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  • Using Windows 7 XP Mode for games

    - by Josefvz
    Hi all. I have Win 7 (x64) at home and I want to play some old games (specifically Lands of Lore 3, but also some others). This game does not work properly on Win 7, and there are no patches that I'm aware of to fix its issues. Can I use XP Mode to play this game (and other non Win 7 nice games), or is there a better way? I only have one PC and dual booting scares me... (so no to dual booting!) Another question: Will I have full hardware support (full use of my graphics card, etc) when I use DOSbox or a VM? I have decided to go with VirtualBox or vmware, I'll check which one gives the best performance, thanks for your input!

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  • Is it possible to make Ctrl+C as responsive as Ctrl+Break in the Windows 7 console?

    - by Peter Graham
    Is it possible to make Ctrl+C act like Ctrl+Break in the Windows 7 cmd.exe console? By default Ctrl+C seems to only send a signal the next time the input buffer is read, where Ctrl+Break sends a signal immediately. This makes Ctrl+C useless for ending processes because when I want to end a process I want to end it immediately. I'm using Ctrl+Break for now but it's far harder to type. It looks like in DOS you can add BREAK=ON to CONFIG.SYS to achieve this, but not in Windows 7?

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  • Digital HD Transition

    - by Bill Evjen
    The HD Experience Roughly 53% of the viewing public has HD capable devices in their home 24% think they are watching HD while they have no subscription to any HD content Today’s HD Considerations Choices abound: format resolution – 720p, 1080i/p frame rates compression and wrapping audio compression and delivery metadata packaging, delivery, and usage content delivery protocols Metadata is going to be a part of the overall experience With emerging technologies: Super Hi-Vision (SHV, UHDTV 4320p), 3D HEVC/H.265, WEBM/VP8 HDBaseT, P2PTV Dolby Pulse/HE-AAC Industry standardization Metadata registration, packaging, and delivery standards Improved picture and sound quality is a logical next step but we need to also think about the end to end viewing experience including; 3D video and audio content Mixed-mode viewing to bring interactive and immersive experiences Content Transportability both on-to and off-of the aircraft High Definition Standardization Analog switch off around the world DTV transition completed: 17 countries DTV transition in progress: 45 countries The EU has mandated the end of 2012 as the final date for Analog Switch Off D-Cinema was standardized by SMPTE in 2006 Airlines are installing HD displays today Passengers are bringing their own devices now HD TV on airlines are getting bigger and bigger – bigger than SD was – now up to 23” Gray scale data input for color – 6 to 8 bit Contrast – 400 to 700 Backlit – LED Encryption – can it be the same for HD? PPV in the cabin?

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  • Algorithms or patterns for a linked question and answer cost calculator

    - by kmc
    I've been asked to build an online calculator in PHP (and the Laravel framework). It will take the answers to a series of questions to estimate the cost of a home extension. For example, a couple of questions may be: What is the lie of your property? Flat, slightly inclined, heavily inclined. (these suggestive values could have specific values in the underlying calculator like, 0 degrees, 5 degrees, 10 degrees. What is your current flooring system? Wooden, or concrete? These would then impact the results of other questions. Once the size of the extension has been input, the lie of the land will affect how much site works will cost, and how much rubbish collection will cost. The second question will impact the cost of the extensions flooring, as stumping and laying floorboards is a different cost to laying foundations and a concrete slab. It will also influence what heating and cooling systems are available in the calculator. So it's VERY interlinked. The answer to any question can influence the options of other questions, and the end result. I'm having trouble figuring out an approach to this that will allow new options and questions to be plugged in at a later stage without having things too coupled. The Observer pattern, or Laravel's events may be handy, but currently the sheer breadth of the calculator has me struggling to gather my thoughts and see a sensible implementation. Are there any patterns or OO approaches that may help? Thanks!

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  • Execute local script requiring arguments on Linux via plink

    - by c_maker
    Is it possible to execute (from windows) a local script with arguments on a remote linux system? Here's what I got: plink 1.2.3.4 -l root -pw mypassword -m hello.sh Is there a way to do this same thing, but able to give input parameters to hello.sh? I've tried many things, including: plink 1.2.3.4 -l root -pw mypassword -m hello.sh input1 input2 In this case it seems that plink thinks that input1 and input2 are its arguments.. which makes sense. What are my options?

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  • What is the value to checking in broken unit tests?

    - by Adam W.
    While there are ways of keeping unit tests from being executed, what is the value of checking in broken unit tests? I will use a simple example. Case sensitivity. The current code is Case Sensitive. A valid input into the method is "Cat" and it would return an enum of Animal.Cat. However, the desired functionality of the method should not be case sensitive. So if the method described was passed "cat" it could possibly return something like Animal.Null instead of Animal.Cat and the unit test would fail. Though a simple code change would make this work, a more complex issue may take weeks to fix, but identifying the bug with a unit test could be a less complex task. The application currently being analyzed has 4 years of code that "works". However, recent discussions regarding unit tests has found flaws in the code. Some just need explicit implementation documentation (ex. case sensitive or not), or code that does not execute the bug based on how it is currently called. But unit tests can be created executing specific scenarios that will cause the bug to be seen and are valid inputs. What is the value of checking in unit tests that exercise the bug until someone can get around to fixing the code? Should this unit test be flagged with ignore, priority, category etc, to determine whether a build was successful based on tests executed? Eventually the unit test should be created to execute the code once someone fixes it. On one hand it shows that identified bugs have not been fixed. On the other, there could be hundreds of failed unit tests showing up in the logs and weeding through the ones that should fail vs. failures due to a code check-in would be difficult to find.

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  • new pc..noisy fan

    - by BRQ
    It's a new build, but it's always had noisy fans. From start to end, they will not stop running. The case is a cooler master which I believe comes with a fan that is not controlled by BIOS (according to technician), so that may be the source of the problem..but my lack of knowledge on the matter prevents me from making a reasonable assessment. Here are readings from CoreTemp: Model: Intel Core i7 870 (Lynnfield) Platform: LAG 1156 (Socket H) Frequency: 1658.23MHz (132.66 x 12.5) Tj. Max: 99 C Core #0: low= 34 C; high= 42 C; Load= 0% Core #1: low 31 C; high 42 C; load= 0% Core #3: 35 C; 42 C; 0% Any input will be appreciated.

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  • Connecting PS3 dualshock on Ubuntu 14.04 with 3.13.0-34-generic?

    - by 5th Wheel
    The last entries/queries I can find about PS3 dual shock controller are dealing with older kernel versions. It looks like there may still be a problem with using the PS3 dual shock via USB(or bluetooth) with 14.04? I'm only guessing because I get no sign of detection or input when I plug in the USB. When I run dmesg | grep sony [ 4687.762302] sony 0003:054C:0268.0003: can't set operational mode [ 4687.770639] sony: probe of 0003:054C:0268.0003 failed with error -38 So at this point, I don't know if it's worth running : sudo apt-get install xboxdrv I also found this article LINK but it's dated 01/2013. I was considering installing steam, and checking out some of the games. There are a few in particular I want to check out, but I'm afraid of purchasing them and then my controller does not work. I don't have a ps3, I just have the controller for Sixaxis/emulator/Android set up... I see mentions for QTsixa and xboxdrv, but the posts are at least a year old(older distibution/kernels) Ideally, I'd like to just plug in USB, and play. No Bluetooth.

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  • Making my computer an iPhone music dock?

    - by deddebme
    Are there any application which lets me play the music in my iPhone through the USB cable? It will be very convenient if I can just dock the phone (while the music is playing), and the music will come out from the computer's speakers instead of the speaker in the iPhone. Edit 1: Stock iPhone dock does have a line-out jack, thanks SidneySM for reminding me. Now the problem is, even though I have select Line In as the Sound Input in Mac OSX, there is no sound coming out from the speaker. How do I make the Speaker output the Line In audio?

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  • No picture on HDMI Output from a Pioneer 921 AV Receiver to a Projector

    - by Alexey Kulikov
    I am trying hard to tackle a what seemed to be simple problem if wiring my setup together. The setup: Mac Mini (2011) with HDMI Output Pioneer 921 K AV Receiver Acer HD Projector (HDMI) When I hook up my Mac Mini directly to the Projector with a 30 foot (10 meter) HDMI Cable everything is just fine. The picture is sharp and the colors brilliant. However, when I send HDMI to the receiver (into the BD HDMI Input) then I get absolutely no HDMI output to the projector, it keeps saying "no signal". Is there perhaps some magic combination of setup buttons that may help me resolve this problem?

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • TransformXml Task locks config file identified in Source attribute

    - by alexhildyard
    As background: the TransformXml MSBuild task is typically invoked in a custom build step to mark up a web.config file with per-environment configuration; its flexible directives offer highly granular control over the insertion, removal, substitution and transformation of existing configuration hierarchies. For those using the TransformXML task (typically in a Web Deployment Project) I raised an issue against Visual Studio 2010, in which the file handle on the input file was not released, meaning that following transformation the source file remained locked. As a result, the best way to transform a file was first to rename it, transform it, and then copy it back, leaving the "locked" file to be freed up later.I just heard today that this has now been resolved in Visual Studio 2012 RTM. That's good news, because Web Config Transformations offer a lot. An intelligent, automated build process will swap in the relevant transform(s), making it much easier to synthesise the Developer and Build server builds. This makes for a simpler and more exemplary build process, and with the tighter coupling comes a correspondingly quicker response to Developmental change.Oh, and don't forget -- it isn't just web.configs you can transform. You can transform app.configs, or indeed any XML file that honours the task's schema and hierarchical rules.

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  • PRNG test suite: bitstream and stream length

    - by Martin Trigaux
    On the NIST website, there is a tool called sts (Statistical Test Suite) that allow us to rest the validity of a pseudo-random number generator based on a stream of bits in input. When running the program, there is two variables I am not sure to understand : the stream length and number of bitstream. Is the stream length the size of the file ? The number of bit inside ? The size of a bitstream ? Are the bitstreams subset of the whole file ? Chosen how ? Let say I have a text file containing 1,000,000 bits in ascii. What should be my arguments ? You can find the user manual here if needed (I didn't find explanation about what are these variables in it). Thank you

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  • Part 4: Development Standards or How to share

    - by volker.eckardt(at)oracle.com
    Although we usually introduce the custom development part in EBS projects as “a small piece only” and “we will avoid as best as possible”, the development effort can be enormous and should therefore be well addressed by project standards. Any additional solution or additional software tool or product shall influence the custom development rules (by adding, removing or replacing sections). It is very common in EBS projects to create a so called “MD.030 Development Standards” document and put everything what’s related to development conventions into it. This document gets approval and will be shared among all developers. Later, additional sections have to be added, and usually the development lead is responsible for doing this. However, sometimes used development techniques are not documented properly, and therefore the development solutions deviate from each other, or from the initially agreed standards. My advice would be the following: keep the MD.030 as a base document, and add a Wiki on top. The “Development Wiki” covers the following: Collect input from every developer without updating the MD.030 directly Collect additional topics that might need further specification Allow a discussion about such topics by reviewing/updating the wiki directly Add also decisions or open questions right into it. In one of my own projects we were using this “Developer Wiki” quite extensive, and my experience is very positive. We had different sections in it, good cross references, but also additional material like code templates, links to external web pages etc. By using this wiki, the development standards became “owned” by the right group of people, the developers. They recognized that information sharing can improve the overall development quality, but will also reduce the workload on individuals. Finally, the wiki was much more accurate and helpful for the daily development work than our initial MD.030, and we all decided to retire the document completely. Summary: Information sharing in the development area is very important! The usual “MD.030 Development Standards“ is a good starting point, but should be combined with a “Development Wiki”, allowing everyone to address and discuss necessary improvements. A well-structured Wiki can replace the document in some sections completely. Side Note: The corresponding task in Oracle OUM (Oracle Unified Method) is DS.050 ‘Determine Design and Build Standards’ Volker

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  • How to determine if a 3D voxel-based room is sealed, efficiently

    - by NigelMan1010
    I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for help, but not tried enough to give up, so I'm asking for help. To clarify, sealed being that there are no holes in the room. There are oxygen sealers, which check if the room is sealed, and seal depending on the oxygen input level. Right now, this is how I'm doing it: Starting at the block above the sealer tile (the vent is on the sealer's top face), recursively loop through in all 6 adjacent directions If the adjacent tile is a full, non-vacuum tile, continue through the loop If the adjacent tile is not full, or is a vacuum tile, check if it's adjacent blocks are, recursively. Each time a tile is checked, decrement a counter If the count hits zero, if the last block is adjacent to a vacuum tile, return that the area is unsealed If the count hits zero and the last block is not a vacuum tile, or the recursive loop ends (no vacuum tiles left) before the counter is zero, the area is sealed If the area is not sealed, run the loop again with some changes: Checking adjacent blocks for "breathable air" tile instead of a vacuum tile Instead of using a decrementing counter, continue until no adjacent "breathable air" tiles are found. Once loop is finished, set each checked block to a vacuum tile. Here's the code I'm using: http://pastebin.com/NimyKncC The problem: I'm running this check every 3 seconds, sometimes a sealer will have to loop through hundreds of blocks, and a large world with many oxygen sealers, these multiple recursive loops every few seconds can be very hard on the CPU. I was wondering if anyone with more experience with optimization can give me a hand, or at least point me in the right direction. Thanks a bunch.

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  • Disappearring instances of VertexPositionColor using MonoGame

    - by Rosko
    I am a complete beginner in graphics developing with XNA/Monogame. Started my own project using Monogame 3.0 for WinRT. I have this unexplainable issue that some of the vertices disappear while doing some updates on them. Basically, it is a game with balls who collide with the walls and with each other and in certain conditions they explode. When they explode they disappear. Here is a video demonstrating the issue. I used wireframes so that it is easier to see how vertices are missing. The perfect exploding balls are the ones which are result by user input with mouse clicking. Thanks for the help. The situations is: I draw user primitives with triangle strips using like this graphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleStrip, circleVertices, 0, primitiveCount); All of the primitives are in the z-plane (z = 0), I thought that it is the culling in action. I tried setting the culling mode to none but it did not help. Here is the code responsible for the explosion private void Explode(GameTime gameTime, ref List<Circle> circles) { if (this.isExploding) { for (int i = 0; i < this.circleVertices.Length; i++) { if (this.circleVertices[i] != this.circleCenter) { if (Vector3.Distance(this.circleVertices[i].Position, this.circleCenter.Position) < this.explosionRadius * precisionCoefficient) { var explosionVector = this.circleVertices[i].Position - this.circleCenter.Position; explosionVector.Normalize(); explosionVector *= explosionSpeed; circleVertices[i].Position += explosionVector * (float)gameTime.ElapsedGameTime.TotalSeconds; } else { circles.Remove(this); } } } } } I'd be really greatful if anyone has suggestions about how to fix this issue.

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  • How to code Time Stop or Bullet Time in a game?

    - by David Miler
    I am developing a single-player RPG platformer in XNA 4.0. I would like to add an ability that would make the time "stop" or slow down, and have only the player character move at the original speed(similar to the Time Stop spell from the Baldur's Gate series). I am not looking for an exact implementation, rather some general ideas and design-patterns. EDIT: Thanks all for the great input. I have come up with the following solution public void Update(GameTime gameTime) { GameTime newGameTime = new GameTime(gameTime.TotalGameTime, new TimeSpan(gameTime.ElapsedGameTime.Ticks / DESIRED_TIME_MODIFIER)); gameTime = newGameTime; or something along these lines. This way I can set a different time for the player component and different for the rest. It certainly is not universal enough to work for a game where warping time like this would be a central element, but I hope it should work for this case. I kinda dislike the fact that it litters the main Update loop, but it certainly is the easiest way to implement it. I guess that is essentialy the same as tesselode suggested, so I'm going to give him the green tick :)

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  • Can the expect utility handle a case where the process it spawns also spawns a sub process?

    - by davidparks21
    I'm trying to use expect to handle rsync over an ssh shell, but it gets stuck. If I run my rsync command it works (simplified here): It prompts me for my password and copies files to the server: rsync -e ssh -<other_params> If I then enclose that in expect: expect -d -c "spawn rsync -e ssh -<other_params>" -c "expect password:" -c "send mypass\r" It does not execute properly, the program exists and no files are copied. Even the debug mode isn't giving many clues. My best guess is that rsync is spawning the ssh process, and the ssh process is what needs to be interacted with, but send is picking up the rsync process id and sending the input there. Any thoughts?

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  • Piping the output of a program to Preview.app

    - by Abhay Buch
    I'm using an application (the dot program of the graphviz library) that generates a wide variety of file formats including PostScript and PDF. It can send the result to stdout or to a file. I'm currently sending it to a file and opening it with Preview. Is there any way to pipe the output and have it be read by Preview, so that I'd don't have to generate a file and have it lying around? This is going to be used by a number of people who won't know the internal structure of the generating script and I don't want to clutter their folders or complicate their lives. More generally, is there any way to take a program that sends its output to stdout and pass that output to an program that usually takes it's input from a file, without actually creating a file?

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  • Snow Leopard Hangs at Login Window

    - by jessecurry
    I've had an issue for the past few months, but I rarely restart so it hasn't caused too much trouble. Basically, when I start up my Mac (iMac10,1 - 3.06GHz Intel Core 2 Duo, OS X 10.6.3) everything proceeds as usual until I reach the login window. The login window displays normally, but keyboard and mouse input seem to be ignored. This condition persists for around 5 minutes at which time everything goes back to normal. While the login window is frozen my second monitor appears entirely blue, the second monitor receives a background as soon as the login window becomes responsive. If I startup while holding SHIFT the problem still occurs, but the freeze is much shorter. Looking through my logs I see no activity during the time that the login window is frozen. I've attempted to repair disk permissions, and gone through every possible maintenance option in Cocktail.

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  • Versioning APIs

    - by Sharon
    Suppose that you have a large project supported by an API base. The project also ships a public API that end(ish) users can use. Sometimes you need to make changes to the API base that supports your project. For example, you need to add a feature that needs an API change, a new method, or requires altering of one of the objects, or the format of one of those objects, passed to or from the API. Assuming that you are also using these objects in your public API, the public objects will also change any time you do this, which is undesirable as your clients may rely on the API objects remaining identical for their parsing code to work. (cough C++ WSDL clients...) So one potential solution is to version the API. But when we say "version" the API, it sounds like this also must mean to version the API objects as well as well as providing duplicate method calls for each changed method signature. So I would then have a plain old clr object for each version of my api, which again seems undesirable. And even if I do this, I surely won't be building each object from scratch as that would end up with vast amounts of duplicated code. Rather, the API is likely to extend the private objects we are using for our base API, but then we run into the same problem because added properties would also be available in the public API when they are not supposed to be. So what is some sanity that is usually applied to this situation? I know many public services such as Git for Windows maintains a versioned API, but I'm having trouble imagining an architecture that supports this without vast amounts of duplicate code covering the various versioned methods and input/output objects. I'm aware that processes such as semantic versioning attempt to put some sanity on when public API breaks should occur. The problem is more that it seems like many or most changes require breaking the public API if the objects aren't more separated, but I don't see a good way to do that without duplicating code.

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  • Amazon EC2 - Unable to connect to MySQL

    - by alexus
    I'm having issue connecting from one VM to another # nmap -p3306 ip-XX-XX-XX-XX.ec2.internal Starting Nmap 6.40 ( http://nmap.org ) at 2014-06-10 17:50 EDT Nmap scan report for ip-XX-XX-XX-XX.ec2.internal (XX.XX.XX.XX) Host is up (0.000033s latency). PORT STATE SERVICE 3306/tcp closed mysql Nmap done: 1 IP address (1 host up) scanned in 1.05 seconds # in my Security Group I allowed Inbound connectivity via port TCP, portrange 3306 and Source 0.0.0.0/0, so theoratically it should work, but in reality it doesn't( I'm running red hat enterprise linux 7 on both VMs. mariadb.service running fine on another VM and I am able to connect to it locally. DB's: # netstat -anp | grep 3306 tcp 0 0 0.0.0.0:3306 0.0.0.0:* LISTEN 2324/mysqld # iptables -L Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # Any ideas what else I missed?

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  • How can I assign the keyboard shortcut ?x to the command move to trash?

    - by Fra
    In the Finder in Leopard I used to have the command "move to trash" associated with the keyboard shortcut ?x which was very handy because you could input the command with one hand. Moreover on the keyboard x is near to c, s and a which are other shortcuts often used in Finder. Now in Lion the command "move to trash" is associated to ? ? but I don't like it. How can I assign the keyboard shortcut ?x to the command "move to trash"?

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  • Standard for feeding test data to a Nagios plugin?

    - by chiborg
    I'm developing a Nagios plugin in Perl (no Nagios::Plugin, just plain Perl). The error condition I'm checking for normally comes from a command output, called inside the plugin. However, it would be very inconvenient to create the error condition, so I'm looking for a way to feed test output to the plugin to see if it works correctly. The easiest way I found at the moment would be with a command line option to optionally read input from a file instead of calling the command. if($opt_f) { open(FILE, $opt_f); @output = <FILE>; close FILE; } else { @output = `my_command`; } Are there other, better ways to do this?

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  • Logfiles filling with iptables logging

    - by Peter I
    OS: Debian 6 Server Version I have different logfiles which are filling up: user@server:/var/log$ ls -lahS | head total 427G -rw-r--r-- 1 root root 267G Nov 2 17:29 bandwidth -rw-r----- 1 root adm 44G Nov 2 17:29 kern.log -rw-r----- 1 root adm 27G Nov 2 17:29 debug -rw-r----- 1 root adm 23G Oct 27 06:33 kern.log.1 -rw-r----- 1 root adm 17G Nov 2 17:29 messages -rw-r----- 1 root adm 14G Oct 27 06:33 debug.1 -rw-r----- 1 root adm 12G Nov 2 17:29 syslog -rw-r----- 1 root adm 12G Nov 1 06:26 syslog.1 -rw-r----- 1 root adm 9.0G Oct 27 06:33 messages.1 So I looked up the file /etc/iptables.up.rules which had those lines in it: -A FORWARD -o eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_OUT: -A FORWARD -i eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_IN: -A OUTPUT -o eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_OUT: -A INPUT -i eth0 -j LOG --log-level 7 --log-prefix BANDWIDTH_IN: So deleting those lines will solve my problem. But how would I edit those lines without losing their functionality?

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