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  • Pop-up and font colour based problems in a form which is designed in Share Point.

    - by ephieste
    I am designing a system in Share Point via Share Point Designer. We have a form in my Share Point site. Users have to fill some fields in the form and send it to the approval committee. We cannot upload anything to the servers. The design is site based. Our problems are: 1- I want to add small (?) icons for the descriptions of that field. When the user click on the (?) icon for "brief description" field a pop-up or another window will be opened and perhaps it will say: Enter a description of the requested thing. Be as specific as possible. 2- I want to change the font colors of the fields in the form. The share point brings them black as default. Such as I want to see the "Brief description:" and "Status:" as purple instead of black. Brief description: ..... Status: ..... 3- I want to add an agreement pop-up to the new form which will be open just after clicking "send" button in the form. The pop up will say: "Are you sure that you read the procedure" . The user has to click "Yes" to continue sending the form. Otherwise It will return to previous screen again. I would be glad if you kindly help me.

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  • How do I correctly reference georss: point in my xsd?

    - by Chris Hinch
    I am putting together an XSD schema to describe an existing GeoRSS feed, but I am stumbling trying to use the external georss.xsd to validate an element of type georss:point. I've reduced the problem to the smallest components thusly: XML: <?xml version="1.0" encoding="utf-8"?> <this> <apoint>45.256 -71.92</apoint> </this> XSD: <xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:georss="http://www.georss.org/georss"> <xs:import namespace="http://www.georss.org/georss" schemaLocation="http://georss.org/xml/1.1/georss.xsd"/> <xs:element name="this"> <xs:complexType> <xs:sequence> <xs:element name="apoint" type="georss:point"/> </xs:sequence> </xs:complexType> </xs:element> </xs:schema> If I make apoint type "xs: string" instead of "georss: point", the XML validates happily against the XSD, but as soon as I reference an imported type (georss: point), my XML validator (Notepad++ | XML Tools) "cannot parse the schema". What am I doing wrong?

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  • The Inkremental Architect&acute;s Napkin - #4 - Make increments tangible

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/06/12/the-inkremental-architectacutes-napkin---4---make-increments-tangible.aspxThe driver of software development are increments, small increments, tiny increments. With an increment being a slice of the overall requirement scope thin enough to implement and get feedback from a product owner within 2 days max. Such an increment might concern Functionality or Quality.[1] To make such high frequency delivery of increments possible, the transition from talking to coding needs to be as easy as possible. A user story or some other documentation of what´s supposed to get implemented until tomorrow evening at latest is one side of the medal. The other is where to put the logic in all of the code base. To implement an increment, only logic statements are needed. Functionality like Quality are just about expressions and control flow statements. Think of Assembler code without the CALL/RET instructions. That´s all is needed. Forget about functions, forget about classes. To make a user happy none of that is really needed. It´s just about the right expressions and conditional executions paths plus some memory allocation. Automatic function inlining of compilers which makes it clear how unimportant functions are for delivering value to users at runtime. But why then are there functions? Because they were invented for optimization purposes. We need them for better Evolvability and Production Efficiency. Nothing more, nothing less. No software has become faster, more secure, more scalable, more functional because we gathered logic under the roof of a function or two or a thousand. Functions make logic easier to understand. Functions make us faster in producing logic. Functions make it easier to keep logic consistent. Functions help to conserve memory. That said, functions are important. They are even the pivotal element of software development. We can´t code without them - whether you write a function yourself or not. Because there´s always at least one function in play: the Entry Point of a program. In Ruby the simplest program looks like this:puts "Hello, world!" In C# more is necessary:class Program { public static void Main () { System.Console.Write("Hello, world!"); } } C# makes the Entry Point function explicit, not so Ruby. But still it´s there. So you can think of logic always running in some function. Which brings me back to increments: In order to make the transition from talking to code as easy as possible, it has to be crystal clear into which function you should put the logic. Product owners might be content once there is a sticky note a user story on the Scrum or Kanban board. But developers need an idea of what that sticky note means in term of functions. Because with a function in hand, with a signature to run tests against, they have something to focus on. All´s well once there is a function behind whose signature logic can be piled up. Then testing frameworks can be used to check if the logic is correct. Then practices like TDD can help to drive the implementation. That´s why most code katas define exactly how the API of a solution should look like. It´s a function, maybe two or three, not more. A requirement like “Write a function f which takes this as parameters and produces such and such output by doing x” makes a developer comfortable. Yes, there are all kinds of details to think about, like which algorithm or technology to use, or what kind of state and side effects to consider. Even a single function not only must deliver on Functionality, but also on Quality and Evolvability. Nevertheless, once it´s clear which function to put logic in, you have a tangible starting point. So, yes, what I´m suggesting is to find a single function to put all the logic in that´s necessary to deliver on a the requirements of an increment. Or to put it the other way around: Slice requirements in a way that each increment´s logic can be located under the roof of a single function. Entry points Of course, the logic of a software will always be spread across many, many functions. But there´s always an Entry Point. That´s the most important function for each increment, because that´s the root to put integration or even acceptance tests on. A batch program like the above hello-world application only has a single Entry Point. All logic is reached from there, regardless how deep it´s nested in classes. But a program with a user interface like this has at least two Entry Points: One is the main function called upon startup. The other is the button click event handler for “Show my score”. But maybe there are even more, like another Entry Point being a handler for the event fired when one of the choices gets selected; because then some logic could check if the button should be enabled because all questions got answered. Or another Entry Point for the logic to be executed when the program is close; because then the choices made should be persisted. You see, an Entry Point to me is a function which gets triggered by the user of a software. With batch programs that´s the main function. With GUI programs on the desktop that´s event handlers. With web programs that´s handlers for URL routes. And my basic suggestion to help you with slicing requirements for Spinning is: Slice them in a way so that each increment is related to only one Entry Point function.[2] Entry Points are the “outer functions” of a program. That´s where the environment triggers behavior. That´s where hardware meets software. Entry points always get called because something happened to hardware state, e.g. a key was pressed, a mouse button clicked, the system timer ticked, data arrived over a wire.[3] Viewed from the outside, software is just a collection of Entry Point functions made accessible via buttons to press, menu items to click, gestures, URLs to open, keys to enter. Collections of batch processors I´d thus say, we haven´t moved forward since the early days of software development. We´re still writing batch programs. Forget about “event-driven programming” with its fancy GUI applications. Software is just a collection of batch processors. Earlier it was just one per program, today it´s hundreds we bundle up into applications. Each batch processor is represented by an Entry Point as its root that works on a number of resources from which it reads data to process and to which it writes results. These resources can be the keyboard or main memory or a hard disk or a communication line or a display. Together many batch processors - large and small - form applications the user perceives as a single whole: Software development that way becomes quite simple: just implement one batch processor after another. Well, at least in principle ;-) Features Each batch processor entered through an Entry Point delivers value to the user. It´s an increment. Sometimes its logic is trivial, sometimes it´s very complex. Regardless, each Entry Point represents an increment. An Entry Point implemented thus is a step forward in terms of Agility. At the same time it´s a tangible unit for developers. Therefore, identifying the more or less numerous batch processors in a software system is a rewarding task for product owners and developers alike. That´s where user stories meet code. In this example the user story translates to the Entry Point triggered by clicking the login button on a dialog like this: The batch then retrieves what has been entered via keyboard, loads data from a user store, and finally outputs some kind of response on the screen, e.g. by displaying an error message or showing the next dialog. This is all very simple, but you see, there is not just one thing happening, but several. Get input (email address, password) Load user for email address If user not found report error Check password Hash password Compare hash to hash stored in user Show next dialog Viewed from 10,000 feet it´s all done by the Entry Point function. And of course that´s technically possible. It´s just a bunch of logic and calling a couple of API functions. However, I suggest to take these steps as distinct aspects of the overall requirement described by the user story. Such aspects of requirements I call Features. Features too are increments. Each provides some (small) value of its own to the user. Each can be checked individually by a product owner. Instead of implementing all the logic behind the Login() entry point at once you can move forward increment by increment, e.g. First implement the dialog, let the user enter any credentials, and log him/her in without any checks. Features 1 and 4. Then hard code a single user and check the email address. Features 2 and 2.1. Then check password without hashing it (or use a very simple hash like the length of the password). Features 3. and 3.2 Replace hard coded user with a persistent user directoy, but a very simple one, e.g. a CSV file. Refinement of feature 2. Calculate the real hash for the password. Feature 3.1. Switch to the final user directory technology. Each feature provides an opportunity to deliver results in a short amount of time and get feedback. If you´re in doubt whether you can implement the whole entry point function until tomorrow night, then just go for a couple of features or even just one. That´s also why I think, you should strive for wrapping feature logic into a function of its own. It´s a matter of Evolvability and Production Efficiency. A function per feature makes the code more readable, since the language of requirements analysis and design is carried over into implementation. It makes it easier to apply changes to features because it´s clear where their logic is located. And finally, of course, it lets you re-use features in different context (read: increments). Feature functions make it easier for you to think of features as Spinning increments, to implement them independently, to let the product owner check them for acceptance individually. Increments consist of features, entry point functions consist of feature functions. So you can view software as a hierarchy of requirements from broad to thin which map to a hierarchy of functions - with entry points at the top.   I like this image of software as a self-similar structure on many levels of abstraction where requirements and code match each other. That to me is true agile design: the core tenet of Agility to move forward in increments is carried over into implementation. Increments on paper are retained in code. This way developers can easily relate to product owners. Elusive and fuzzy requirements are not tangible. Software production is moving forward through requirements one increment at a time, and one function at a time. In closing Product owners and developers are different - but they need to work together towards a shared goal: working software. So their notions of software need to be made compatible, they need to be connected. The increments of the product owner - user stories and features - need to be mapped straightforwardly to something which is relevant to developers. To me that´s functions. Yes, functions, not classes nor components nor micro services. We´re talking about behavior, actions, activities, processes. Their natural representation is a function. Something has to be done. Logic has to be executed. That´s the purpose of functions. Later, classes and other containers are needed to stay on top of a growing amount of logic. But to connect developers and product owners functions are the appropriate glue. Functions which represent increments. Can there always be such a small increment be found to deliver until tomorrow evening? I boldly say yes. Yes, it´s always possible. But maybe you´ve to start thinking differently. Maybe the product owner needs to start thinking differently. Completion is not the goal anymore. Neither is checking the delivery of an increment through the user interface of a software. Product owners need to become comfortable using test beds for certain features. If it´s hard to slice requirements thin enough for Spinning the reason is too little knowledge of something. Maybe you don´t yet understand the problem domain well enough? Maybe you don´t yet feel comfortable with some tool or technology? Then it´s time to acknowledge this fact. Be honest about your not knowing. And instead of trying to deliver as a craftsman officially become a researcher. Research an check back with the product owner every day - until your understanding has grown to a level where you are able to define the next Spinning increment. ? Sometimes even thin requirement slices will cover several Entry Points, like “Add validation of email addresses to all relevant dialogs.” Validation then will it put into a dozen functons. Still, though, it´s important to determine which Entry Points exactly get affected. That´s much easier, if strive for keeping the number of Entry Points per increment to 1. ? If you like call Entry Point functions event handlers, because that´s what they are. They all handle events of some kind, whether that´s palpable in your code or note. A public void btnSave_Click(object sender, EventArgs e) {…} might look like an event handler to you, but public static void Main() {…} is one also - for then event “program started”. ?

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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • What's the point of adding Unicode identifier support to various language implementations?

    - by Egor Tensin
    I personally find reading code full of Unicode identifiers confusing. In my opinion, it also prevents the code from being easily maintained. Not to mention all the effort required for authors of various translators to implement such support. I also constantly notice the lack (or the presence) of Unicode identifiers support in the lists of (dis)advantages of various language implementations (like it really matters). I don't get it: why so much attention?

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  • how to learn ios game development using swift.. good starting point?

    - by hamobi
    I've published a simple app on the app store using objective-c. That was a good learning experience but I never grew to love the language. Later on I jumped into learning cocos2d in order to begin developing a game.. but objective-c always seemed really cumbersome to write. Eventually I put my project aside. Now that swift has come out.. It has made me think about developing games again.. I know that xcode has some project types geared towards game development, but since I'm a beginner in this area I really need some hand holding (books / tutorials) to get started. Cocos2d seems like its really stuck in that objective-c world. What's the best way for a beginner to learn game development using swift?

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  • How to determine where on a path my object will be at a given point in time?

    - by Dave
    I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the object to move from these points, but along the way there are way points which keep it on a given path. The speed of the object is determined by how long it will take to get from start to end (based on X). This is what i have so far: //get_now() returns seconds since epoch var timepassed = get_now() - myObj[id].start; //seconds since epoch for departure var timeleft = myObj[id].end - get_now(); //seconds since epoch for arrival var journey_time = 60; //this means 60 minutes total journey time var array = [[650,250]]; //way points along the straight paths if(step == 0 || step =< array.length){ var destinationx = array[step][0]; var destinationy = array[step][1]; }else if( step == array.length){ var destinationx = 250; var destinationy = 100; } else { var destinationx = myObj[id].startx; var destinationy = myObj[id].starty; } step++; When the user logs in at any given time, the object needs to be drawn in the correct place of the path, almost as if its been travelling along the path whilst the user has not been at the PC with the available information i have above. How do I do this? Note: The camera angle in the game is a birds eye view so its a straight forward X:Y rather than isometric angles.

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  • Setting up Beats audio on HP Pavilion m6

    - by Joel Auterson
    I have an HP Pavilion m6-1054sa laptop, with a Beats subwoofer on the bottom. The normal laptop speakers work fine under Ubuntu but the Beats speaker(s?) does not. Anyone know how to get this working? Here's my lspci output, if it helps... 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Ivy Bridge PCI Express Root Port (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 2 (rev c4) 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) 00:1f.2 RAID bus controller: Intel Corporation 82801 Mobile SATA Controller [RAID mode] (rev 04) 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI Thames XT/GL [Radeon HD 7600M Series] (rev ff) 07:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. Device 5289 (rev 01) 07:00.2 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 0a) 08:00.0 Network controller: Intel Corporation Centrino Wireless-N 2230 (rev c4)

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  • How do I draw a point sprite using OpenGL ES on Android?

    - by nbolton
    Edit: I'm using the GL enum, which is incorrect since it's not part of OpenGL ES (see my answer). I should have used GL10, GL11 or GL20 instead. Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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  • Looking for someone to point me in the right direction. I want to learn how to use hosted servers

    - by Leisure
    TL;DR: I want a Java program to run on a server, I want the server to forward a particular port from external to internal IP, I want store a few files on the server. Guides please. So I made a hack job Java program that acts as a server for my android application. It stores data in text files and HTML files, uploads them via FTP to my webhost, and manages socket connections (using port forwarding) with any phones connected. Right now I'm running it on NetBeans on my home computer. I know that it will probably slow down or crash once about 50 phones are connected at once. Is there any way I can run this program on a server with a high bandwidth? Can someone please find me a guide for that? I'm noob and don't know where to start looking. I seriously don't know anything about renting or using servers - I need a nice guide, and recommendations. My requirements for the server: Can handle about 2k socket connections at once Can run my Java code and store my txt files Can give me a port and an IP address so TCP/IP clients can be connected My budget: $50 CAD per month. Please someone set my ship sailing in the right direction, I really don't know where to look for resources.

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  • Can you point me to a nontrivial strategy pattern implementation?

    - by Eugen Martynov
    We are faced implementing a registration workflow with many branches. There are three main flows which in some conditions lead to one another. Each flow has at least four different steps; some steps interact with the server, and every step adds more information to the state. Also the requirement is to have it persistent between sessions, so if the user closes the app (this is a mobile app), it will restore the process from the last completed step with the state from the previous session. I think this could benefit from the use of the strategy pattern, but I've never had to implement it for such a complex case. Does anyone know of any examples in open source or articles from which I could find inspiration? Preferably the examples would be from a live/working/stable application. I'm interested in Java implementation mostly; we are developing for Java mobile phones: android, blackberry and J2ME. We have an SDK which is quite well separated from platform specific implementations, but examples in C++, C#, Objective-C or Python would be acceptable.

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  • Issue While uploading a image to share point 2010 picture library.

    - by Gino Abraham
    I was trying to upload a image to my picture library using sharepoint client object model. I Used the code from the below blog to upload a file to my picture library. http://blogs.msdn.com/b/sridhara/archive/2010/03/12/uploading-files-using-client-object-model-in-sharepoint-2010.aspx The image got uploaded sucessfully. But when we took the relative url to update in a different list, we were getting empty image symbol. After a lot of analysis we figured out that the issue was with the file we uploaded. An image file which is of jpeg quality was uploaded to an application with giff extension. Try this. Copy a JPG file from net and save it to your file system. Change the extension of the file from jpg to giff. When you change the file extension the image quality remains same but it will open in picture viewers. Upload the file to your picture library. Once uploaded you will get the file listed as thumbail in your picture library. Click on the thumbnail image it will open up a page showing a larger image with file details. Now click either on the image or the file name hyper link, it will open up an empty page with default no image symbol. I wasted a lot of time on this figuring out the issue, so thought of sharing here. Hope this helps some one.

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  • Is it ok for a canonical link to point to itself?

    - by Tom Gullen
    I've got the canonical: <link href="http://www.Site.com/Blog/how-to-know-when-this" rel="canonical" /> Is it ok if this is on the page it is pointing to? Also I'm putting it on all these pages: http://www.Site.com/Blog/how-to-know-when-this http://www.Site.com/Blog/how-to-know-when-this/ http://www.Site.com/Blog.aspx?ID=1 http://www.Site.com/Blog/how-to-know-when-this/?q= Is this correct useage?

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  • Can't detect collision properly using Rectangle.Intersects()

    - by Daniel Ribeiro
    I'm using a single sprite sheet image as the main texture for my breakout game. The image is this: My code is a little confusing, since I'm creating two elements from the same Texture using a Point, to represent the element size and its position on the sheet, a Vector, to represent its position on the viewport and a Rectangle that represents the element itself. Texture2D sheet; Point paddleSize = new Point(112, 24); Point paddleSheetPosition = new Point(0, 240); Vector2 paddleViewportPosition; Rectangle paddleRectangle; Point ballSize = new Point(24, 24); Point ballSheetPosition = new Point(160, 240); Vector2 ballViewportPosition; Rectangle ballRectangle; Vector2 ballVelocity; My initialization is a little confusing as well, but it works as expected: paddleViewportPosition = new Vector2((GraphicsDevice.Viewport.Bounds.Width - paddleSize.X) / 2, GraphicsDevice.Viewport.Bounds.Height - (paddleSize.Y * 2)); paddleRectangle = new Rectangle(paddleSheetPosition.X, paddleSheetPosition.Y, paddleSize.X, paddleSize.Y); Random random = new Random(); ballViewportPosition = new Vector2(random.Next(GraphicsDevice.Viewport.Bounds.Width), random.Next(GraphicsDevice.Viewport.Bounds.Top, GraphicsDevice.Viewport.Bounds.Height / 2)); ballRectangle = new Rectangle(ballSheetPosition.X, ballSheetPosition.Y, ballSize.X, ballSize.Y); ballVelocity = new Vector2(3f, 3f); The problem is I can't detect the collision properly, using this code: if(ballRectangle.Intersects(paddleRectangle)) { ballVelocity.Y = -ballVelocity.Y; } What am I doing wrong?

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  • Is there a point to writing in C or C++ instead of C# without knowing specifically what would make a program faster?

    - by user828584
    I wrote a small library in Python for handling the xbox 360's STFS files to be used on my web applications. I would like to rewrite it for use in the many desktop programs people are writing for 360 game modding, but I'm not quite if I should continue using C# or delve into C++ or even C. STFS is an in-file file system used by the xbox 360 and the job of the library would be extracting/injecting files, which could take noticeable amounts of time to do. What I know in C# comes from internet tutorials and resources, as would anything I learn about C++, so what I'm asking is if it's better to bring myself to a slightly lower-level language without knowing beforehand the features of the language that increase performance, or continue assuming that compiler optimizations and that my lack of experience will mean that the language I choose won't matter.

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  • What's a good starting point to learn about JIT compilers?

    - by davidk01
    I've spent the past few months learning about stack based virtual machines, parsers, compilers, and some elementary things about hardware architecture. I've also written a few parsers and compilers for C like languages to understand the generic parser/compiler pipeline. Now I'd like to take my understanding further by learning about optimizing compilers and JIT compilers but I'm having a hard time finding material at the right level. I don't yet understand enough to dive into a code base like PyPy or LuaJIT but I also know more than what most introductory compiler books have to offer. So what are some good books for an intermediate beginner like to me to look into?

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  • At what point should data be sent back to server?

    - by whamsicore
    A good example would be the stackexchange "rate" button. When a post is upvoted the arrow changes color immediately. However there is a grace period for one to edit one's vote decision (oops! voted by mistake?). Is the upvote action processed immediately or does is only process after a set time period, or when the user leaves the page? How exactly is this rating processed? What is the standard for handling dynamic page edits (e.g. stackexchange rating, facebook posts?)

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  • Is it a good idea to simplify an character -driven game engine to the point it's unnecessary to learn scripting/programming ?

    - by jokoon
    I remember, and I still think, that one cannot even make a prototyped 3D game to test just simple behaviors without using gigantic tools like unity or knowing extensive C++ programming, design pattern, a decent or basic 3D engine, etc. Now I'm wondering, since I know programming, that I'm still more lucky that the ones who need to learn programming prior to know how to make something: even scripted engines such as unity are not for kids, and to my sense they tend to dictate their ways of doing things, which is not the case with engine like ogre or irrlicht. I remember toying a little with the blender game engine, it was possible to link states or something I don't remember very well. Now I'm thinking that character driven games occupies a big part of the game market. Do you think it is a good idea to make a character-controlled oriented game engine which allows only to build AI instead of anything else ?

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  • At what point does "constructive" criticism of your code become unhelpful?

    - by user15859
    I recently started as a junior developer. As well as being one of the least experienced people on the team, I'm also a woman, which comes with all sorts of its own challenges working in a male-dominated environment. I've been having problems lately because I feel like I am getting too much unwarranted pedantic criticism on my work. Let me give you an example of what happened recently. Team lead was too busy to push in some branches I made, so he didn't get to them until the weekend. I checked my mail, not really meaning to do any work, and found that my two branches had been rejected on the basis of variable names, making error messages more descriptive, and moving some values to the config file. I don't feel that rejecting my branch on this basis is useful. Lots of people were working over the weekend, and I had never said that I would be working. Effectively, some people were probably blocked because I didn't have time to make the changes and resubmit. We are working on a project that is very time-sensitive, and it seems to me that it's not helpful to outright reject code based on things that are transparent to the client. I may be wrong, but it seems like these kinds of things should be handled in patch type commits when I have time. Now, I can see that in some environments, this would be the norm. However, the criticism doesn't seem equally distributed, which is what leads to my next problem. The basis of most of these problems was due to the fact that I was in a codebase that someone else had written and was trying to be minimally invasive. I was mimicking the variable names used elsewhere in the file. When I stated this, I was bluntly told, "Don't mimic others, just do what's right." This is perhaps the least useful thing I could have been told. If the code that is already checked in is unacceptable, how am I supposed to tell what is right and what is wrong? If the basis of the confusion was coming from the underlying code, I don't think it's my responsibility to spend hours refactoring a whole file that someone else wrote (and works perfectly well), potentially introducing new bugs etc. I'm feeling really singled out and frustrated in this situation. I've gotten a lot better about following the standards that are expected, and I feel frustrated that, for example, when I refactor a piece of code to ADD error checking that was previously missing, I'm only told that I didn't make the errors verbose enough (and the branch was rejected on this basis). What if I had never added it to begin with? How did it get into the code to begin with if it was so wrong? This is why I feel so singled out: I constantly run into this existing problematic code, that I either mimic or refactor. When I mimic it, it's "wrong", and if I refactor it, I'm chided for not doing enough (and if I go all the way, introducing bugs, etc). Again, if this is such a problem, I don't understand how any code gets into the codebase, and why it becomes my responsibility when it was written by someone else, who apparently didn't have their code reviewed. Anyway, how do I deal with this? Please remember that I said at the top that I'm a woman, and I'm sure these guys don't usually have to worry about decorum when they're reviewing other guys' code, but honestly that doesn't work for me, and it's causing me to be less productive. I'm worried that if I talk to my manager about it, he'll think I can't handled the environment, etc.

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  • How do I get the point coords of a rotated SFML shaperect?

    - by user15498
    I am trying to get collisions of bullets working, and am using SFML. I am using code to get the position of the points of the rectangle for collisions, however I think there's a way to do this without having to get points but by simply getting the points from SFML, since the shape is a rectangle and the points are stored in that way. Is there a way to do that? Through a combination of getPoint() and getGlobalBounds() maybe? While on this topic, is it better to use shapeRects or sprites? I used to only use sprites, however with the addition of textures and more low level stuff I think it would be best to switch to using rectangles and setting their size.

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  • At what point is asynchronous reading of disk I/O more efficient than synchronous?

    - by blesh
    Assuming there is some bit of code that reads files for multiple consumers, and the files are of any arbitrary size: At what size does it become more efficient to read the file asynchronously? Or to put it another way, how small must a file be for it to be faster just to read it synchronously? I've noticed (and perhaps I'm incorrect) that when reading very small files, it takes longer to read them asynchronously than synchronously (in particular with .NET). I'm assuming this has to do with set up time for things like I/O Completion Ports, threads, etc. Is there any rule of thumb to help out here? Or is it dependent on the system and the environment?

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  • How do you write straight to the point documentation without looking sloppy and informal?

    - by James
    I'm currently at a contract position and am looking to add to the documentation of the projects I worked on, to assist the next hiree taking over my projects. The documentation I received was overly technical (i.e. references code right away, references replacing certain values on certain lines, no high level description at all) How do I write documentation in simple plain English that is of actual benefit without looking sloppy? I find it difficult in areas such as outlining a system's flaws without coming off as judgmental, but still emphasize the severity of how detrimental some of the flaws are.

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  • Is it possible to have multiple subdomains point to the same Blogger blog?

    - by cclark
    For our application we want to have a status page which is hosted outside of the rest of our infrastructure so in case there are issues in our data center we can post updates for our users and our users will be able to access them. We registered a blog on Blogger and set it up with xyzstatus.blogspot.com and status.xyz.com. Everything seems to work fine. We need to perform some maintenance at our datacenter which will sever all connectivity so we're unable to have a redirect using nginx or apache. We'd like to do this with a short TTL CNAME DNS entry. Ideally www.xyz.com and app.xyz.com could be CNAMEd to status.xyz.com. When I setup the CNAME and go to that URL I get a Google broken robot 404 page. I figure I must need to let Google know it should associate traffic to www.xyz.com and app.xyz.com to the blog served up by status.xyz.com. But I can't see anywhere to do this in Blogger. Does anyone know if this is possible?

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  • How can I fix my xvinfo?

    - by YumYumYum
    How can i fix my X server/driver? $ xvinfo X-Video Extension version 2.2 screen #0 no adaptors present Additional info: $ uname -a Linux desktop 2.6.32-33-generic #70-Ubuntu SMP Thu Jul 7 21:13:52 UTC 2011 x86_64 GNU/Linux $ lspci 00:00.0 Host bridge: Intel Corporation Device 0100 (rev 09) 00:02.0 VGA compatible controller: Intel Corporation Sandy Bridge Integrated Graphics Controller (rev 09) 00:16.0 Communication controller: Intel Corporation Cougar Point HECI Controller #1 (rev 04) 00:19.0 Ethernet controller: Intel Corporation Device 1503 (rev 05) 00:1a.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation Cougar Point High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 2 (rev b5) 00:1c.3 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 4 (rev b5) 00:1d.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation Device 1c4a (rev 05) 00:1f.2 SATA controller: Intel Corporation Cougar Point 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation Cougar Point SMBus Controller (rev 05) 01:00.0 PCI bridge: Integrated Technology Express, Inc. Device 8892 (rev 10) 04:00.0 USB Controller: NEC Corporation Device 0194 (rev 04) Follow up: It seems in 64-bit its a mess doing existing approach. Therefore, after upgrading to 12.04 64-bit this problems in same hardware is resolved (of-course, i have now other drivers problem)

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  • Figuring out what object is closer to a certain point?

    - by user1157885
    I'm trying to create fog of war, I have the visual effect created but I'm not sure how to deal with the hiding of other players if they're within the fog of war. So right now the thing I'm trying to do is if another player is hiding behind a wall then not to render that player. I was thinking of doing it by sending a ray in the direction of all the players, and then creating a list of all the obstacles that ray collides with and then trying to figure out if an obstacle was closer than the player in order to predict the distance. But then I realized I'm not really sure how to figure out if the obstacle is infact closer or not because I have to account for all the dimensions, so I'm kind of stuck. First of all is this approach the correct way to go about it and secondly how would I calculate if the obstacle was infact closer taking into account the X Y and Z. Thanks

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