and Open Source Fest discussion they had at the MVP Summit Debugging Videos or Camera in WP7 Viktor Larsson has a quick post up on the 3 ways of debugging a WP7 app and why and under what circumstances you should change debug method. Using WP7 accent color effectively Viktor Larsson's next post is about the 10 accent colors available on WP7 devices. He shows how to make best use of that capability in XAML and runtime code. WP7 for iPhone and Android Developers - Hardware and Device Services Kevin Hoffman's part 4 of a 12-part tutorial series at SilverlightShow on WP7 for iPhone/Android devs is up ... this oe concentrates on Hardware and Device Services... Launchers/Choosers/Sensors. How to publish WP7 applications if you live in the Middle-east & Africa region Rudi Grobler has a short post up on a legit way to publish WP7 apps if you are in the MEA region. Creating WP7 Custom Theme – Sample Theme Implementation WindowsPhoneGeek has a new post up and he's starting a series of 3 articles on Creating Wp7 Custom Themes... first up is this tutorial on Basic Theme Implementation... and use it as well. From Android to Windows Phone For "Windows Phone from Scratch #43", Jesse Liberty begins a series on moving apps from Android to WP7, beginning with a tip calculating program. Yet Another Podcast #28–Jeremy Likness Jesse Liberty's next post is his "Yet Another Podcast #28" with Jeremy Likness this time around... the list of all things fun that Jeremy's involved in is getting long... should be a good podcast! Image comparison using a GridSplitter Martin Krüger posted a cool 'Clip Splitter' for comparing images, and what a great set of example images he's using... pretty darn cool lining them up with a grid-splitter. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • CodePlex Daily Summary for Thursday, March 25, 2010

    CodePlex Daily Summary for Thursday, March 25, 2010New ProjectsAccessibilityChecker: Accessibility Checker is custom feature developed to check accessibility requirements in a SharePoint PortalAnne Epstein - Personal Repository: Project Description This project contains multiple samples with various snippets and projects from blog posts, user group talks, and conference se...BatterySaver: BatterySaver is a simple application, in C#, that allows laptop users to perform actions based on battery notification events (switching from batte...dtxJson: C# coded JSON (JavaScript Object Notation) parser.eCamp: eCamp is a modular and extensible electronic camp management application. Written in C# and WPF, it follows many of the latest technology trends su...epdevplatform: epdevplatformERP: Environment Colaborative Resources ProjectFaceLight - Simple Silverlight Face Detection: FaceLight is a simple facial recognition method that can be used with Silverlight 's webcam. It searches for a certain sized skin color region in a...Forum PAF - The Open Source .Net Forum - From Viet Nam - By Thomas John (jntpaf): The Open Source .Net Forum - From Viet Nam ------------------------- Các phần mềm cần thiết để chạy Forum PAF: 1. .Net Framework 2.0 (trở lên) 2....Gawam Savel - Sistema de Avaliação Eletrônica: Projeto de TCC ...Html5 Helpers and tools for Asp.Net MVC: Html5 Helper aims to provide a generic helper context to produce HTML5 content in ASP.NET MVCIfeanyi Echeruo's WPF Recipes: WPF Recipes C# code samples showing how to solve some non-trivial problems in WPFITM 495 - iPhone App: school project iphone appKnowledge Exchange: Stack Overflow Inspired Knowledge ExchangeMailCheck: Mail检查程序。NetBoard: NetBoard is a lightweight system designed to act as the Blackboard in a micro-blackboard architecture for use within an OO system - even when withi...RodBass.com: RodBass.comsemanticrest: This is a vision of semantics mashups for rest web services.StatSpaceUI: StatSpaceUITFS Merge Tool: A small tool for merging changesets between TFS branches.The Interface To End All Interfaces: We interfaced everything, so that you can implement anything...Tim - Open Source Projects And Samples: Open source projects / Samples for http://tim.bellette.netWindows XNA: A place for those who enjoy there XNA Game Studio programing on Windows. For a place to share XNA Game Studio games for Windows in English. I'm loo...XAML Code Snippets addin for Visual Studio 2010: Provides support for adding XAML code snippets in the Visual Studio 2010 code editor for XAML in WPF and Silverlight projects.New ReleasesAnyWorks: AnyWorks1.2Bin: AnyWorks1.2AnyWorks: AnyWorks1.2Src: AnyWorks1.2AppFabric Caching Admin Tool: AppFabric Caching Admin Tool 1.0: System Requirements:.NET 4.0 RC AppFabric Caching Beta2 Test On:Win 7 (64x) Note: Must run as Administrator !!!ASP.NET Wiki Control: Release 1.1: - Modified text and varchar columns to nvarchar for unicode support. - Modified path info logic to disable its use if the page's raw url currently...B&W Port Scanner: Black`n`White Port Scanner 2.0: Fast Cross-Platform Port Scanner with Vulnerability Detection Tools. 3 vulnerability detection tools are included in this version: - Detection of ...BatterySaver: 0.1: Initial Release This is the initial release of the application. The application is very much beta with lots of changes upcoming. Known Issues The...BatterySaver: 0.2: Changes+ Add support for enabling and disabling devices (6)Compare .NET Objects: Version 1.2.0.0: New Features: Compare Generic Classes that Implement IList Indexers Compare Datasets Compare DataTables Compare DataRows Consider IList and...Controlled Vocabulary: 1.0.0.3: System Requirements Outlook 2007 / 2010 .Net Framework 3.5 Installation 1. Close Outlook (Use Task Manager to ensure no running instances in the b...crudwork is a library of reuseable classes for developing .NET applications: crudwork 2.2.0.2: minor changes. new guid for msi and new strongly named guidDigitallyCreated Utilities: DigitallyCreated Utilities v1.0.0: This release is the v1.0.0 version of DigitallyCreated Utilities. Binary Distribution The binary distribution contains the following: Compiled bin...DirectQ: Release 1.8.2: Adds several bugfixes and improved functionality. This release supersedes 1.8.1 which will be shortly removed. A very big THANK YOU to everyone w...DotNetNuke® Community Edition: 05.03.01: Major Highlights Issue fixed issue with the email notifications where the From and To addresses were swapped. Issue fixed with signature ch...Encrypted Notes: Encrypted Notes 1.5: This is the latest version of Encrypted Notes (1.5). It has an installer - it will create a directory 'CPascoe' in My Documents. Once you have ext...EnhSim: Release v1.9.8.1: Release v1.9.8.1Adding in the Glyph of Flame Shock changes in 3.3.3FlickrNet API Library: 3.0 Beta: A brand new version of the FlickrNet library, exposing 100% of the Flickr API's methods, along with streamlined class and method names. All classe...Forum PAF - The Open Source .Net Forum - From Viet Nam - By Thomas John (jntpaf): Forum PAF - The Open Source .Net Forum: A, Các phần mềm cần thiết để chạy Forum PAF: 1. .Net Framework 2.0 (trở lên) 2. Ajax Extension 1.0 (trở lên) 3. Sql Server 2005 (Sql Server Expr...HydroDesktop - CUAHSI Hydrologic Information System Desktop Application: HydroDesktop 0.7.3735 Alpha Installer: This is the testing release of the HydroDesktop 0.7 alpha version. Features supported in this version include: Search for data and download of Hydr...MDownloader: MDownloader-0.15.9.56953: Fixed Uploading.com links detection.MiniTwitter: 1.10: MiniTwitter 1.10 更新内容 追加 未読管理時に未読数をタブに表示する機能を実装 サイレントモードを実装(通知領域アイコンを右クリックして出るメニューから切り替え) 修正 「お気に入りワードを含む項目だけ表示する」オプションが機能していなかった問題を修正NoteExpress User Tools (NEUT) - Do it by ourselves!: NoteExpress User Tools 1.9.1: 测试版本:NoteExpress 2.5.0.1147 #修正一个改动的bugOneCMS: OneCMS 2.6: OneCMS 2.6 is finally here! Along with various bug fixes 2.6 also brings with it many new features such as the videos module, plugins system, and m...Quantity System Framework: Quantity System Calculator 1.1.9.93: Experience the new edition of the quantity system with text support and function treated as values now you can multiply functions and divide funct...Selection Maker: Selection Maker 1.4: some minor bugs fixed. icon added for running and uninstalling the application.sPATCH: sPatcher v0.8a: + Disabled patchers proxy settings to increase connection speed sPatch - Server Example *Contains a sample Patch that "downgrades" PWI 1.4.2 Clien...VSTT 2008 Quick Reference Guide: VS Performance Testing Quick Reference V2.0: Visual Studio Performance Testing Quick Reference Guide (Version 2.0)WeatherBar: WeatherBar 2.0: WeatherBar 2.0 Changelog: Introduced application settings. Modified UI. Ability to switch between Fahrenheit and Celsius (application-wide). ...WillStrohl.LightboxGallery Module for DotNetNuke: WillStrohl.LightboxGallery v1.02.01: This version of the Lightbox Gallery Module adds the following features: Upgraded the Autocomplete jQuery plugin Fixed an IE8 error that was occu...Windows XNA: Base Defense Alpha 0.339: Alpha 0.338 had a really bad bug that made the game crash, that is what I get for coding after 3am... I also made some AI for the Raptor. So now it...WPF Dynamic Data Display: Silverlight DynamicDataDisplay v0.2 - Spring 2010: Silverlight version of WPF DynamicDataDisplay charting library The version 0.2 shows a greater performance comparing with version 0.1 while having...Most Popular ProjectsMetaSharpRawrWBFS ManagerASP.NET Ajax LibrarySilverlight ToolkitMicrosoft SQL Server Product Samples: DatabaseAJAX Control ToolkitLiveUpload to FacebookWindows Presentation Foundation (WPF)ASP.NETMost Active ProjectsRawrjQuery Library for SharePoint Web ServicesFarseer Physics EngineBlogEngine.NETFacebook Developer ToolkitNB_Store - Free DotNetNuke Ecommerce Catalog ModulePHPExcelTable2ClassFluent Ribbon Control SuiteLINQ to Twitter

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  • Does Google use any “Language” flags / tags set within a PDF file when determining its language?

    - by Ally Ak
    When determining the language of a HTML page, I understand that Google looks at any language declarations that the page owner has set, and then also applies its own language detection algorithms. But does Google similarly look at language meta data set in PDF files when determining a PDF file's language? (Authors of PDF files can set document-wide properties describing the language (or languages) contained within it.) Or does Google rely exclusively on language detection algorithms and disregard the language flag set within the PDF file? Can anyone shed any light?

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  • Best way of storing voxels

    - by opiop65
    This should be a pretty easy question to answer, and I'm not looking for how to store the voxels data wise, I'm looking for the theory. Currently, my voxel engine has no global list of tiles. Each chunk has it's own list, and its hard to do things like collision detection or anything that may use tiles that are outside of its own chunk. I recently worked on procedural terrain with a non voxel engine. Now, I want to start using heightmaps in my voxel engine. But, I have a problem. If each chunk has its own list, then it will be pretty difficult to implement the heightmaps. My real question is, is should I store a global list of voxels independent of the chunks? And then I can just easily perform collision detection and terrain generation. However, it would probably be harder to do things such as frustum culling. So how should I store them?

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  • Implementation of Race Game Tree

    - by Mert Toka
    I build a racing game right in OpenGL using Glut, and I'm a bit lost in all the details. First of all, any suggestions as a road map would be more than great. So far what I thought is this: Tree implementation for transformations. Simulated dynamics.(*) Octree implementation for collusion detection. Actual collusion detection.(*) Modelling in Maya and export them as .OBJs. Polishing the game with GLSL or something like that for graphics quality. (*): I am not sure the order of these two. So I started with the simulated dynamics without tree, and it turned out to be a huge chaos for me. Is there any way you can think of such that could help me to build such tree to use in racing game? I thought something like this but I have no idea how to implement it. Reds are static, yellows are dynamic nodes

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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