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  • Game development: “Play Now” via website vs. download & install

    - by Inside
    Heyo, I've spent some time looking over the various threads here on gamedev and also on the regular stackoverflow and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). For simple & short games the newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "ok, I'm going to download and play that"? Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? Thanks! (* With the exception of flash-based engines it seems like most of the other approaches have these downsides when compared to what is available for desktop-based environments. I'd go with flash, but I'm worried that flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.)

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  • Create Custom Playlists in Windows Media Player 12

    - by DigitalGeekery
    A playlist is a group of songs or media files that are grouped together based on a theme. Today we’ll look at how to create your own custom playlists in Windows Media Player 12. Create Custom Playlists Open Windows Media Player and switch to the Library view. Click on the Play tab at the top right to reveal the List pane.   If you currently have songs listed on the List pane, you can remove them by clicking Clear list.   To add songs to your playlist, right-click on the song title, select Add to, and then click Play list. You can also drag and drop the song title right onto the play list area. Hold down the Control [Ctrl] key while clicking to select more than one track at a time.   Changing the Playlist Order You can click and drag each item in your playlist to move it up or down.   You can also right click on the title and select Move up or Move down, or to completely remove a track from your playlist. You have the option to shuffle your list by clicking the Options list icon and selecting Shuffle list from the dropdown list. By selecting Sort list by you can sort by Title, Artist, Album, Release date, and more. Saving and naming your playlist To save your playlist, click on the Save list button. You’ll be prompted to enter a name for your playlist in the text box. Click away when you are finished. Windows Media Player will display your most recent playlists in the Navigation panel. Simply select the playlist anytime you want to listen to it.   Conclusion Custom playlists are a great way to group your music by themes such as mood, genre, activity, season, and more. If you are new to Windows Media Player 12, check out our post on managing your music in Windows Media Player. Similar Articles Productive Geek Tips Fixing When Windows Media Player Library Won’t Let You Add FilesShare Digital Media With Other Computers on a Home Network with Windows 7Install and Use the VLC Media Player on Ubuntu LinuxMake Windows Media Player Automatically Open in Mini Player ModeWhat are wmpnscfg.exe and wmpnetwk.exe and Why Are They Running? TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Easily Search Food Recipes With Recipe Chimp Tech Fanboys Field Guide Check these Awesome Chrome Add-ons iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools

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  • Problems with Level Architect, Citrus Engine, Flash

    - by Idan
    I am using the Citrus Engine to make a Flash game, and the Level Architect doesn't work well for me. Firstly, when I first launch it and open my project and my level, nothing is shown, no assets and not anything I have previously done with my level. To fix it, I open another project. The other project works fine, meaning I can see the assets and the level. Then I go back to the actual project I am working on, and the problem is fixed, only it does not fix the second problem: I can't add my own assests. I follow the manual and add tags like this: [Property(value="0")] But it doesn't change a thing in the level architect window (even after I close and reopen it). Any ideas? Thanks! Here's the code of the class I want to be shown in the Level Architect: package { import com.citrusengine.objects.PhysicsObject; import com.citrusengine.objects.platformer.Sensor; import flash.utils.clearTimeout; import flash.utils.setTimeout; /** * @author Aymeric */ public class Teleporter extends Sensor { [Property(value="0")] public var endX:Number=0; [Property(value="0")] public var endY:Number=0; public var object:PhysicsObject; [Property(value="0")] public var time:Number = 0; public var needToTeleport:Boolean = false; protected var _teleporting:Boolean = false; private var _teleportTimeoutID:uint; public function Teleporter(name:String, params:Object = null) { super(name, params); } override public function destroy():void { clearTimeout(_teleportTimeoutID); super.destroy(); } override public function update(timeDelta:Number):void { super.update(timeDelta); if (needToTeleport) { _teleporting = true; _teleportTimeoutID = setTimeout(_teleport, time); needToTeleport = false; } _updateAnimation(); } protected function _teleport():void { _teleporting = false; object.x = endX; object.y = endY; clearTimeout(_teleportTimeoutID); } protected function _updateAnimation():void { if (_teleporting) { _animation = "teleport"; } else { _animation = "normal"; } } } }

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  • Recording Topics manually and automatically

    - by maria.cozzolino(at)oracle.com
    When you are recording UPK topics, the default mode for recording is manual recording, where you tell the system when to record each screen shot. This mode allows you to take the exact screen shot you need. However, it does get a bit tedious when you are recording long topics, especially if you forget to take a few screen shots. In UPK 3.5, a new version of recording was introduced - Automatic Recording. It was designed to simplify the recording process by automatically capturing screen shots as you perform your transaction. If you haven't experimented with Automatic Recording, I'd recommend you give it a try - it might make your recording life easier. If you are recording with sound, you can also narrate your topic while recording it. To turn on Automatic Recording: 1. In Tools/Options, there are two recorder tabs. The first tab, under content defaults, includes settings that you may want to share between developers, like whether keyboard shortcuts are automatically captured. 2. The second tab is the one that contains the personal preferences, like screen shot capture key and whether to record automatically or manually. On this tab, choose the option for Automatic Recording. 3. Save the settings. Note that this setting will NOT impact content defaults; this is for your user only. When you launch the recorder, you will notice a slightly different message with guidance on how to start and stop automatic recording. Once you start recording, the recorder window is hidden until the end of the recording session to allow you to capture your transaction. In the task tray, there is a series of icons that let you know that you are capturing content. You can pause the recording, as well as set and view your sound levels if you are using sound. A camera appears during each screen capture to help you know when the system is capturing a screen shot, and a context indicator appears to show the recognition. With automatic recording, you can let the system capture the necessary screen shots. It may provide a more natural recording experience, and is probably easier for the untrained developer. On the other hand, you have a bit more control with manual recording on which screen shot appears, but it also means you have to remember to capture the screen shot. :) We'd be interested in hearing which type of recording you do, and any rationale on why you made that choice. Please comment and let us know. --Maria Cozzolino, Manager of UPK Software Requirements and UI Design

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  • Customize the Background in Boxee

    - by DigitalGeekery
    Are you a Boxee user who thinks the default background is little boring? Today we’ll take a look at how to freshen up the look of Boxee by changing the background. Boxee Background When you log into Boxee, select the Settings button at the upper left corner of the Home page.   Select General on the Settings screen. When you select or hover your mouse over the Background Image button, you’ll see options to set a background image or set a background image folder. You’ll have the option of settings a single static image as your background, or choosing an images folder.   If you choose a folder, Boxee will rotate through the images in the folder. To set Background images folder, select that option. Browse for your image folder.. And then select OK.   Boxee will rotate through the images in the folder.   Images will change every ten seconds.   If you prefer a single static image, select Set background image   Choose a image and select OK. Now just enjoy you nice new backgrounds.   If you ever wish to revert back to the default Boxee background, simply select Reset Images on the Settings \ General screen. Adding your own backgrounds is a nice way to customize your Boxee experience. Ideally, you’ll want to choose high resolution images and images oriented as landscape rather than portrait. If you are unfamiliar with Boxee, check out our article on getting started with Boxee.  Looking for a Boxee remote? Read how to use your iPhone or iPod Touch as a Boxee remote. Similar Articles Productive Geek Tips Integrate Boxee with Media Center in Windows 7Using Pandora in BoxeeWatch Netflix Instant Movies in BoxeeUse your iPhone or iPod Touch as a Boxee RemoteCustomize the Windows 7 Logon Screen TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool Easily Create More Bookmark Toolbars in Firefox Filevo is a Cool File Hosting & Sharing Site Get a free copy of WinUtilities Pro 2010 World Cup Schedule

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  • Set a Video as Your Desktop Wallpaper with VLC

    - by DigitalGeekery
    Are you tired of static desktop wallpapers and want something a bit more entertaining? Today we’ll take a look at setting a video as wallpaper in VLC media player. Download and install VLC player. You’ll find the download link below. Open VLC and select Tools > Preferences. On the Preferences windows, select the Video button on the left. Under Video Settings, select DirectX video output from the Output dropdown list. Click Save before exiting and then restart VLC. Next, select a video and begin playing it with VLC. Right-click on the screen, select Video, then DirectX Wallpaper.   You can achieve the same result by selecting Video from the Menu and clicking DirectX Wallpaper.   If you’re using Windows Aero Themes, you may get the warning message below and your theme will switch automatically to a basic theme.   After the Wallpaper is enabled, minimize VLC player and enjoy the show as you work.     When you are ready to switch back to your normal wallpaper, click Video, and then close out of VLC.   Occasionally we had to manually change our wallpaper back to normal. You can do that by right clicking on the desktop and selecting your theme.   Conclusion This might not make the most productive desktop environment, but it is pretty cool. It’s definitely not the same old boring wallpaper! Download VLC Similar Articles Productive Geek Tips Dual Monitors: Use a Different Wallpaper on Each Desktop in Windows 7, Vista or XPDual Monitors: Use a Different Wallpaper on Each DesktopDesktop Fun: Video Game Icon PacksDesktop Fun: Starship Theme WallpapersDesktop Fun: Mountains Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 VMware Workstation 7 OpenDNS Guide Google TV The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides Sculptris 1.0, 3D Drawing app

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  • Qt's future in the light of Nokia-Microsoft partnership

    - by Shinnok
    In case you missed it, a lot has happened in the last two day that could potentially impact the Qt framework, for the worse. :-( It will impact the mobile sector in several and probably not currently acknowledged ways, for sure. It started yesterday with Nokia's CEO Stephen Elop internal letter depicting Nokia sitting on a burning platform and the need for a big and aggressive shift in business. A day later, at the Nokia World conference, Nokia announced the partnership with Microsoft , which at the moment resumes to Nokia adopting the Windows Phone 7 platform and development environment, dumping Symbian along the road and tagging Meego as R&D(a pretty dangerous keyword if you ask me), as for Maemo/N900 series i guess it's bye bye for good. I know what you're thinking but no, Qt is not going to be ported to the Window Phone platform. And i'm also scared about this. You can watch the Elop & Ballmer joint press release here. Now after reading this huge thread on the Qt-interest mailing list i can't help but wonder, what is the future of Qt at Nokia, now that they aren't focused(at all?) on Qt anymore(remember the full focus switch on Qt as main development framework for all Nokia products(including Symbian, yes) back in October?). I love Qt, in my opinion it is the only true cross-platform application development framework and one of the few to make C++ development a joy(to the extent possible) and good things has happened to the framework and considerable momentum while under Nokia, thus i am wondering, what are the chances that Qt might suffer a slow death at Nokia after this? Yes i know about KDE.org and the fact that Qt is easily spawnable, but i still feel uneasy. It also must be horrible for all of the efforts either by Nokia employees or third parties that have gone into Symbian and all of the Ovi Store Symbian/Qt content and business and why not, Maemo/Meego. There are also massive layouts planned, i suspect Symbian techs and Qt? I'd love to hear your input on this? Is Qt future safe&proof? LE: The question as been gradually revised, improved and better referenced, thus you might want to throw a quick re-read to see what you might have missed.

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • View Images and Videos in 3D in Firefox

    - by Asian Angel
    Different websites have their own format for viewing images and videos, but may not be a lot of fun to use. The Cooliris extension for Firefox lets you view those same images and videos in a dynamic 3D format. Before For our example we conducted a search for nature photos at Flickr. You could view them in a static format or even as a slideshow but what about something more dynamic looking? After As soon as the extension has finished installing, you will notice a new toolbar button used for launching the Cooliris tab. When you launch the Cooliris tab you will have an expandable menu system in the upper left corner. A speed dial setup in the center. And a small toolbar in the lower right corner Before going further you should check and make any desired adjustments in the preferences to enhance your viewing experience. In the upper right corner you can start your search by selecting from the available sources. The same search for nature images is more focused and clean looking this time. Clicking on an image will bring it forward and enlarge it. You can use the slider tool at the bottom of the tab to browser left or right through the images and videos. And when you find one that interests you, click on the popout button to open it in a new tab. Conclusion The Cooliris extension makes viewing images and videos fun and interactive with its’ 3D style format. Links Download the Cooliris extension (Mozilla Add-ons) Download Cooliris for Firefox, Internet Explorer, Safari (Mac Only), & Chrome Similar Articles Productive Geek Tips Make Firefox Display Large Images Full SizeInstalling Windows Media Player Plugin for FirefoxStop YouTube Videos from Automatically Playing in FirefoxShare Text & Images the Easy Way with JustPaste.itEasily View Source of Included Files in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips VMware Workstation 7 Acronis Online Backup DVDFab 6 Revo Uninstaller Pro FetchMp3 Can Download Videos & Convert Them to Mp3 Use Flixtime To Create Video Slideshows Creating a Password Reset Disk in Windows Bypass Waiting Time On Customer Service Calls With Lucyphone MELTUP – "The Beginning Of US Currency Crisis And Hyperinflation" Enable or Disable the Task Manager Using TaskMgrED

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  • InvokeRequired not reliable?

    - by marocanu2001
    InvalidOperationException: Cross-thread operation not valid: Control 'progressBar' accessed from a thread other than the thread it was created ... Now this is not a nice way to start a day! not even if it's a Monday! So you have seen this and already thought, come on, this is an old one, just ask whether InvokeRequired before calling the method in the control, something like this: if (progressBar.InvokeRequired) {           progressBar.Invoke  ( new MethodInvoker( delegate {  progressBar.Value = 50;    }) ) }else      progressBar.Value = 50;    Unfortunately this was not working the way I would have expected, I got this error, debugged and though in debugging the InvokeRequired had become true , the error was thrown on the branch that did not required Invoke. So there was a scenario where InvokeRequired returned false and still accessing the control was not on the right thread ... Problem was that I kept showing and hiding the little form showing the progressbar. The progressbar was updating on an event  , ProgressChanged and I could not guarantee the little form was loaded by the time the event was thrown. So , spotted the problem, if none of the parents of the control you try to modify is created at the time of the method invoking, the InvokeRequired returns true! That causes your code to execute on the woring thread. Of course, updating UI before the win dow was created is not a legitimate action either, still I would have expected a different error. MSDN: "If the control's handle does not yet exist, InvokeRequired searches up the control's parent chain until it finds a control or form that does have a window handle. If no appropriate handle can be found, the InvokeRequired method returns false. This means that InvokeRequired can return false if Invoke is not required (the call occurs on the same thread), or if the control was created on a different thread but the control's handle has not yet been created." Have  a look at InvokeRequired's implementation: public bool InvokeRequired {     get     {         HandleRef hWnd;         int lpdwProcessId;         if (this.IsHandleCreated)         {             hWnd = new HandleRef(this, this.Handle);         }         else         {             Control wrapper = this.FindMarshallingControl();             if (!wrapper.IsHandleCreated)             {                 return false; // <==========             }             hWnd = new HandleRef(wrapper, wrapper.Handle);         }         int windowThreadProcessId = SafeNativeMethods.GetWindowThreadProcessId(hWnd, out lpdwProcessId);         int currentThreadId = SafeNativeMethods.GetCurrentThreadId();         return (windowThreadProcessId != currentThreadId);     } } Here 's a good article about this and a workaround http://www.ikriv.com/en/prog/info/dotnet/MysteriousHang.html

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  • Simple Mouse Move Event in F# with Winforms

    - by MarkPearl
    This evening I had the pleasure of reading one of ThomasP’s blog posts on first class events. It was an excellent read, and I thought I would make a brief derivative of his post to explore some of the basics. In Thomas’s post he has a form with an ellipse on it that when he clicks on the ellipse it pops up a message box with the button clicked… awesome. Something that got me on the post though was the code similar to the one below… // React to Mouse Move events on the form let evtMessages = frm.MouseMove |> Event.map (fun mi -> mi.Location.ToString()) |> Event.map (sprintf "Hey, you clicked on the ellipse.\nUsing: %s") |> Event.add (MessageBox.Show >> ignore) The MessageBox is a function with a string passed into it. What if I wanted to rather change a mutable value holder instead, how would the syntax go for that? Immediately the thought came to me of anonymous functions. I’ve used them before to do something like this… let HelloPerson personName = "Hello " + personName |> fun(x) -> Console.WriteLine(x) So using the same approach I adapted the event code to instead of showing a Message Box with a string passed in to it, to rather change the forms header. |> Event.map (sprintf "Your mouse position is %s") |> Event.add(fun(x) -> frm.Text <- x) Okay… it looks a bit weird with the –> x <- syntax, but makes sense and works… The next thing I wanted to do was change Thomas’s code sample from having an ellipse, and reacting to the position of the mouse and click, to rather trigger the event whenever the mouse moved. This simple involved removing some filtering code. Finally I wanted the code to work as a FSharp Project without having to run through the F# interactive. To achieve this I just needed to find out how to trigger the window event loop. This can be achieved with the code below… // Program eventloop while frm.Created do Application.DoEvents()   So lets look at the complete code sample… #light open System open System.Drawing open System.Windows.Forms // Create the main form let frm = new Form(ClientSize=Size(600,400)) // React to Mouse Move events on the form let evtMessages = frm.MouseMove |> Event.map (fun mi -> mi.Location.ToString()) |> Event.map (sprintf "Your mouse position is %s") |> Event.add(fun(x) -> frm.Text <- x) // Show the form frm.Show() // Program eventloop while frm.Created do Application.DoEvents()

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  • How to install Awesome WM without root access?

    - by ssice
    I want to install the Awesome window manager. In the environment where I want to configure it I don't have root access. I do have a machine were I can be root (I use for this a virtual machine in my laptop). I have tried the following: $ sudo apt-get install awesome The following packages are about to be installed: awesome libev3 libid3tag0 libimlib2 liblua5.1-0 libxcb-icccm1 libxcb-image0 libxcb-keysyms1 libxcb-property1 libxcb-randr0 libxcb-xinerama0 libxcb-xtest0 libxdg-basedir1 menu rlwrap Do you want to continue [Y/n]? n I do now have the list of dependencies for awesome, so I downloaded them all. For that, I did the following. $ pkgs="awesome libev3 libid3tag0 libimlib2 liblua5.1-0 libxcb-icccm1 libxcb-image0 libxcb-keysyms1 libxcb-property1 libxcb-randr0 libxcb-xinerama0 libxcb-xtest0 libxdg-basedir1 menu rlwrap" # this is just for not writing it all ;) $ sudo apt-get install --download-only $pkgs .... $ mkdir -p /tmp/x_debs $ for pkg in $pkgs; do cp /var/cache/apt/archives/$pkg* /tmp/x_debs/; done [ copies all *.deb from my dependencies to /tmp/x_debs ] Now, I want to install the dependencies. For that, I setup a fake dpkg install in my home folder: $ mkdir $HOME/root $ mkdir -p $HOME/root/var/lib/dpkg/{triggers,updates} $ touch $HOME/root/var/lib/dpkg/{available,status} Now I tried to install with dpkg, but I could not: $ dpkg --force-not-root --root=$HOME/root --recursive -i /tmp/x_debs It failed while trying to set permissions for the packages and running chroot. As I do have root access in this machine, I ran it with privileges: $ sudo dpkg --root=$HOME/root --recursive -i /tmp/x_debs Then I had a lot of stuff (i.e., everything: dependencies and the own WM) installed inside $HOME/root. Particularly, xcb-* libraries were installed in $HOME/root/usr/lib and the awesome binary in $HOME/root/usr/bin/awesome. If I try to execute awesome as is I get as an error that libraries could not be loaded. That's normal, as they are not in /usr/lib nor in /lib. So I ran export LD_LIBRARY_PATH=$HOME/root/usr/lib:$HOME/root/lib:${LD_LIBRARY_PATH} and awesome would try to load. However, I could not make gdm to run awesome within gnome or replacing it. I did it this way so I can copy everything in my $HOME/root folder, paste it in the other machine and have it running. Is there any other way (to have less wasted space maybe..) to do this? How can I tell gdm to exec awesome without root access?

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  • SSIS Expression Editor & Tester

    Published today on CodePlex is the SSIS Expression Editor & Tester project. If you want to try it just pop over to CodePlex and download it. About five years ago I developed my own expression editor control. It first got used in our custom tasks as the MS editor didn’t become available until SQL 2005 SP1, but even then it had some handy features I preferred. For example resizable panes so that if your expression result was more than two lines you could see them all. It also meant I could change the functions available in the tree view, the most obvious use being to add some handy snippets and samples that I used a lot. This quickly developed into a small expression testing tool. I’d develop complex expressions using my editor and then copy it back into the package itself. I have been meaning to make the tool available for some time and finally made the effort, the code is checked-in and the signed downloads are published on CodePlex. There are two flavours, SQL 2005 or 2008, and just a simple zip file to download and extract. The tool doesn’t need installing, and is completely portable. It does need SSIS to be installed on the local machine though. Each zip file contains two files: ExpressionTester.exe – The tool itself, run this. ExpressionEditor.dll – The reusable editor control. A while ago the gentlemen behind BIDS Helper noticed the editor on a task and asked about using it. This became incorporated into their variable window extensions feature. To try and help them and anyone else that wants to use the editor control, it is available as a single assembly that you can reference yourself, and of course all the source code is on CodePlex too. Just add a reference to the ExpressionEditor.dll assembly and you should be up and running in no time. There is a sample project Package Test in the source code which shows how to use the editor control form in it’s simplest form, or if you want to host control directly then the tester tool is a perfect example.

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  • Follow the How-To Geek Writers on Twitter

    - by The Geek
    Ever wonder what the How-To Geek writers are up to? If you’re a Twitter user, you can connect with us directly. We’ve also setup a new @howtogeeknews account if you just want to keep up with the latest articles. So if you want just the latest articles… click the image below and then click the Follow button. Otherwise, if you’d like to connect with the rest of us that actually use Twitter, you can follow each of us separately through  the links below. Note: Let’s try to stick to discussion, and leave the tech support questions for our forum. the How-To Geek (that’s me!) -  @howtogeek Matthew Guay – @maguay Trevor Bekolay – @TrevorBekolay Asian Angel – @asian_angel  Andrew Gehman – @andrewgehman Some of the HTG writers are not currently using Twitter… but I’m gonna list their accounts just in case you wanted to follow them. Mark Virtue – @markvirtue Mysticgeek – @mysticgeek  (He’s far too productive to waste time on Twitter!) Enjoy the conversation! Similar Articles Productive Geek Tips Got Awesome Geek Skills? The How-To Geek is Looking for WritersGot Awesome Skills? Why Not Write for How-To Geek?Integrate Twitter With Microsoft OutlookState of the Geek 2009: Behind the Scenes and Other GeekeryAnnouncing the How-To Geek Blogs TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad Hide Your Confidential Files Inside Images Get Wildlife Photography Tips at BBC’s PhotoMasterClasses Mashpedia is a Real-time Encyclopedia

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  • It's intellisense for SQL Server

    - by Nick Harrison
    It's intellisense for SQL Server Anyone who has ever worked with me, heard me speak, or read any of writings knows that I am a HUGE fan of Reflector.    By extension,  I am a big fan of Red - Gate   I have recently begun exploring some of their other offerings and came across this jewel. SQL Prompt is a plug in for Visual Studio and SQL Server Management Studio.    It provides several tools to make dealing with SQL a little easier for your friendly neighborhood developer. When you a query window in a database, the plugin kicks in and gathers the metadata for the database that you are in.    As you type a query, you get handy feedback like a list of tables after you type select.    You can select one of the tables, specify * and then tab to expand the select clause to include all of the columns from the selected table.    As you are building up the where clause, you are prompted by the names of columns in the selected tables. If you spend any time writing ad hoc queries or building stored procedures by hand, this can save you substantial time. If you are learning a new data model, this can greatly cut down on your frustration level. The other really cool thing here is Format SQL.   I have searched all over the place for a really good SQL formatter.    Badly formatted  SQL is so much harder to read than well formatted SQL.   Unfortunately, management studio offers no support for keeping your SQL well formatted.    There are many tools available to format your SQL.   Some work better than others.    Some don't work that well at all.   Most will give you some measure of control over how the formatted SQL looks.    SQL Prompt produces good results and is easy to configure. Sadly no tool is perfect, and what would we be without a wish list.    There are some features that I would like to see: Make it easier to paste SQL in and out of code.    Strip off string builder, etc Automate replacing hard coded values with bind variables or parameters In addition to reformatting SQL, which is a huge refactor, support for other SQL refactors would be nice.    Convert join to sub query and vice versa come to mind Wish list a side, this is a wonderful tool that easily saves me an hour or more on most weeks.

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  • Convert Chrome Bookmark Toolbar Folders to Icons

    - by Asian Angel
    So you have your regular bookmarks reduced to icons but what about the folders? With our little hack and a few minutes of your time you can turn those folders into icons too. Condensing the Folders Reducing bookmark folders to icons is a little more tricky than regular bookmarks but not hard to do. Right click on the folder and select “Rename…”. The folder’s name should already be highlighted/selected as shown here. Delete the text…notice that the “OK Button” has become unusable for the moment. Now what you will need to do is: Hold down the “Alt Key” Type in “0160” (without the quotes) using the numbers keypad on the right side of your keyboard Release the “Alt Key” after you have finished typing in the number above Once you have released the “Alt Key” you will notice two things…the “cursor” has moved further into the text area and you can now click on the “OK Button” again. There is our folder after editing. And it works just as well as before but without taking up so much room. Here is how our “iconized” folder looks next to our bookmarks. Perfect! What if you want to reduce multiple folders to icons? Perform the same exact steps shown above for each folder and pack your “Bookmarks Toolbar” full of folder goodness! As seen here the folders will have a little more space between them in comparison with singular bookmarks due to the “blank name” for each folder. For those who may be curious this is what your bookmarks will look like in the “Bookmark Manager Page”. Note: If you export your bookmarks all bookmarks contained in multiple blank name folders will be combined into a single folder. Conclusion With just a little bit of work you can pack a lot of goodness into your “Bookmarks Toolbar”. No more wasted space… Similar Articles Productive Geek Tips Condense the Bookmarks in the Firefox Bookmarks ToolbarAccess Your Bookmarks with a Toolbar Button in Google ChromeAdd the Bookmarks Menu to Your Bookmarks Toolbar with Bookmarks UI ConsolidatorAdd a Vertical Bookmarks Toolbar to FirefoxReduce Your Bookmarks Toolbar to a Toolbar Button TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 OutlookStatView Scans and Displays General Usage Statistics How to Add Exceptions to the Windows Firewall Office 2010 reviewed in depth by Ed Bott FoxClocks adds World Times in your Statusbar (Firefox) Have Fun Editing Photo Editing with Citrify Outlook Connector Upgrade Error

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  • Find a Faster DNS Server with Namebench

    - by Mysticgeek
    One way to speed up your Internet browsing experience is using a faster DNS server. Today we take a look at Namebench, which will compare your current DNS server against others out there, and help you find a faster one. Namebench Download the file and run the executable (link below). Namebench starts up and will include the current DNS server you have configured on your system. In this example we’re behind a router and using the DNS server from the ISP. Include the global DNS providers and the best available regional DNS server, then start the Benchmark. The test starts to run and you’ll see the queries it’s running through. The benchmark takes about 5-10 minutes to complete. After it’s complete you’ll get a report of the results. Based on its findings, it will show you what DNS server is fastest for your system. It also displays different types of graphs so you can get a better feel for the different results. You can export the results to a .csv file as well so you can present the results in Excel. Conclusion This is a free project that is in continuing development, so results might not be perfect, and there may be more features added in the future. If you’re looking for a method to help find a faster DNS server for your system, Namebench is a cool free utility to help you out. If you’re looking for a public DNS server that is customizable and includes filters, you might want to check out our article on helping to protect your kids from questionable content using OpenDNS. You can also check out how to speed up your web browsing with Google Public DNS. Links Download NameBench for Windows, Mac, and Linux from Google Code Learn More About the Project on the Namebench Wiki Page Similar Articles Productive Geek Tips Open a Second Console Session on Ubuntu ServerShare Ubuntu Home Directories using SambaSetup OpenSSH Server on Ubuntu LinuxDisable the Annoying “This device can perform faster” Balloon Message in Windows 7Search For Rows With Special Characters in SQL Server TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 How to Add Exceptions to the Windows Firewall Office 2010 reviewed in depth by Ed Bott FoxClocks adds World Times in your Statusbar (Firefox) Have Fun Editing Photo Editing with Citrify Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • How can I fix these errors with Panda3D's sample projects?

    - by lhk
    I just installed the latest Panda3D packages on a Mint 12 32-bit virtual machine. Then I downloaded and configured Eclipse and tried to run the Asteroids sample project. The window is created properly. But after rendering the scence once the game freezes. This happens with the other sample apps, too. Here's the error log: DirectStart: Starting the game. Known pipe types: glxGraphicsPipe (all display modules loaded.) :display:gsg:glgsg(warning): Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions. OpenGL Warning: glXChooseFBConfig returning NULL, due to attrib=0x6, next=0xffffffff :display:glxdisplay(warning): No suitable FBConfig contexts available; using XVisual only. depth_bits=16 color_bits=24 alpha_bits=8 stencil_bits=8 accum_bits=64 back_buffers=1 stereo=1 force_hardware=1 AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4654 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3057 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant OpenGL Warning: No pincher, please call crStateSetCurrentPointers() in your SPU :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 3661 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 4765 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid enumerant :display:gsg:glgsg(error): at 5703 of panda/src/glstuff/glGraphicsStateGuardian_src.cxx : invalid operation :display(error): Deactivating glxGraphicsStateGuardian. What can I do to fix the problem ?

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  • View the Real Links Behind Shortened URLs in Chrome

    - by Asian Angel
    When you encounter shortened URLs there is always that worry in the back of your mind about where they really lead to. Now you can get a “sneak peak” at the real links behind those URLs with the View Thru extension for Google Chrome. The URL Shortening services officially supported at this time are: bit.ly, cli.gs, ff.im, goo.gl, is.gd, nyti.ms, ow.ly, post.ly, su.pr, & tinyurl.com. Before When you encounter a shortened URL you are pretty much on your own in deciding whether to trust that link or not. It would really be nice if you could just hover your mouse over those links and know where they will lead ahead of time. After Once you have the extension installed you are ready to access that link viewing goodness. Please note that you will need to reload any pages that were open prior to installing the extension. For our first example we chose a shortened URL from “bit.ly”. As you can see the entire link behind the shortened URL is displayed very nicely…no hidden surprises there! Note: There are no options to worry with for the extension. Another perfect result for the “goo.gl URL” shown below. View Thru will certainly remove a lot of the stress related to clicking on shortened URLs. Bonus Find Just out of curiosity we looked for a shortened URL not listed as being officially supported at this time. We found one with the “http://nyti.ms/” domain and View Thru showed the link perfectly…so be sure to give it a try on other services too. Conclusion If you worry about where a shortened URL will really lead you then the View Thru extension can help alleviate that stress. Links Download the View Thru extension (Google Chrome Extensions) Similar Articles Productive Geek Tips See Where Shortened URLs “Link To” in Your Favorite BrowserVerify the Destinations of Shortened URLs the Easy WayCreate Shortened goo.gl URLs in Google Chrome the Easy WayCreate Shortened goo.gl URLs in Your Favorite BrowserAccess Google Chrome’s Special Pages the Easy Way TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 QuicklyCode Provides Cheatsheets & Other Programming Stuff Download Free MP3s from Amazon Awe inspiring, inter-galactic theme (Win 7) Case Study – How to Optimize Popular Wordpress Sites Restore Hidden Updates in Windows 7 & Vista Iceland an Insurance Job?

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  • Extending Currying: Partial Functions in Javascript

    - by kerry
    Last week I posted about function currying in javascript.  This week I am taking it a step further by adding the ability to call partial functions. Suppose we have a graphing application that will pull data via Ajax and perform some calculation to update a graph.  Using a method with the signature ‘updateGraph(id,value)’. To do this, we have do something like this: 1: for(var i=0;i<objects.length;i++) { 2: Ajax.request('/some/data',{id:objects[i].id},function(json) { 3: updateGraph(json.id, json.value); 4: } 5: } This works fine.  But, using this method we need to return the id in the json response from the server.  This works fine, but is not that elegant and increase network traffic. Using partial function currying we can bind the id parameter and add the second parameter later (when returning from the asynchronous call).  To do this, we will need the updated curry method.  I have added support for sending additional parameters at runtime for curried methods. 1: Function.prototype.curry = function(scope) { 2: scope = scope || window 3: var args = []; 4: for (var i=1, len = arguments.length; i < len; ++i) { 5: args.push(arguments[i]); 6: } 7: var m = this; 8: return function() { 9: for (var i=0, len = arguments.length; i < len; ++i) { 10: args.push(arguments[i]); 11: } 12: return m.apply(scope, args); 13: }; 14: } To partially curry this method we will call the curry method with the id parameter, then the request will callback on it with just the value.  Any additional parameters are appended to the method call. 1: for(var i=0;i<objects.length;i++) { 2: var id=objects[i].id; 3: Ajax.request('/some/data',{id: id}, updateGraph.curry(id)); 4: } As you can see, partial currying gives is a very useful tool and this simple method should be a part of every developer’s toolbox.

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  • How to unicode Myanmar texts on Java? [closed]

    - by Spacez Ly Wang
    I'm just beginner of Java. I'm trying to unicode (display) correctly Myanmar texts on Java GUI ( Swing/Awt ). I have four TrueType fonts which support Myanmar unicode texts. There are Myanmar3, Padauk, Tharlon, Myanmar Text ( Window 8 built-in ). You may need the fonts before the code. Google the fonts, please. Each of the fonts display on Java GUI differently and incorrectly. Here is the code for GUI Label displaying myanmar texts: ++++++++++++++++++++++++ package javaapplication1; import javax.swing.JFrame; import javax.swing.JTextField; public class CusFrom { private static void createAndShowGUI() { JFrame frame = new JFrame("Hello World Swing"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); String s = "\u1015\u102F \u103C\u1015\u102F"; JLabel label = new JLabel(s); label.setFont(new java.awt.Font("Myanmar3", 0, 20));// font insert here, Myanmar Text, Padauk, Myanmar3, Tharlon frame.getContentPane().add(label); frame.pack(); frame.setVisible(true); } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { createAndShowGUI(); } }); } } ++++++++++++++++++++++++ Outputs vary. See the pictures: Myanmar3 IMG Padauk IMG Tharlon IMG Myanmar Text IMG What is the correct form? (on notepad) Well, next is the code for GUI Textfield inputting Myanmar texts: ++++++++++++++++++++++++ package javaapplication1; import javax.swing.JFrame; import javax.swing.JTextField; public class XusForm { private static void createAndShowGUI() { JFrame frame = new JFrame("Frame Title"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JTextField textfield = new JTextField(); textfield.setFont(new java.awt.Font("Myanmar3", 0, 20)); frame.getContentPane().add(textfield); frame.pack(); frame.setVisible(true); } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { createAndShowGUI(); } }); } } ++++++++++++++++++++++++ Outputs vary when I input keys( unicode text ) on keyboards. Myanmar Text Output IMG Padauk Output IMG Myanmar3 Output IMG Tharlon Output IMG Those fonts work well on Linux when opening text files with Text Editor application. My Question is how to unicode Myanmar texts on Java GUI. Do I need additional codes left to display well? Or Does Java still have errors? The fonts display well on Web Application (HTML, CSS) but I'm not sure about displaying on Java Web Application.

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  • English-Focused Translation Bookmarklet for Your Browser

    - by Asian Angel
    Are you wanting a translation bookmarklet that just focuses on translating websites into English? Then you will want to take a look at the To English Bookmarklet. Get the Bookmarklet To install the To English Bookmarklet visit the webpage at Lifehacker (link below), grab the bookmarklet with your mouse, and drag it to your “Bookmarks Toolbar”. Now you are ready for one-click translation into English. To English in Action We decided to test our new bookmarklet on two different International Mozilla websites. The first one was in Swedish… One click and there it is. Notice that there is a “translation bar frame” that will still let you choose yet another language to translate the webpage into if you desire. Definitely a nice touch… Our second example was in Russian. Once again a single click and… The website is now in English. On this particular page the “central green graphic” was affected by the translation and the two sidebar buttons are “pre-made” but that is ok. You can read what you need to without any problems. Conclusion If you have been wanting a bookmarklet that just focuses on translating into English then this should be perfect for you. If you are looking for a bookmarklet that gives you access to a Google Translation Bar then be certain to see our article here. Links Add the To English Bookmarklet to Your Browser Similar Articles Productive Geek Tips Add a Google Translation Bar to Your Favorite BrowserSkip “Next Links” with the PageZipper BookmarkletCreate Shortened goo.gl URLs in Your Favorite BrowserQuickly Translate Text to Another Language in Word 2007See Where Shortened URLs “Link To” in Your Favorite Browser TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Find Downloads and Add-ins for Outlook Recycle ! Find That Elusive Icon with FindIcons Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa !

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  • Script For Detecting Availability of XMLHttp in Internet Explorer

    - by Duncan Mills
    Having the XMLHttpRequest API available is key to any ADF Faces Rich Client application. Unfortunately, it is possible for users to switch off this option in Internet Explorer as a Security setting. Without XMLHttpRequest available, your ADF Faces application will simply not work correctly, but rather than giving the user a bad user experience wouldn't it be nicer to tell them that they need to make some changes in order to use the application?  Thanks to Blake Sullivan in the ADF Faces team we now have a little script that can do just this. The script is available from https://samplecode.oracle.com here - The attached file browserCheck.js is what you'll need to add to your project.The best way to use this script is to make changes to whatever template you are using for the entry points to your application. If you're not currently using template then you'll have to make the same change in each of your JSPX pages. Save the browserCheck.js file into a /js/ directory under your HTML root within your UI project (e.g. ViewController)In the template or page, select the <af:document> object in the Structure window. From the right mouse (context) menu choose Facet and select the metaContainer facet.Switch to the source code view and locate the metaContainer facet. Then insert the following lines (I've included the facet tag for clarity but you'll already have that):      <f:facet name="metaContainer">        <af:resource type="javascript"                      source="/js/browserCheck.js"/>        <af:resource type="javascript">           xmlhttpNativeCheck(                     "help/howToConfigureYourBrowser.html");        </af:resource>      </f:facet>Note that the argument to the xmlhttpNativeCheck function is a page that you want to show to the user if they need to change their browser configuration. So build this page in the appropriate place as well. You can also just call the function without any arguments e.g. xmlhttpNativeCheck(); in which case it will pop up default instructions for the user to follow, but not redirect to any other page.

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  • Make Firefox Show Google Results for Default Address Bar Searches

    - by The Geek
    Have you ever typed something incorrectly into the Firefox address bar, and then had it take you to a page you weren’t expecting? The reason is because Firefox uses Google’s “I’m Feeling Lucky” search, but you can change it. Scratching your head? Let’s take a quick run through what we’re talking about… Normally, if you typed in something like just “howtogeek” in the address bar, and then hit enter… you’ll be taken directly to the How-To Geek site. But how? Very simple! It’s the same place you would have been taken to if you typed “howtogeek” into Google, and then clicked the “I’m Feeling Lucky” button, which takes you to the first result. This is what Firefox does behind the scenes when you put something into the address bar that isn’t a URL. But what if you’d rather head to the search results page instead? Luckily, all you have to do is tweak an about:config parameter in Firefox. Just head into about:config in the address bar, and then filter for keyword.url like so: Double-click on the entry in the list, and then delete the &gfns=1 from the value. That’s the part of the URL that triggers Google to redirect to the first result. And now, the next time you type something into the address bar, either on purpose or because you typo’d it, you’ll be taken to the results page instead: About:Config tweaking is lots of fun. Similar Articles Productive Geek Tips Make Firefox Quick Search Use Google’s Beta Search KeysMake Firefox Built-In Search Box Use Google’s Experimental Search KeysCombine Wolfram Alpha & Google Search Results in FirefoxHow To Run 4 Different Google Searches at Once In the Same TabChange Default Feed Reader in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa ! Use Printflush to Solve Printing Problems Icelandic Volcano Webcams Open Multiple Links At One Go

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