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  • Is mixing 'Adsense' banners and content okay on a Pinterest style layout?

    - by Theodores
    I was under the impression that Google likes to have their adverts clearly separated out from content so that people don't accidentally click on the adverts thinking they are articles. For a 'pinterest' style layout where you only see the one page and a few pop ups over that one page, you could mix in the adverts with the content, as demonstrated with the two adverts slap in the middle on this site: Clearly this can be done and it exists in the wild, with Google adverts being supplied to the site. However, is that against the spirit and/or the letter of what one signs up to with Adsense?

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  • Is it legal to develop a game usung some version of D&D, something similar to Baldurs Gate?

    - by Max
    For a while now I've been thinking about trying my hand at creating a game similar in spirit and execution to Baldurs Gate, Icewind Dale and offshoots. I'd rather not face the full bulk of work in implementing my own RPG system - I'd like to use D&D rules. Now, reading about the subject it seems there is something called "The License" which allows a company to brand a game as D&D. This license seems to be exclusive, and let's just say I don't have the money to buy it :p. Is it still legal for me to implement and release such a game? Commercially or open-source? I'm not sure exactly which edition would fit the best, but since Baldurs Gate is based of 2nd edition, could I go ahead an implement that? in short: what are the issues concerning licensing and publishing when it comes to D&D? Also: Didn't see any similar question...

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  • Rotating images makes ui slow

    - by 5w4rley
    i'm trying to implement kind of speedometer. i'm getting informations about rounds per minute, boost and load of an engine over bluetooth and i try to display them on the screen witch 3 arrows witch should point in the right direktion. i tried to use a rotate animation evry time i get data(10-100ms) to setup the arrows. but that makes my ui extremly slow. 500ms to react on a buttonclick. Doese someone know how to make it work better? source code: public void setTacho() { //rotate Tachonadel Rpmcurrentdegree=Rpmcurrentdegree+Rpmdegree; Rpmdegree=((rpms-lastrpm)*RPMtoDegree); RpmAnim=new RotateAnimation((float)Rpmcurrentdegree, (float)Rpmdegree, ivNadel.getWidth()/2, ivNadel.getHeight()/2); RpmAnim.setFillEnabled(true); RpmAnim.setFillAfter(true); ivNadel.setAnimation(RpmAnim); RpmAnim.start(); //rotate Boostbalken currentBoostDegree=currentBoostDegree+BoostDegree; BoostDegree=(boost-lastBoost)*BOOSTtoDegree; //rotate Loadbalken currentLoadDegree=currentLoadDegree+LoadDegree; LoadDegree=(load-lastLoad)*LOADtoDegree; BoostAnim=new RotateAnimation((float)-currentBoostDegree, (float)-BoostDegree, ivBoost.getWidth()/2, ivBoost.getHeight()/2); BoostAnim.setFillEnabled(true); BoostAnim.setFillAfter(true); ivBoost.setAnimation(BoostAnim); BoostAnim.start(); LoadAnim=new RotateAnimation((float)currentLoadDegree, (float)LoadDegree, ivLoad.getWidth()/2, ivLoad.getHeight()/2); LoadAnim.setFillEnabled(true); LoadAnim.setFillAfter(true); ivLoad.setAnimation(LoadAnim); LoadAnim.start(); } when i try to make the rotation only if the values have changed then it works only while they are changing but if they aren't the arrows jump back to the zero position. isnt setfillafter to tell the image that it should hold the new position? code: public void setTacho() { //rotate Tachonadel Rpmcurrentdegree=Rpmcurrentdegree+Rpmdegree; Rpmdegree=((rpms-lastrpm)*RPMtoDegree); if(Rpmdegree!=0) { RpmAnim=new RotateAnimation((float)Rpmcurrentdegree, (float)Rpmdegree, ivNadel.getWidth()/2, ivNadel.getHeight()/2); RpmAnim.setFillEnabled(true); RpmAnim.setFillAfter(true); ivNadel.setAnimation(RpmAnim); RpmAnim.start(); } //rotate Boostbalken currentBoostDegree=currentBoostDegree+BoostDegree; BoostDegree=(boost-lastBoost)*BOOSTtoDegree; //rotate Loadbalken currentLoadDegree=currentLoadDegree+LoadDegree; LoadDegree=(load-lastLoad)*LOADtoDegree; if(BoostDegree!=0) { BoostAnim=new RotateAnimation((float)-currentBoostDegree, (float)-BoostDegree, ivBoost.getWidth()/2, ivBoost.getHeight()/2); BoostAnim.setFillEnabled(true); BoostAnim.setFillAfter(true); ivBoost.setAnimation(BoostAnim); BoostAnim.start(); } if(LoadDegree!=0) { LoadAnim=new RotateAnimation((float)currentLoadDegree, (float)LoadDegree, ivLoad.getWidth()/2, ivLoad.getHeight()/2); LoadAnim.setFillEnabled(true); LoadAnim.setFillAfter(true); ivLoad.setAnimation(LoadAnim); LoadAnim.start(); } } i don't get it =( thx 4 help EDIT: part of the bluetooth Thread that calls the callback while (run) { try { bytes = mmInStream.read(buffer); if (connection.btCallback != null) { connection.btCallback.getData(buffer,bytes); } } catch (IOException e) { break; } the callback methode of the bluetooth thread: public void getData(byte[] bytes, int len) { setTacho(); }

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  • C++ property system interface for game editors (reflection system)

    - by Cristopher Ismael Sosa Abarca
    I have designed an reusable game engine for an project, and their functionality is like this: Is a completely scripted game engine instead of the usual scripting languages as Lua or Python, this uses Runtime-Compiled C++, and an modified version of Cistron (an component-based programming framework).to be compatible with Runtime-Compiled C++ and so on. Using the typical GameObject and Component classes of the Component-based design pattern, is serializable via JSON, BSON or Binary useful for selecting which objects will be loaded the next time. The main problem: We want to use our custom GameObjects and their components properties in our level editor, before used hardcoded functions to access GameObject base class virtual functions from the derived ones, if do you want to modify an property specifically from that class you need inside into the code, this situation happens too with the derived classes of Component class, in little projects there's no problem but for larger projects becomes tedious, lengthy and error-prone. I've researched a lot to find a solution without luck, i tried with the Ogitor's property system (since our engine is Ogre-based) but we find it inappropiate for the component-based design and it's limited only for the Ogre classes and can lead to performance overhead, and we tried some code we find in the Internet we tested it and worked a little but we considered the macro and lambda abuse too horrible take a look (some code omitted): IWE_IMPLEMENT_PROP_BEGIN(CBaseEntity) IWE_PROP_LEVEL_BEGIN("Editor"); IWE_PROP_INT_S("Id", "Internal id", m_nEntID, [](int n) {}, true); IWE_PROP_LEVEL_END(); IWE_PROP_LEVEL_BEGIN("Entity"); IWE_PROP_STRING_S("Mesh", "Mesh used for this entity", m_pModelName, [pInst](const std::string& sModelName) { pInst->m_stackMemUndoType.push(ENT_MEM_MESH); pInst->m_stackMemUndoStr.push(pInst->getModelName()); pInst->setModel(sModelName, false); pInst->saveState(); }, false); IWE_PROP_VECTOR3_S("Position", m_vecPosition, [pInst](float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_POSITION); pInst->m_stackMemUndoVec3.push(pInst->getPosition()); pInst->saveState(); pInst->m_vecPosition.Get()[0] = fX; pInst->m_vecPosition.Get()[1] = fY; pInst->m_vecPosition.Get()[2] = fZ; pInst->setPosition(pInst->m_vecPosition); }, false); IWE_PROP_QUATERNION_S("Orientation (Quat)", m_quatOrientation, [pInst](float fW, float fX, float fY, float fZ) { pInst->m_stackMemUndoType.push(ENT_MEM_ROTATE); pInst->m_stackMemUndoQuat.push(pInst->getOrientation()); pInst->saveState(); pInst->m_quatOrientation.Get()[0] = fW; pInst->m_quatOrientation.Get()[1] = fX; pInst->m_quatOrientation.Get()[2] = fY; pInst->m_quatOrientation.Get()[3] = fZ; pInst->setOrientation(pInst->m_quatOrientation); }, false); IWE_PROP_LEVEL_END(); IWE_IMPLEMENT_PROP_END() We are finding an simplified way to this, without leading confusing the programmers, (will be released to the public) i find ways to achieve this but they are only available for the common scripting as Lua or editors using C#. also too portable, we can write "wrappers" for different GUI toolkits as Qt or GTK, also i'm thinking to using Boost.Wave to get additional macro functionality without creating my own compiler. The properties designed to use in the editor they are removed in the game since the save file contains their data and loads it using an simple 'load' function to reduce unnecessary code bloat may will be useful if some GameObject property wants to be hidden instead. In summary, there's a way to implement an reflection(property) system for a level editor based in properties from derived classes? Also we can use C++11 and Boost (restricted only to Wave and PropertyTree)

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  • Meet Matthijs, Dutch Inside Sales Representative for Oracle Direct

    - by Maria Sandu
    Today we would like to share some information around the Dutch Core Technology team in Malaga. Matthijs is one of the team members who decided to relocate from the Netherlands to Malaga to join Oracle Direct two years ago. Matthijs: “For the past two years I have been working as an Oracle Direct Core Technology Inside Sales representative for Named Accounts in the Netherlands, based in Malaga, Spain. In my case, working for the Dutch OD Core Technology team means that I am responsible for the Account Management of Larger companies in the Travel & Transportation and the Manufacturing, Retail & Distribution sector. I work together with the Oracle Field Account Managers and our Field Sales Management in the Netherlands where I am often the main point of contact for customers. This means that I deal with their requests and I manage their various issues, provide solutions and suggestions based on the Oracle Core Technology portfolio. I work on interesting projects with end-customers, making financial proposals and building business cases. It is a very interesting sales environment and for the last two years I improved my skills substantially. This month I will finish my Inside Sales career in Malaga to move to a position within Field Sales in the Netherlands. Oracle Direct has proven to be a great stepping stone for my career. Boost your personal development One of the reasons for joining Oracle was to boost my personal & career development. You can choose from various different trainings to follow all over Europe which enable you to reach both your personal and professional goals. Furthermore, you can decide your own career path and plan the steps necessary to achieve your goal. Many people aim to grow into Field Sales in their native countries, Business Development or Sales Management, but there are many possibilities once you decide to join Oracle. Overall, working at Oracle means working for an international company and one of the worldwide leaders in Enterprise Hardware & Software. Here you get all the tools necessary to develop yourself personally & professionally. Another great advantage of working for Oracle Direct is working from our office in Malaga, Southern Spain where we have over 400 employees from many countries across EMEA. It is a truly international environment! Working and living in Spain gives you an excellent opportunity to learn Spanish and of course enjoy the Spanish lifestyle, cuisine, beaches and much, much more!” Interview day Utrecht If you are inspired by the story of Matthijs and would like to explore the opportunity to join the Technology Sales team for the Dutch market in Malaga, let us know! We will organise an Interview day in the Oracle office in Utrecht on the 18th and 19th of September. We currently have multiple openings in the Core Technology team that focus on selling our Database portfolio in the Dutch market. We are looking for native Dutch speakers with a Bachelors degree, 2-5 years sales experience (ideally in IT) who are willing to relocate to Malaga for at least 2 years! For more information please contact [email protected] or [email protected].

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  • Creating a voxel world with 3D arrays using threads

    - by Sean M.
    I am making a voxel game (a bit like Minecraft) in C++(11), and I've come across an issue with creating a world efficiently. In my program, I have a World class, which holds a 3D array of Region class pointers. When I initialize the world, I give it a width, height, and depth so it knows how large of a world to create. Each Region is split up into a 32x32x32 area of blocks, so as you may guess, it takes a while to initialize the world once the world gets to be above 8x4x8 Regions. In order to alleviate this issue, I thought that using threads to generate different levels of the world concurrently would make it go faster. Having not used threads much before this, and being still relatively new to C++, I'm not entirely sure how to go about implementing one thread per level (level being a xz plane with a height of 1), when there is a variable number of levels. I tried this: for(int i = 0; i < height; i++) { std::thread th(std::bind(&World::load, this, width, height, depth)); th.join(); } Where load() just loads all Regions at height "height". But that executes the threads one at a time (which makes sense, looking back), and that of course takes as long as generating all Regions in one loop. I then tried: std::thread t1(std::bind(&World::load, this, w, h1, h2 - 1, d)); std::thread t2(std::bind(&World::load, this, w, h2, h3 - 1, d)); std::thread t3(std::bind(&World::load, this, w, h3, h4 - 1, d)); std::thread t4(std::bind(&World::load, this, w, h4, h - 1, d)); t1.join(); t2.join(); t3.join(); t4.join(); This works in that the world loads about 3-3.5 times faster, but this forces the height to be a multiple of 4, and it also gives the same exact VAO object to every single Region, which need individual VAOs in order to render properly. The VAO of each Region is set in the constructor, so I'm assuming that somehow the VAO number is not thread safe or something (again, unfamiliar with threads). So basically, my question is two one-part: How to I implement a variable number of threads that all execute at the same time, and force the main thread to wait for them using join() without stopping the other threads? How do I make the VAO objects thread safe, so when a bunch of Regions are being created at the same time across multiple threads, they don't all get the exact same VAO? Turns out it has to do with GL contexts not working across multiple threads. I moved the VAO/VBO creation back to the main thread. Fixed! Here is the code for block.h/.cpp, region.h/.cpp, and CVBObject.h/.cpp which controls VBOs and VAOs, in case you need it. If you need to see anything else just ask. EDIT: Also, I'd prefer not to have answers that are like "you should have used boost". I'm trying to do this without boost to get used to threads before moving onto other libraries.

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  • Most mind-blowing C# hack you’ve ever seen?

    - by sblom
    In the same spirit as the "Hidden features of X?" series, what are the most mind-blowingly well-executed "I didn't even think the language could do that!" hacks that you've ever seen in C#. For example, a favorite of mine from a while ago is a full ray tracer implemented in a single (complex) LINQ statement. (Note: this is a community wiki question to avoid the appearance of reputation-whoring.)

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  • indentation preference and personality

    - by dreftymac
    This question is similar in spirit to : http://stackoverflow.com/questions/492178/links-between-personality-types-and-language-technology-preferences But it is based specifically on indentation (spaces vs tabs and the number of spaces). The reason I am asking here instead of searching is because I remember seeing a specific document writing about this. If I remember correctly, it also talked about why Linus prefers eight spaces.

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  • How to assert that a certain exception is thrown in jUnit4.5 tests

    - by SCdF
    How can use jUnit4.5 idiomatically to test that come code throws an exception? While I can certainly do something like this: @Test public void testFooThrowsIndexOutOfBoundsException() { boolean thrown = false; try { foo.doStuff(); } catch (IndexOutOfBoundsException e) { thrown = true; } assertTrue(thrown); } I recall that there is an annotation or an Assert.xyz or something that is far less cludgy and far more in-the-spirit of jUnit for these sorts of situations.

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  • Hidden Features of Erlang

    - by pageman
    In the spirit of: Hidden Features of C# Hidden Features of Java Hidden Features of ASP.NET Hidden Features of Python Hidden Features of HTML and other Hidden Features questions What are the hidden features of Erlang that every Erlang developer should be aware of? One hidden feature per answer, please.

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  • Java - Common Gotchas

    - by Alan
    In the same spirit of other platforms, it seemed logical to follow up with this question: What are common non-obvious mistakes in Java? Things that seem like they ought to work, but don't. I won't give guidelines as to how to structure answers, or what's "too easy" to be considered a gotcha, since that's what the voting is for. See also: Perl - Common gotchas .NET - Common gotchas

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  • Tool for debugging KVO/Bindings in Cocoa

    - by Raphael Sebbe
    Is there any tool to log current observers of a given object, in the spirit of what "gdb info gc-roots" does? I found "gdb info gc-references" could do that (sort of) as a by-product of its original purpose, but that won't work with non garbage collected apps. Thanks!

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  • How do you pronounce "Enum"?

    - by Davy8
    In the spirit of this question how do you pronounce Enum? Tagging as subjective and community wiki obviously. I've heard E-Nuhm and E-Nnoom any others? Edit: Looks like we have a winner. Thought it'd be a closer race since most of the people at my work use the 2nd one.

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  • What is your favourite cleverly written functional code?

    - by sdcvvc
    What are your favourite short, mind-blowing snippets in functional languages? My two favourite ones are (Haskell): powerset = filterM (const [True, False]) foldl f v xs = foldr (\x g a -> g (f a x)) id xs v -- from Hutton's tutorial (I tagged the question as Haskell, but examples in all languages - including non-FP ones - are welcome as long as they are in functional spirit.)

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  • Is possible to make sexy GUI with javaFX & swing ?

    - by phmr
    I would like to do a "sexy" / user-friendly / appealing GUI in java. Swing is a limited in terms of "skin" customisation. I'm thinking about JavaFX but I don't it yet, what can I achieve with this technology ? how hard is it ? do you have examples of real-life examples of Swing/JavaFX integration ? I would like to do something in this spirit of this, which is built on the .NET framework: original link: http://www.patrickpayet.com/net/?p=329

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  • SRP & "axis of change"?

    - by lance
    I'm reading Bob Martin's principles of OOD, specifically the SRP text, and I understand the spirit of what it's saying pretty well, but I don't quite understand a particular phrasing, from page 2 of the link (page 150 of the book): I paraphrase: It is important to separate these two responsibilities into separate classes because each responsibility is an axis of change. What exactly is meant here by "axis of change"?

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  • Which free and open source frameworks would you recommend for replacing which aspect of ATG

    - by Vihung
    ATG (http://www.atg.com) is a frameowrk, a platform and a solution for content presentation and management, personalisation, e-commerce and customer relationship management. Which free and open source frameworks or products would you recommend to replace the basic functionality it provides? In the spirit of Stack Overflow, can you answer with one item in each answer and use the voting rather than duplicating someone else's answer. I have started with some answers

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  • How to Keep to GPL Licence When Modifying a Script

    - by MagicAndi
    Hi, In answering my own question, I came across this GreaseMonkey script that automatically converts currency values on a webpage. I would like to modify the script for my specific case, and I want to know how I should modify the script MetaData block to acknowledge the script's original author and respect the (letter and spirit of the) GPL. Can anyone advise? Thanks, MagicAndi

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  • Defeating a Poker Bot.

    - by The Rook
    There is a new Open Source poker bot called PokerPirate. I am interested in any creative ways in which a web application could detect/thwart/defeat a poker bot. (This is a purely academic discussion, in the same spirit that PokerPirate was written.)

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  • What is your favourite programming-related lolcat picture?

    - by DR
    In the spirit of these questions... http://stackoverflow.com/questions/234075/what-is-your-best-programmer-joke http://stackoverflow.com/questions/354686/programming-related-songs http://stackoverflow.com/questions/517897/anyone-know-any-programming-related-poetry ... I wonder: What is your favourite programming-related lolcat picture? Please add one answer per picture.

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  • How can I take any function as input for my Scala wrapper method?

    - by pr1001
    Let's say I want to make a little wrapper along the lines of: def wrapper(f: (Any) => Any): Any = { println("Executing now") val res = f println("Execution finished") res } wrapper { println("2") } Does this make sense? My wrapper method is obviously wrong, but I think the spirit of what I want to do is possible. Am I right in thinking so? If so, what's the solution? Thanks!

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  • Flex game to build a building

    - by johnraja
    I want to develop a game in flex to build a building. In canvas i want to spirit into number of squares and place a different type of building in that square(Using click and drag). If small building means its take two square and big building means its take four squares. Please anybody help me

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