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  • AS3 - At exactly 23 empty alpha channels, images below stop drawing

    - by user46851
    I noticed, while trying to draw large numbers of circles, that occasionally, there would be some kind of visual bug where some circles wouldn't draw properly. Well, I narrowed it down, and have noticed that if there is 23 or more objects with 00 for an alpha value on the same spot, then the objects below don't draw. It appears to be on a pixel-by-pixel basis, since parts of the image still draw. Originally, this problem was noticed with a class that inherited Sprite. It was confirmed to also be a problem with Sprites, and now Bitmaps, too. If anyone can find a lower-level class than Bitmap which doesn't have this problem, please speak up so we can try to find the origin of the problem. I prepared a small test class that demonstrates what I mean. You can change the integer value at line 20 in order to see the three tests I came up with to clearly show the problem. Is there any kind of workaround, or is this just a limit that I have to work with? Has anyone experienced this before? Is it possible I'm doing something wrong, despite the bare-bones implementation? package { import flash.display.Sprite; import flash.events.Event; import flash.display.Bitmap; import flash.display.BitmapData; public class Main extends Sprite { public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); // entry point Test(3); } private function Test(testInt:int):void { if(testInt==1){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var i:int = 0; i < 22; i++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==2){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var j:int = 0; j < 23; j++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } } if(testInt==3){ addChild(new Bitmap(new BitmapData(200, 200, true, 0xFFFF0000))); for (var k:int = 0; k < 22; k++) { addChild(new Bitmap(new BitmapData(100, 100, true, 0x00000000))); } var M:Bitmap = new Bitmap(new BitmapData(100, 100, true, 0x00000000)); M.x += 50; M.y += 50; addChild(M); } } } }

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  • Is there any logical relation between different types of UML diagrams?

    - by user363295
    I'm trying to find out ,that is there any relation between different types of UML diagrams, for example, once you developed a use case, should it be an event for each of them in a sequence diagram, or is there any exact relation between the use case and class diagrams. By the way my main focus is on the below diagrams: Use case class diagram activity sequence event if you think I need any extra diagram to be included so it can be used to connecting the above diagrams to each other, please mention it too. Thanks In Advance

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  • How do I get Gmail to start on my second desktop window?

    - by Tom
    I've got the Compiz Place Windows plugin working for most of my apps, but I can't get Gmail to open on a specified desktop window/viewport. Under CompizConfig Settings Manager Place Windows Fixed Window Placement Windows with fixed viewport, I have class=Pidgin, x=2, y=1, and that works fine, but I can't get Gmail to place properly. I've tried class=Prism, title=Gmail, title=gmail ... The Gmail Prism config is from the prism-google-mail 1.0b3+svn20100210r62050-0ubuntu2 package. Any ideas?

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  • LINQ – SequenceEqual() method

    - by nmarun
    I have been looking at LINQ extension methods and have blogged about what I learned from them in my blog space. Next in line is the SequenceEqual() method. Here’s the description about this method: “Determines whether two sequences are equal by comparing the elements by using the default equality comparer for their type.” Let’s play with some code: 1: int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 2: // int[] numbersCopy = numbers; 3: int[] numbersCopy = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 4:  5: Console.WriteLine(numbers.SequenceEqual(numbersCopy)); This gives an output of ‘True’ – basically compares each of the elements in the two arrays and returns true in this case. The result is same even if you uncomment line 2 and comment line 3 (I didn’t need to say that now did I?). So then what happens for custom types? For this, I created a Product class with the following definition: 1: class Product 2: { 3: public int ProductId { get; set; } 4: public string Name { get; set; } 5: public string Category { get; set; } 6: public DateTime MfgDate { get; set; } 7: public Status Status { get; set; } 8: } 9:  10: public enum Status 11: { 12: Active = 1, 13: InActive = 2, 14: OffShelf = 3, 15: } In my calling code, I’m just adding a few product items: 1: private static List<Product> GetProducts() 2: { 3: return new List<Product> 4: { 5: new Product 6: { 7: ProductId = 1, 8: Name = "Laptop", 9: Category = "Computer", 10: MfgDate = new DateTime(2003, 4, 3), 11: Status = Status.Active, 12: }, 13: new Product 14: { 15: ProductId = 2, 16: Name = "Compact Disc", 17: Category = "Water Sport", 18: MfgDate = new DateTime(2009, 12, 3), 19: Status = Status.InActive, 20: }, 21: new Product 22: { 23: ProductId = 3, 24: Name = "Floppy", 25: Category = "Computer", 26: MfgDate = new DateTime(1993, 3, 7), 27: Status = Status.OffShelf, 28: }, 29: }; 30: } Now for the actual check: 1: List<Product> products1 = GetProducts(); 2: List<Product> products2 = GetProducts(); 3:  4: Console.WriteLine(products1.SequenceEqual(products2)); This one returns ‘False’ and the reason is simple – this one checks for reference equality and the products in the both the lists get different ‘memory addresses’ (sounds like I’m talking in ‘C’). In order to modify this behavior and return a ‘True’ result, we need to modify the Product class as follows: 1: class Product : IEquatable<Product> 2: { 3: public int ProductId { get; set; } 4: public string Name { get; set; } 5: public string Category { get; set; } 6: public DateTime MfgDate { get; set; } 7: public Status Status { get; set; } 8:  9: public override bool Equals(object obj) 10: { 11: return Equals(obj as Product); 12: } 13:  14: public bool Equals(Product other) 15: { 16: //Check whether the compared object is null. 17: if (ReferenceEquals(other, null)) return false; 18:  19: //Check whether the compared object references the same data. 20: if (ReferenceEquals(this, other)) return true; 21:  22: //Check whether the products' properties are equal. 23: return ProductId.Equals(other.ProductId) 24: && Name.Equals(other.Name) 25: && Category.Equals(other.Category) 26: && MfgDate.Equals(other.MfgDate) 27: && Status.Equals(other.Status); 28: } 29:  30: // If Equals() returns true for a pair of objects 31: // then GetHashCode() must return the same value for these objects. 32: // read why in the following articles: 33: // http://geekswithblogs.net/akraus1/archive/2010/02/28/138234.aspx 34: // http://stackoverflow.com/questions/371328/why-is-it-important-to-override-gethashcode-when-equals-method-is-overriden-in-c 35: public override int GetHashCode() 36: { 37: //Get hash code for the ProductId field. 38: int hashProductId = ProductId.GetHashCode(); 39:  40: //Get hash code for the Name field if it is not null. 41: int hashName = Name == null ? 0 : Name.GetHashCode(); 42:  43: //Get hash code for the ProductId field. 44: int hashCategory = Category.GetHashCode(); 45:  46: //Get hash code for the ProductId field. 47: int hashMfgDate = MfgDate.GetHashCode(); 48:  49: //Get hash code for the ProductId field. 50: int hashStatus = Status.GetHashCode(); 51: //Calculate the hash code for the product. 52: return hashProductId ^ hashName ^ hashCategory & hashMfgDate & hashStatus; 53: } 54:  55: public static bool operator ==(Product a, Product b) 56: { 57: // Enable a == b for null references to return the right value 58: if (ReferenceEquals(a, b)) 59: { 60: return true; 61: } 62: // If one is null and the other not. Remember a==null will lead to Stackoverflow! 63: if (ReferenceEquals(a, null)) 64: { 65: return false; 66: } 67: return a.Equals((object)b); 68: } 69:  70: public static bool operator !=(Product a, Product b) 71: { 72: return !(a == b); 73: } 74: } Now THAT kinda looks overwhelming. But lets take one simple step at a time. Ok first thing you’ve noticed is that the class implements IEquatable<Product> interface – the key step towards achieving our goal. This interface provides us with an ‘Equals’ method to perform the test for equality with another Product object, in this case. This method is called in the following situations: when you do a ProductInstance.Equals(AnotherProductInstance) and when you perform actions like Contains<T>, IndexOf() or Remove() on your collection Coming to the Equals method defined line 14 onwards. The two ‘if’ blocks check for null and referential equality using the ReferenceEquals() method defined in the Object class. Line 23 is where I’m doing the actual check on the properties of the Product instances. This is what returns the ‘True’ for us when we run the application. I have also overridden the Object.Equals() method which calls the Equals() method of the interface. One thing to remember is that anytime you override the Equals() method, its’ a good practice to override the GetHashCode() method and overload the ‘==’ and the ‘!=’ operators. For detailed information on this, please read this and this. Since we’ve overloaded the operators as well, we get ‘True’ when we do actions like: 1: Console.WriteLine(products1.Contains(products2[0])); 2: Console.WriteLine(products1[0] == products2[0]); This completes the full circle on the SequenceEqual() method. See the code used in the article here.

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  • Should Item Grouping/Filter be in the ViewModel or View layer?

    - by ronag
    I'm in a situation where I have a list of items that need to be displayed depending on their properties. What I'm unsure of is where is the best place to put the filtering/grouping logic of the viewmodel state? Currently I have it in my view using converters, but I'm unsure whether I should have the logic in the viewmodel? e.g. ViewModel Layer: class ItemViewModel { DateTime LastAccessed { get; set; } bool IsActive { get; set; } } class ContainerViewModel { ObservableCollection<Item> Items {get; set;} } View Layer: <TextView Text="Active Items"/> <List ItemsSource={Binding Items, Converter=GroupActiveItemsByDay}/> <TextView Text="Active Items"/> <List ItemsSource={Binding Items, Converter=GroupInActiveItemsByDay}/> or should I build it like this? ViewModel Layer: class ContainerViewModel { ObservableCollection<IGrouping<string, Item>> ActiveItemsByGroup {get; set;} ObservableCollection<IGrouping<string, Item>> InActiveItemsByGroup {get; set;} } View Layer: <TextView Text="Active Items"/> <List ItemsSource={Binding ActiveItemsGroupByDate }/> <TextView Text="Active Items"/> <List ItemsSource={Binding InActiveItemsGroupByDate }/> Or maybe something in between? ViewModel Layer: class ContainerViewModel { ObservableCollection<IGrouping<string, Item>> ActiveItems {get; set;} ObservableCollection<IGrouping<string, Item>> InActiveItems {get; set;} } View Layer: <TextView Text="Active Items"/> <List ItemsSource={Binding ActiveItems, Converter=GroupByDate }/> <TextView Text="Active Items"/> <List ItemsSource={Binding InActiveItems, Converter=GroupByDate }/> I guess my question is what is good practice in terms as to what logic to put into the ViewModel and what logic to put into the Binding in the View, as they seem to overlap a bit?

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  • ArrayList of Entites Random Movement

    - by opiop65
    I have an arraylist of entites that I want to move randomly. No matter what I do, they won't move. Here is my female class: import java.awt.Graphics2D; import java.awt.Image; import java.awt.Rectangle; import java.util.Random; import javax.swing.ImageIcon; public class Female extends Entity { static int femaleX = 0; static int femaleY = 0; double walkSpeed = .1f; Random rand = new Random(); int random; int dir; Player player; public Female(int posX, int posY) { super(posX, posY); } public void update() { posX += femaleX; posY += femaleY; } public void draw(Graphics2D g2d) { g2d.drawImage(getFemaleImg(), posX, posY, null); if (Player.showBounds == true) { g2d.draw(getBounds()); } } public Image getFemaleImg() { ImageIcon ic = new ImageIcon("res/female.png"); return ic.getImage(); } public Rectangle getBounds() { return new Rectangle(posX, posY, getFemaleImg().getHeight(null), getFemaleImg().getWidth(null)); } public void moveFemale() { random = rand.nextInt(3); System.out.println(random); if (random == 0) { dir = 0; posX -= (int) walkSpeed; } } } And here is how I update the female class in the main class: public void actionPerformed(ActionEvent ae) { player.update(); for(int i = 0; i < females.size(); i++){ Female tempFemale = females.get(i); tempFemale.update(); } repaint(); } If I do something like this(in the female update method): public void update() { posX += femaleX; posY += femaleY; posX -= walkSpeed; } The characters move with no problem. Why is this?

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • Sql statement return with zero result [closed]

    - by foodil
    I am trying to choose the row where 1)list.ispublic = 1 2)userlist.userid='aaa' AND userlist.listid=list.listid I need 1)+2) There is a row already but this statement can not get that row, is there any problem? List table: ListID ListName Creator IsRemindSub IsRemindUnSub IsPublic CreateDate LastModified Reminder 1 test2 aaa 0 0 1 2012-03-09 NULL NULL user_list table (No row): UserID ListID UserRights My test version SELECT l.*, ul.* FROM list l INNER JOIN user_list ul ON ul.ListID = l.ListID WHERE l.IsPublic = 1 AND ul.UserID = 'aaa' There is zero result. How can I fix that?

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  • USING JSON SERIALIZATION FOR CODE BEHIND-JAVASCRIPT DATA COMMUNICATION

    Many of us went through a scenario like, can us pass a full of C# type/class to the javascript? Modify from there and again return back to C#? The difficulty is that JavaScript only knows string format comared to C# which has many data types. So how we can pass an entires class to JavaScript? Here we need to handle with JSON serialization techniques.

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  • Protobuf design patterns

    - by Monster Truck
    I am evaluating Google Protocol Buffers for a Java based service (but am expecting language agnostic patterns). I have two questions: The first is a broad general question: What patterns are we seeing people use? Said patterns being related to class organization (e.g., messages per .proto file, packaging, and distribution) and message definition (e.g., repeated fields vs. repeated encapsulated fields*) etc. There is very little information of this sort on the Google Protobuf Help pages and public blogs while there is a ton of information for established protocols such as XML. I also have specific questions over the following two different patterns: Represent messages in .proto files, package them as a separate jar, and ship it to target consumers of the service --which is basically the default approach I guess. Do the same but also include hand crafted wrappers (not sub-classes!) around each message that implement a contract supporting at least these two methods (T is the wrapper class, V is the message class (using generics but simplified syntax for brevity): public V toProtobufMessage() { V.Builder builder = V.newBuilder(); for (Item item : getItemList()) { builder.addItem(item); } return builder.setAmountPayable(getAmountPayable()). setShippingAddress(getShippingAddress()). build(); } public static T fromProtobufMessage(V message_) { return new T(message_.getShippingAddress(), message_.getItemList(), message_.getAmountPayable()); } One advantage I see with (2) is that I can hide away the complexities introduced by V.newBuilder().addField().build() and add some meaningful methods such as isOpenForTrade() or isAddressInFreeDeliveryZone() etc. in my wrappers. The second advantage I see with (2) is that my clients deal with immutable objects (something I can enforce in the wrapper class). One disadvantage I see with (2) is that I duplicate code and have to sync up my wrapper classes with .proto files. Does anyone have better techniques or further critiques on any of the two approaches? *By encapsulating a repeated field I mean messages such as this one: message ItemList { repeated item = 1; } message CustomerInvoice { required ShippingAddress address = 1; required ItemList = 2; required double amountPayable = 3; } instead of messages such as this one: message CustomerInvoice { required ShippingAddress address = 1; repeated Item item = 2; required double amountPayable = 3; } I like the latter but am happy to hear arguments against it.

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  • What's so useful about closures (in JS)?

    - by Mark Bubel
    In my quest to understand closures in the context of JS, I find myself asking why do you even need to use closures? What's so great about having an inner function be able to access the parent function's variables even after the parent function returns? I'm not even sure I asked that question correctly because I don't understand how to use them. Can someone give a real world example in JS where a closure is more beneficial vs. the alternative, whatever that may be?

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  • IXRepository and test problems

    - by Ridermansb
    Recently had a doubt about how and where to test repository methods. Let the following situation: I have an interface IRepository like this: public interface IRepository<T> where T: class, IEntity { IQueryable<T> Query(Expression<Func<T, bool>> expression); // ... Omitted } And a generic implementation of IRepository public class Repository<T> : IRepository<T> where T : class, IEntity { public IQueryable<T> Query(Expression<Func<T, bool>> expression) { return All().Where(expression).AsQueryable(); } } This is an implementation base that can be used by any repository. It contains the basic implementation of my ORM. Some repositories have specific filters, in which case we will IEmployeeRepository with a specific filter: public interface IEmployeeRepository : IRepository<Employee> { IQueryable<Employee> GetInactiveEmployees(); } And the implementation of IEmployeeRepository: public class EmployeeRepository : Repository<Employee>, IEmployeeRepository // TODO: I have a dependency with ORM at this point in Repository<Employee>. How to solve? How to test the GetInactiveEmployees method { public IQueryable<Employee> GetInactiveEmployees() { return Query(p => p.Status != StatusEmployeeEnum.Active || p.StartDate < DateTime.Now); } } Questions Is right to inherit Repository<Employee>? The goal is to reuse code once all implementing IRepository already been made. If EmployeeRepository inherit only IEmployeeRepository, I have to literally copy and paste the code of Repository<T>. In our example, in EmployeeRepository : Repository<Employee> our Repository lies in our ORM layer. We have a dependency here with our ORM impossible to perform some unit test. How to create a unit test to ensure that the filter GetInactiveEmployees return all Employees in which the Status != Active and StartDate < DateTime.Now. I can not create a Fake/Mock of IEmployeeRepository because I would be testing? Need to test the actual implementation of GetInactiveEmployees. The complete code can be found on Github

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  • Customizable Method Bodies in NetBeans IDE 7.3

    - by Geertjan
    In NetBeans IDE 7.3, bodies of newly created methods can now be customized in Tools/Templates/Java/Code Snippets, see below: The content of the first of the two above, "Generated Method Body", is like this: <#-- A built-in Freemarker template (see http://freemarker.sourceforge.net) used for filling the body of methods generated by the IDE. When editing the template, the following predefined variables, that will be then expanded into the corresponding values, could be used together with Java expressions and comments: ${method_return_type}       a return type of a created method ${default_return_value}     a value returned by the method by default ${method_name}              name of the created method ${class_name}               qualified name of the enclosing class ${simple_class_name}        simple name of the enclosing class --> throw new java.lang.UnsupportedOperationException("Not supported yet."); //To change body of generated methods, choose Tools | Templates. The second one, "Overriden Methody Body", is as follows: <#-- A built-in Freemarker template (see http://freemarker.sourceforge.net) used for filling the body of overridden methods generated by the IDE. When editing the template, the following predefined variables, that will be then expanded into the corresponding values, could be used together with Java expressions and comments: ${super_method_call}        a super method call ${method_return_type}       a return type of a created method ${default_return_value}     a value returned by the method by default ${method_name}              name of the created method ${class_name}               qualified name of the enclosing class ${simple_class_name}        simple name of the enclosing class --> <#if method_return_type?? && method_return_type != "void"> return ${super_method_call}; //To change body of generated methods, choose Tools | Templates. <#else> ${super_method_call}; //To change body of generated methods, choose Tools | Templates. </#if>

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  • UnityEngine.Vector2 does not contian a definition for "Set".... using futile

    - by FreshJays
    I am a bit lost, I am using futile and I am just trying to run the demo. But I keep getting UnityEngine.Vector2 does not contian a definition for "Set" in just one class, my using statments are: using System; using UnityEngine; using System.Collections; using System.Collections.Generic; When I look at the documents, I see that Set is a function http://docs.unity3d.com/Documentation/ScriptReference/Vector2.html I am using version 3.4.2 (in futile its happening in just the FAtlas class)

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  • How can I add a character and enemies to a game that uses Parallax Scrolling? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to add the player and the enemies. I tried to add a player class to the existing code, but if the player moves, then the camera isn't pointing at the player. The player leaves the camera viewport after a few seconds. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always the center of the camera? How should I add the character and the enemies to the game? Should I create a layer for the character and the enemies? For example: new Layer(_camera) { Parallax = new Vector2(0.9f, 1.0f) } At the moment, I don't use a layer for the player and I don't have implemented the enemies because I don't know how to do that. My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • Dual booting Linux/Win7, Grub refuses to load Win7

    - by JohnB
    Decided to give Linux Mint a try (Ubuntu's interface annoys me), so I installed it with the intention of dual booting with Windows 7. Installation went fine, but now I can only boot into Linux Mint. Grub lists two Windows 7 menu options, but selecting either of them causes an "unknown file system" error and dumps me into a Grub recovery prompt. There, I have to manually reset the root and prefix options, as they reset hd0,msdos6 when they should be hd0,msdos5. I ran Boot Repair twice, once to fix grub errors, once to rebuild the MBR, but it didn't fix anything. Here is the log: http://paste.ubuntu.com/1029675/ fdisk output: Device Boot Start End Blocks Id System /dev/sda1 * 2048 206847 102400 7 HPFS/NTFS/exFAT /dev/sda2 206848 1486249145 743021149 7 HPFS/NTFS/exFAT /dev/sda3 1486249982 1953523711 233636865 5 Extended /dev/sda5 1486249984 1945141247 229445632 83 Linux /dev/sda6 1945143296 1953523711 4190208 82 Linux swap / Solaris grub.cfg: ### BEGIN /etc/grub.d/30_os-prober ### menuentry "Windows 7 (loader) (on /dev/sda1)" --class windows --class os { insmod part_msdos insmod ntfs set root='(hd0,msdos1)' search --no-floppy --fs-uuid --set=root 86184D18184D091F chainloader +1 } menuentry "Windows 7 (loader) (on /dev/sda2)" --class windows --class os { insmod part_msdos insmod ntfs set root='(hd0,msdos2)' search --no-floppy --fs-uuid --set=root 56D84F84D84F60FB chainloader +1 } ### END /etc/grub.d/30_os-prober ### I have found a few similar troubleshooting guides so far, but so far no amount of updating/configuring Grub has been successful. Last resort is, I suppose, use the W7 recovery disc and start over. Thanks in advance! Linux Mint 13 Maya, 64-bit Windows 7 Home Edition, 64-bit

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  • Connecting to MySQL Server from PHP Command Line (MAMP)

    - by Austin White
    First of all, I'm using Mac OSX 1.6, MAMP 1.9, PHP 5.3.4, and MySQL 5.1.44. I'm in the process of setting up a video encoding service for a site using Chris Boulton's PHP-Resque and Redis. Once the worker process is fired and the videos have been encoded, I need to save their locations to a mysql database. The php script is being run from the shell, so that is where the issue begins. I import the mysql settings and when it attempts to connect, I get the following errors: Warning: mysqli::mysqli(): php_network_getaddresses: getaddrinfo failed: nodename nor servname provided, or not known in /Users/austingym/Documents/Dropbox/Website/htdocs/homefree/lib/MySQLi_Extended.class.php on line 24 Warning: mysqli::mysqli(): [2002] php_network_getaddresses: getaddrinfo failed: nodename nor servn (trying to connect via tcp://MYSQL_SERVER:3306) in /Users/austingym/Documents/Dropbox/Website/htdocs/homefree/lib/MySQLi_Extended.class.php on line 24 Warning: mysqli::mysqli(): (HY000/2002): php_network_getaddresses: getaddrinfo failed: nodename nor servname provided, or not known in /Users/austingym/Documents/Dropbox/Website/htdocs/homefree/lib/MySQLi_Extended.class.php on line 24 Warning: mysqli::set_charset(): Couldn't fetch MySQLi_Extended in /Users/austingym/Documents/Dropbox/Website/htdocs/homefree/lib/MySQLi_Extended.class.php on line 32 I realize that the error is occurring because it's trying to connect to tcp://MYSQL_SERVER:3306, when MySQL is on port 8889. I've been reading about Mac OSX and MAMP errors regarding the mysql.sock and I've gone through multiple forums and tried various fixes, but none have worked. I've tried PATH=/Applications/MAMP/Library/bin/:/Applications/MAMP/bin/php5.3/bin/:/opt/local/bin:/opt/local/sbin:$PATH and sudo ln -s /Applications/MAMP/tmp/mysql/mysql.sock /tmp/mysql.sock but neither have worked. I even ran a search on my machine for "3306" to find where it's being set, but because that's the normal default, I'm guessing it's not being set explicitly. Any clues on how to fix this rather challenging error?

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  • How to prioritize openvpn traffic?

    - by aditsu
    I have an openvpn server, with one network interface. VPN traffic is extremely slow. I tried to do traffic control with this configuration (currently): qdisc del dev eth0 root qdisc add dev eth0 root handle 1: htb default 12 class add dev eth0 parent 1: classid 1:1 htb rate 900mbit #vpn class add dev eth0 parent 1:1 classid 1:10 htb rate 1500kbit ceil 3000kbit prio 1 #local net class add dev eth0 parent 1:1 classid 1:11 htb rate 10mbit ceil 900mbit prio 2 #other class add dev eth0 parent 1:1 classid 1:12 htb rate 500kbit ceil 1000kbit prio 2 filter add dev eth0 protocol ip parent 1:0 prio 1 u32 match ip sport 1194 0xffff flowid 1:10 filter add dev eth0 protocol ip parent 1:0 prio 2 u32 match ip dst 192.168.10.0/24 flowid 1:11 qdisc add dev eth0 parent 1:10 handle 10: sfq perturb 10 qdisc add dev eth0 parent 1:11 handle 11: sfq perturb 10 qdisc add dev eth0 parent 1:12 handle 12: sfq perturb 10 But it's still extremely slow. I have an imaps connection that keeps transferring data continuously (I successfully limited the rate) but with openvpn I can't seem to get more than about 100kbit/s The internet connection speed is about 3mbit/s (symmetric) What could be the problem? Does the sport filter work for udp?

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  • Problems with X11GraphicsDevice on Suse 11

    - by Daniel
    Hi, On servers running Suse 11 I'm experiencing hangups in sun.awt.X11GraphicsDevice.getDoubleBufferVisuals(Native Method) when connecting via Citrix (and setting DISPLAY to localhost:11.0). Running exactly the same code in exactly the same environment, excepth through Exceed (with DISPLAY set to my workstation's IP) it runs like clockwork. The error is not intermittent, it happens every time Reinstalling the OS does not help Can not reproduce it on Suse 10 This is what the main thread stack looks like: [junit] "main" prio=10 tid=0x0000000040112000 nid=0x6acc runnable [0x00002b9f909ae000] [junit] java.lang.Thread.State: RUNNABLE [junit] at sun.awt.X11GraphicsDevice.getDoubleBufferVisuals(Native Method) [junit] at sun.awt.X11GraphicsDevice.makeDefaultConfiguration(X11GraphicsDevice.java:208) [junit] at sun.awt.X11GraphicsDevice.getDefaultConfiguration(X11GraphicsDevice.java:182) [junit] - locked <0x00002b9fed6b8e70 (a java.lang.Object) [junit] at sun.awt.X11.XToolkit.(XToolkit.java:92) [junit] at java.lang.Class.forName0(Native Method) [junit] at java.lang.Class.forName(Class.java:169) [junit] at java.awt.Toolkit$2.run(Toolkit.java:834) [junit] at java.security.AccessController.doPrivileged(Native Method) [junit] at java.awt.Toolkit.getDefaultToolkit(Toolkit.java:826) [junit] - locked <0x00002b9f94b8ada0 (a java.lang.Class for java.awt.Toolkit) [junit] at java.awt.Toolkit.getEventQueue(Toolkit.java:1676) [junit] at java.awt.EventQueue.invokeLater(EventQueue.java:954) [junit] at javax.swing.SwingUtilities.invokeLater(SwingUtilities.java:1264) ... Has anyone experienced something similar? Could this be a problem in Suse 11's display handling? I'm thankful for any input at this point - I'm fresh out of ideas :)

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  • HTB.init / tc behind NAT

    - by Ben K.
    I have an Ubuntu 10 box that I'm trying to set up as a bandwidth-shaping router. The machine has one WAN interface, eth0 and two LAN interfaces, eth1 and eth2. NAT is configured using MASQUERADE as described at InternetConnectionSharing. I'm mostly concerned with shaping outbound traffic from the LAN interfaces -- in the end, I'd like to end up with a hard 768Kbps limit per-LAN-interface (rather than a limit on eth0 pooled across all interfaces). I installed HTB.init, and riffing on the examples, tried to set this up on eth1 by putting three files into /etc/sysconfig/htb: /etc/sysconfig/htb/eth1 DEFAULT=30 R2Q=100 /etc/sysconfig/htb/eth1-2.root RATE=768Kbps BURST=15k /etc/sysconfig/htb/eth1-2:30.dfl RATE=768Kbps CEIL=788Kbps BURST=15k LEAF=sfq I can /etc/init.d/htb start and /etc/init.d/htb stats and see information that /seems/ to suggest it's working...but when I try pulling a large file via the WAN interface the shaping clearly isn't in effect. Any suggestions? My guess is it has something to do with where the shaping falls in the NAT chain, but I really have no idea where to begin troubleshooting this. ---- Update: Here's my /etc/init.d/htb list output, it seems to make sense -- the default rate for eth1 is 768Kbps? ### eth0: queueing disciplines qdisc htb 1: root refcnt 2 r2q 100 default 30 direct_packets_stat 0 qdisc sfq 30: parent 1:30 limit 127p quantum 1514b perturb 10sec ### eth0: traffic classes class htb 1:2 root rate 768000bit ceil 768000bit burst 1599b cburst 1599b class htb 1:30 parent 1:2 leaf 30: prio 0 rate 6144Kbit ceil 6144Kbit burst 15Kb cburst 1598b ### eth0: filtering rules filter parent 1: protocol ip pref 100 u32 filter parent 1: protocol ip pref 100 u32 fh 800: ht divisor 1 filter parent 1: protocol ip pref 100 u32 fh 800::800 order 2048 key ht 800 bkt 0 flowid 1:30 match 00000000/00000000 at 12 match 00000000/00000000 at 16 ### eth1: queueing disciplines qdisc htb 1: root refcnt 2 r2q 100 default 30 direct_packets_stat 0 qdisc sfq 30: parent 1:30 limit 127p quantum 1514b perturb 10sec ### eth1: traffic classes class htb 1:2 root rate 768000bit ceil 768000bit burst 1599b cburst 1599b class htb 1:30 parent 1:2 leaf 30: prio 0 rate 6144Kbit ceil 6144Kbit burst 15Kb cburst 1598b

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  • Deploying concrete5 on nginx

    - by Nithin
    I have a concrete5 site that works 'out of the box' in apache server. However I am having a lot of trouble running it in nginx. The following is the nginx configuration i am using: server { root /home/test/public; index index.php; access_log /home/test/logs/access.log; error_log /home/test/logs/error.log; location / { # First attempt to serve request as file, then # as directory, then fall back to index.html try_files $uri $uri/ index.php; # Uncomment to enable naxsi on this location # include /etc/nginx/naxsi.rules } # pass the PHP scripts to FastCGI server listening on unix socket # location ~ \.php($|/) { fastcgi_pass unix:/tmp/phpfpm.sock; fastcgi_split_path_info ^(.+\.php)(/.+)$; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; fastcgi_param PATH_INFO $fastcgi_path_info; include fastcgi_params; } location ~ /\.ht { deny all; } } I am able to get the homepage but am having problem with the inner pages. The inner pages display an "Access denied". Possibly the rewrite is not working, in effect I think its querying and trying to execute php files directly instead of going through the concrete dispatcher. I am totally lost here. Thank you for your help, in advance.

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