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  • What does ENDOFMENU do?

    - by Raymond
    I have been given an example program, I am wondering what exactly the <<ENDOFMENU and ENDOFMENU does, won't it work the same if you leave it out and just use the while loop? #!/bin/sh echo "Menu test program..."; stop=0; while test $stop -eq 0; do cat<<ENDOFMENU 1: print the date 2,3 : print the current working directory 4: exit ENDOFMENU echo; echo -e "your choice?\c" read reply echo case $reply in "1") date ;; "2"|"3") pwd ;; "4") stop=1 ;; *) echo illegal choice esac done

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  • How can I save state from script in a multithreaded engine?

    - by Peter Ren
    We are building a multithreaded game engine and we've encountered some problems as described below. The engine have 3 threads in total: script, render, and audio. Each frame, we update these 3 threads simultaneously. As these threads updating themselves, they produce some tasks and put them into a public storage area. As all the threads finish their update, each thread go and copy the tasks for themselves one by one. After all the threads finish their task copying, we make the threads process those tasks and update these threads simultaneously as described before. So this is the general idea of the task schedule part of our engine. Ok, well, all the task schedule part work well, but here's the problem: For the simplest, I'll take Camera as an example: local oldPos = camera:getPosition() -- ( 0, 0, 0 ) camera:setPosition( 1, 1, 1 ) -- Won't work now, cuz the render thread will process the task at the beginning of the next frame local newPos = camera:getPosition() -- Still ( 0, 0, 0 ) So that's the problem: If you intend to change a property of an object in another thread, you have to wait until that thread process this property-changing message. As a result, what you get from the object is still the information in the last frame. So, is there a way to solve this problem? Or are we build the task schedule part in a wrong way? Thanks for your answers :)

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  • How do I make my application startable from the terminal?

    - by Ralf Hersel
    I've created several Python applications wherefore I know how to create a DEB and how to push an application into my PPA in Launchpad. What I never found out is how to make the application startable from the terminal by just entering its name like you use to do with any other Linux application. I guess that I have to create a link to the application's shell script in /usr/bin/ but I don't know how to do this in my rules file which looks like this: #!/usr/bin/make -f # -*- makefile -*- %: dh $@ override_dh_install: dh_install nota/* /usr/share/nota/ dh_install applications/nota.desktop /usr/share/applications/

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  • md5deep error with after compression and extraction

    - by Sai
    I am using md5deep to generate the checksum for the contents of an entire directory. After generation, if I use the checksum file and run a check, there are no errors. However, if I compress the file and extract it, it seems to generate an error about a missing file. The file is just called .md5. There is no file called .md5 inside the directory. It seems to create a file that is not existent. This problem exists when I use md5sum or md5deep. Any thoughts on why this is happening?

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  • How to associate all file types within Wine with its corresponding native application?

    - by MestreLion
    This is easily done for a single file type, as answered in How to associate a file type within Wine with a native application?, by creating a .reg for the desired filetype. But this is for AVI only. I use some wine apps (uTorrent, Soulseek, Eudora, to name a few) that can launch a wide range of files. Email attachments, for example, can be JPG, DOC, PDF, PPS... its impossible (and not desirable) to track down all possible file types that one may receive in an email or download in a torrent. So I neeed a solution to be more generic and broad. I need the file association to honor whatever native app is currently configured. And I want this to be done for all file types configured in my system. I've already figured out how to make the solution generic. Simply replacing the launched app in .reg for winebrowser, like this: [HKEY_CLASSES_ROOT\.pdf] @="PDFfile" "Content Type"="application/pdf" [HKEY_CLASSES_ROOT\PDFfile\Shell\Open\command] @="C:\\windows\\system32\\winebrowser.exe \"%1\"" Ive tested this and it works correctly. Since winebrowser uses xdg-open as a backend, and converts my windows path to a Unix one, the correct (Linux) app is launched. So I need a "batch" updater to wine's registry, sort of a wine-update-associations script that I can run whenever a new app is installed. Maybe a tool that can: List all Mime Types types in my system that have a default, installed app associated Extract all the needed info (glob, mime type, etc) Generate the .REG file in the above format The tricky part is: i've searched a LOT to find info about how association is done in Ubuntu 10.10 onwards, and documentation is scarce and confusing, to say the least. Freedesktop.org has no complete spec, and even Gnome docs are obsolete. So far I've gathered 4 files that contain association info, but im clueless on which (or why) to use, or how to use them to generate the .reg file: ~/.local/share/applications/mimeapps.list ~/.local/share/applications/miminfo.cache /usr/share/applications/miminfo.cache /etc/gnome/defaults.list Any help, script or explanation would be greatly appreciated! Thanks!

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  • Should extension scripts be run in a sandbox?

    - by Cubic
    In particular, this is about game extensions written in lua (luajit-2.0). I was contemplating whether I should restrict what these scripts can do, and arrived at the conclusion that I probably shouldn't: It's hard to get right. Sounds silly, but chances are my sandbox is gonna end up leaky anyways. The only benefit I could think of would be giving users some sense of security when running third party scripts. The disadvantages would be that it's just incredibly annoying for extension writers. That is, for now, myself (game content will be mostly scripted). The reason I'm asking this now before I actually have anything presentable is that adding a sandbox early on is easy, but would impose said annoying restrictions on myself too. However if I first go on with it and then later decide I do need a sandbox after all, I'm gonna run into problems (I'd either have to rewrite the scripts that are already there, or introduce some form of trust management system which seems to be more trouble than it's worth).

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  • Custom daemon script: works, but does not run at boot / startup

    - by pearjoint
    this is Ubuntu 10.10 Maverick. I have the following shell script in init.d that I want to run as a "daemon" (background service with start/stop/restart really) at system startup. There is a symlink in rc3.d. I tried 4 and 5 too. (Ideally this would initialize before graphical login happens and before a user logs in.) IMPORTANT: the script works 100% as expected and required when testing this with service MetaLeapDaemon start and service MetaLeapDaemon stop. (This shell script calls a Python program which makes sure the appropriate .pid files are both created at startup and deleted at exit.) So generally it works fine but now my only issue is why it will not be run at any of the run-levels I tried. I know for sure it isn't run because the log file it normally creates does not get created. As you can see (by the lack of any uid:gid args in the start-stop-daemon commands) this would currently run only under root, is this forbidden in a default setup? Here's the script, pretty much your run-off-the-mill daemon script really: #! /bin/sh DAEMON=/opt/metaleap/_core/daemon/MetaLeapDaemon.py NAME=MetaLeapDaemon DESC="MetaLeapDaemon" test -f $DAEMON || exit 0 set -e case "$1" in start) start-stop-daemon --start --pidfile /var/run/$NAME.pid --exec $DAEMON ;; stop) start-stop-daemon --stop --pidfile /var/run/$NAME.pid ;; restart) start-stop-daemon --stop --pidfile /var/run/$NAME.pid sleep 1 start-stop-daemon --start --pidfile /var/run/$NAME.pid --exec $DAEMON ;; *) N=/etc/init.d/$NAME echo "Usage: $N {start|stop|restart}" >&2 exit 1 ;; esac exit 0

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  • How to use a zenity progress bar with cclive

    - by Winael
    I tried to use a zenity progress bar with cclive. I'm writting a script to download web videos files and I wanna see the progression of the download. But when I try something like $cclive <url> 2>&1 | zenity --progress But when I execute the command line but it not seems to work. Any idea of how I can do that ? BR, [Edit] cclive have this kind of output : cclive http://www.youtube.com/watch?v=youtubevideo Checking ... .......... ..........done. youtubevideo.flv 2.5M 75.8K/s 00:09:29 5% So I need to send the last part to sdout but I dont know how. Else and about pulsate, we can't see th progression with this option, and I really need it... So I will not using pulsate for this script.

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  • How to detect image dimensions and run commands on them?

    - by Jon
    I have a directory full of images, some of which are portrait-sized instead of landscape-sized, and I want to open the portrait-sized ones with an image editor. I can run the imagemagick command identify and I get an output like something.jpg JPEG 1920x1255 1920x1255+0+0 8-bit DirectClass 159KB 0.000u 0:00.000. How can I have a script interpret this output, i.e. decide which is bigger, the 1920 or the 1255, and then run a command on it if it is?

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  • Simpler alternative to AngelScript

    - by Vee
    I want to give players the ability to create and share bullet patterns for a shoot'em up. The pattern scripts should have all the common programming stuff like loops, if/else, variables, and so on. But in the end, I just want them to call a "spawn bullet at X, Y with Z angle and A speed" in the C++ game. To spawn a circle of bullets, the user should only have to write a script with a for loop that goes from 0 to 360 and calls the spawn bullet function on every iteration. I tried integrating AngelScript, but I am getting nowhere - it looks way to complex for a simple task like this one. Is there an easy to integrate library that can solve my problem? Thanks.

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • Is it safe StringToHash() to use in Unity?

    - by Sebastian Krysmanski
    I'm currently browsing through the Unity tutorials and saw that they're recommending to use Animator.StringToHash("some string") to created unique ids for animation properties (see here). Since I'm a programmer, to me the word "hash" doesn't represents something unique. Like the Java documentation for hashValue() states: It is not required that if two objects are unequal [...], then calling the hashCode method on each of the two objects must produce distinct integer results. So, according to this (and my definition of "hash"), two strings may have the same hash value. (You can also argue that there are an infinite number of possible strings but only 2^32 possible int values.) So, is there a possibility that StringToHash() will give me an id that actually belongs to another property (than the one I requested the hash for)?

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Problem with .sh file

    - by omgzor
    I don't have any experience writing .sh files. I want to run the pvm2raw utility of this app from the Volume Library. I get the following error when running build.sh in Ubuntu 10.10. build.sh is as follows: # make command set mmfile=V3Makefile set make="make -f $mmfile" set rule=$1 if ($rule == "") set rule="all" // line 16 if ($rule == "deps") then if ($HOSTTYPE == "iris4d") $make MAKEDEPEND="CC -M" OPTS="-DHAVE_CONFIG_H -DVIEWER_HAVE_DCMTK" TARGET=IRIX depend if ($HOSTTYPE == "i386") $make MAKEDEPEND="c++ -M -I/usr/X11R6/include" OPTS="-DHAVE_CONFIG_H -DVIEWER_HAVE_DCMTK" TARGET=LINUX depend What's wrong there? Edit: I followed kniwor's advice and installed csh. Now I get the following error: How can I solve this Undefined variable problem?

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  • typeset: not found error when executing shell script. Am I missing a package or something?

    - by user11045
    Hi, below is the error and corresponding script lines: spec@Lucifer:~/Documents/seagull.svn.LINUX$ ./build.ksh ./build.ksh: 36: typeset: not found ./build.ksh: 39: typeset: not found ./build.ksh: 44: function: not found Command line syntax of - options -exec : mode used for compilation (default RELEASE) -target : target used for compilation (default all) -help : display the command line syntax ./build.ksh: 52: function: not found ERROR: spec@Lucifer:~/Documents/seagull.svn.LINUX$ Script Init of variables BUILD_TARGET=${BUILD_DEFAULT_TARGET} BUILD_EXEC=${BUILD_DEFAULT_EXEC} typeset -u BUILD_OS=uname -s | tr '-' '_' | tr '.' '_' | tr '/' '_' BUILD_CODE_DIRECTORY=code BUILD_DIRECTORY=pwd typeset -u BUILD_ARCH=uname -m | tr '-' '_' | tr '.' '_' | tr '/' '_' BUILD_VERSION_FILE=build.conf BUILD_DIST_MODE=0 BUILD_FORCE_MODE=0

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  • Shutdown/logoff script in Ubuntu 13.10

    - by TNT
    Which would be the best way to run a script upon GUI logoff, shutdown, hibernate, sleep modes? In 12.04 I think I did this in /etc/lightdm/lightdm.config, but on 13.10, the folder structure changed and when I create this script, The display manager wont even start upon boot. I am looking to implement a simple automatic truecrypt unmount command truecrypt -d but of course this would go for any script.

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  • How do I communicate with an IronPython component in a C#/XNA game?

    - by Jonathan Hobbs
    My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have controllers which are currently defined in C#. I'd like to turn them into Python scripts, but I'm not sure how to interact with those scripts. The examples in Embedding IronPython in a C# Application suggest I'd have to create a wrapper class (e.g. a Script component) which compiles a Python script, and call the Update methods of the component in the script Is this the most effective way of working with a Python object? I feel that I'm missing something in my research - there must be a way to load up a script, instantiate a Python object and then work directly with it from within C#. Or is the wrapper required?

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  • How can I determine whether a shellscript runs as root or not?

    - by EvilPhoenix
    This is something I've been curious about. I make a lot of small bash scripts (.sh files) to do tasks that I routinely do. Some of those tasks require everything to be ran as superuser. I've been curious: Is it possible to, within the BASH script prior to everything being run, check if the script is being run as superuser, and if not, print a message saying You must be superuser to use this script, then subsequently terminate the script itself. The other side of that is I'd like to have the script run when the user is superuser, and not generate the error. Any ideas on coding (if statements, etc.) on how to execute the aforementioned?

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  • How to make bash script run with a latency (i.e. wait 1 sec at each iterations)?

    - by user2413
    I have this bash script; for (( i = 1 ; i <= 160 ; i++ )); do qsub myccomputations"${i}".pbs done Basically, I would prefer if there was a 1 second delay between each iteration. The reason is that at each iterations, it sends the program file mycomputation"${i}$.pbs to a core node for solving. Solving in this instance involves the use of pseudo random numbers. I suspect the RNG I use (R's) uses CPU time as seed because as things are now I get repeating pseudo random numbers (at the rate of approx 1 out of 100). So how to you ask bash to for (( i = 1 ; i <= 160 ; i++ )); do wait 1 sec qsub myccomputations"${i}".pbs done

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  • LuaJit FFI and hiding C implementation details

    - by wirrbel
    I would like to extend an application using LuaJit FFI. Having seen http://luajit.org/ext_ffi_tutorial.html this is surprisingly easy when comparing this to the Lua C API. So far so good. However I do not plainly want to wrap C functions but provide a higher level API to users writing scripts for the application. Especially I do not want users to be able to access "primitives", i.e. the ffi.* namespace. Is this possible or will that ffi namespace be available to user's Lua scripts? On the issue of Sandboxing Lua I found http://lua-users.org/wiki/SandBoxes which is not talking about FFI though. Furthermore, the plan I have described above is assuming that the introduction of abstraction layers happens on the lua side of code. Is this an advisable approach or would you rather abstract functionality on the statically compiled code (on the C-side)?

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  • How to increment a value appended to another value in a shell script

    - by Sitati
    I have a shell script that executes a backup program and saves the output in a folder. I would like to update the name of the output folder every time the shell script run. In the end I want to have many files with different names like this: innobackupex --user=root --password=@g@1n --database="open_cart" /var/backup/backup_1 --no-timestamp And after running the shell script again: innobackupex --user=root --password=@g@1n --database="open_cart" /var/backup/backup_2 --no-timestamp

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  • how to rename and move files according to directory names?

    - by Shan
    I have bunch of directories containing the file with the same name. I want to move these files to another directory and at the same time renaming them with the directory name so that they are distinguished and are not over-written. EDIT: All the directories are in the same directory. Destination is one directory on the system which could be anything. We read directory and read file form it and rename it exactly as the directory name and put it to the destination. An important constraint is that the name of the file is given which will be in all of the directories. Directories might contain other files bit also the one which is given Thanks a lot

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  • When does a "scripter" become a "programmer"?

    - by makerofthings7
    Is there a difference between 'scripters' and 'programmers'? What is the dividing line between scripters and programmers? Perhaps all scripters be considered to be a programmer. If not all scripters can fall into the same camp, what about those people who use external objects such as COM objects, Win32's, etc. via an interop library? As far as script languages I'm thinking of are (but not limited to) perl, bash, javascript, powershell, and batch files.

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  • Unity: Assigning String value in inspector

    - by Marc Pilgaard
    I got an issue with Unity I can't seem to comprehend, and it is possibly very simple: I am trying to write a simple piece of code in JavaScript where a button toggles the activation of a shield, by dragging a prefab with Resources.load("ActivateShieldPreFab") and destroying it again (Haven't implemented that yet). I wish to assign this button through the inspector, so I have created a string variable which appears as intended in the inspector. Though it doesn't seem to register the inspector input, even though I changed the value through the inspector. It only provides the error: "Input Key named: is unknown" When the button name is assigned within the code, there is no issues. Code as follows: var ShieldOn = false; var stringbutton : String; function Start(){ } function Update () { if(Input.GetKey(stringbutton) && ShieldOn != true) { Instantiate(Resources.load("ActivateShieldPreFab"), Vector3 (0, 0, 0), Quaternion.identity); ShieldOn = true; } } Hope somebody can help, in advance... Thanks

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  • Rendering citations and references in HTML using PHP/Perl/Python/

    - by Nick
    Is there a PHP/Perl/Python/... library for picking citations out of an HTML file and rendering a nice list of references at the bottom, like in Wikipedia? I'm developing a website with heavily-sourced content, and I'd really like to have automatically-generated lists of formatted references, like in Wikipedia. (Check out their philosophy page, and see how the superscript numbered citations interact with the references at the bottom. This is all dynamically generated, automatically ordered & linked.) They do it really well: the citations are linked to the references (which are backlinked to the citations), when you click on one of the links, the target is highlighted, etc. I'm tempted to build the site on MediaWiki just for this one feature, but it seems like overkill. Do I have any options?

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