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  • Black frame around screen after HDMI connection failure

    - by Wolter Hellmund
    I was trying to watch a movie in my computer through the TV, so I connected both with an HDMI cable. I was unable to have a successful setup (the colors were all weird on the TV and the screen size, incorrect), I tried many resolutions using the nvidia-settings application and somehow my screen got framed by a black border and after that I have been unable to remove it, even after restarting the computer and not being connected to the HDMI cable anymore. I am using Ubuntu 11.10 amd64, my GPU is an nVidia GeForce 8600M GT and I am using the propietary driver version 280. The problem is due to some setting with my account only. I logged in to the guest session and the resolution is right there. Also, my desktop "thinks" the resolution is right (i.e. 1280x800), but it must be right in another scale because there is pixel area occupied by the black frame.

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  • How to achieve 'forward' movement (into the screen) using Cocos2D?

    - by lemikegao
    I'm interested in creating a 2.5D first-person shooter (like Doom) and I currently don't understand how to implement the player moving forward. The player will also be able to browse around the world (left, right, up, down) via gyroscope control. I plan to only use 2D sprites and no 3D models. My first attempt was to increase the scale of layers to make it appear as if the player was moving toward the objects but I'm not sure how to make it seem as if the player is passing around the objects (instead of running into them). If there are extensions that I should take a look at (like Cocos3D), please let me know. Thanks for the help! Note: I've only created 2D games so was hoping to get guided into the right direction

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  • Integrating feature request functionality directly into the business software you write?

    - by Aaron Anodide
    What are relative merits of something like a button on a piece of custom bizware that says, "press me to ask for a feature" or "click here if something didn't work right". The problem I'm trying to remedy is the general lack of formality surrounding feature requests. Most specifically, the rate at which I receive walk-ups from end-users. Taken one at a time, it can be beneficial, but sometimes it can hinder productivity on the larger scale. Has anyone done something like this and has it been a general success or alternately somewhat a waste of time. My instincts are not giving me a hint here.

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  • Is it a good idea to make a game for one aspect ratio and arbitrary screen resolution?

    - by Mimars
    After several very small games I have decided to make something more standalone (2D) and playable. However, I have met the problem of every game that is going to be played in more screen resolutions. Basically, after some research I see that there are several solutions. This seems to be the simplest one: Let's say I define a constant aspect ratio for the game (16:9) and the whole game will be created for a resolution 1680 x 1050. The game will be rendered in this resolution and then I will be able to scale the render to match the player's display resolution. Therefore the game might be playable on almost any resolution, while it would keep the aspect ratio. So, if the game was run on 4:3 display, the top and the bottom of the display would be filled with black color. It seems easy, but my question is - Is this a good approach for a simple game? The game will be simple, but I want to maintain high quality.

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  • seo value of duplicating content externally

    - by Don
    I run a website that includes a blog which was hand-coded by myself and is hosted on the same domain. My partner in this endeavour thinks it would be a good idea to open up a blogger/wordpress blog and duplicate the on-site blog on this off-site blog. AFAIK the main reason for doing this is the SEO benefits of the inbound links that this off-site blog will create. I think this is a bad idea, because: Effectively what we're doing is creating a (very small scale) link farm We're more likely to be punished than rewarded (in SEO terms) for duplicating our content across domains This introduces a problem of synchronising our content across domains. For example, if a blog post is edited on the on-site blog, then ideally the off-site blog should be similarly updated. I know very little about SEO, so would be interested to hear what more informed readers have to say.

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  • Moving dozens of existing standalone retail sites to one central inventory database: what should I know going in?

    - by palintropos
    This will be the first project of this scale that I have attempted, and the first time I have run a website at all (much less dozens) using an off-site database. In particular, I'd like to know: what sort of optimizations I should read up on to make this run as smoothly as possible? any pitfalls/gotchas wiser, more experienced folk are aware of I should be on the lookout for, and what damage-control and preventative measures I should take against the nightmare scenario of the main server (hosting the database) having an outage, grinding over 100 websites to a halt (because they have no access to the product data).

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  • How to display a projectile trajectory in c++? [on hold]

    - by sana
    I am trying to make a game of Gorillas in c++ whose specification is somewhat like....... is : "In this game both players should select their position on a level scaled ground. Scale of the ground should be from 0 to 20 divisions, each division corresponding to 10 meters. Each player will enter an angle and initial velocity (limits of both should be defined) and the player will hurl a stone with this velocity at given angle. Stone will make a projectile and if it hits the other player then shooting player wins. A random effect of air should also be incorporated. Air will support one player and resist other. Velocity of air should be generated randomly, within some limits, and subtracted or added in the horizontal velocity of the stone. An arrow of suitable length shall represent air direction and velocity. The player who hits first wins." How do I display the trajectory of the stone????

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • Common light map practices

    - by M. Utku ALTINKAYA
    My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures. 1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big. 2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ? Actually these questions also applies to other non tiled maps.

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  • Using Minified Page Specific JS [migrated]

    - by Mike C
    I've been working on a rather large scale project which makes use of a number of different pages with some very specific Javascript for each of them. To lessen load times, I plan to minify it all in to one file before deploying. The problem is this: how should I avoid launching page specific JS on pages which don't require it? So far my best solution has been to wrap each page in some additional container <div id='some_page'> ...everything else... </div> and I extended jQuery so I can do something like this: // If this element exists when the DOM is ready, execute the function $('#some_page').ready(function() { ... }); Which, while kind of cool, just rubs me the wrong way.

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  • How does N create it's tileset?

    - by Darestium
    I am trying to recreate a Multiplayer version of the popular flash game N in java. I have a single question however. Are the tiles for the games draw or are they defined with mathamatical formulars/In code? Since I do see how they would scale up in flash if they were not. So if anyone has any ideas how I should go about creating the tileset, or how they are created in the game please let me know. You can check out the game here.

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  • Massive vehicular network simulator

    - by IvanK
    I am interested in making a vehicular network simulator (vehicular network as in vehicles can be equipped with radios and when they come in range they can talk with each other). I want to be able to scale to 1000s of nodes if not more. I am quite frankly torn on how to do, or even which language to use or whether I should instead be using some other piece of software/code. I know that this should depend on a lot of design decisions that I may have, but it would be great if somebody can point me towards the right direction. I was planning to use a multi-threaded architecture, but not sure whether it will add to the complication or make it easier. Also if I go for a multi-threaded architecutre, do you think that 'Go' language will be a good choice?

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  • Can Agile/Scrum be used by 1 or 2 developers?

    - by Dillie-O
    Everything I've been reading and researching up to this point describes how Agile/Scrum works great with teams of about 4 to 6 members, maybe even more. In my current shop, we have about 8 developers or so, but given the nature of the volume of projects and the number of departments we support, we never have more than 1 or 2 folks assigned to a given project. Can I still use Agile/Scrum with a team of 1 or 2 developers? I'm working on making the pitch to my manager to start working with this methodology, but I need to be able to explain how to scale things back for a small developer crew, or convince them to make sure we get more members on a given project.

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  • Is client-side HTML5/JavaScript too lame after you've worked on server-side C++/Java?

    - by stackoverflowuser2010
    I'm an experienced C++/C/Java/C# research software engineer and have worked on large-scale server systems, including huge map-reduce and database systems. Now I've been offered a new job working with client-side mobile technologies involving Javascript and HTML5 as well as some very minor native iPhone and Android programming. So, question: If you've ever made this kind of jump, did you find find Javascript/HTML too lame after you've been working on "hard-core" C++ and server systems? Did you find it challenging? Did you get bored?

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  • How much isometric sprites can one optimize by mirroring and alike?

    - by Tom
    I am working on a basic isometric game, and am struggling to find the correct mirrors. I have managed to get SE out of SW, by scaling the sprite on X axis by -1. Same applies for NE angle. Something is bugging me, that I should be able to also mirror N to S, but I cannot manage to pull this one off. Am I just too sleepy and trying to do the impossible, or a basic -1 scale on Y axis is not enough? What are the common used mirror table for optimizing 8 angle (N, NE, E, SE, S, SW, W, NW) isometric sprites?

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  • What does well written, readable tests look like?

    - by Industrial
    Doing unit testing for the first time at a large scale, I find myself writing a lot of repetitive unit tests for my business logic. Sure, to create complete test suites I need to test all possibilities but readability feels compromised doing what I do - as shown in the psuedocode below. How would a well written, readable test suit look like? describe "UserEntity" -> it "valid name validates" ... it "invalid name doesnt validate" ... it "valid list of followers validate" ..

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  • Hitachi Data Systems definition of cloud

    - by llaszews
    1. Ability to rapidly provision and de-provision a service. (aka: provisioning) 2. A consumption model where users pay for what they use. (aka: chargeback and showback) 3. The agility to flexibly scale - 'flex up' or 'flex down' - the services without extensive pre-planning. (aka: elasticity) 4. Secure, direct connection to the cloud without having to recode applications (aka: internet-based) 5. Multi-tenancy capabilitites that segregate and protect the data. (as it says multi-tenancy) Happen to be I have been talking about 4 of the 5. Did not mention connection to internet as assumed this.

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  • What to bring to a programming interview? [closed]

    - by ddrum
    I have just completed my Master's degree in Computer Science and have gotten my first job interview as a developer. I do not have much experience in large scale development projects, but I am hoping my university education counts for something. I am wondering, what materials should I bring that would impress my interviewers? What do most interviewers expect, especially from a new graduate? **Edit: The job interview went OK, except I forgot my pants. Thanks for all the great advice!

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  • Ubuntu 12.04 Hangs with Software Center open then opening Dash Home

    - by Josea
    I have a Dell D610 - Intel graphics - 1 Gig RAM. I have test the hard drive and RAM and both are fine. When I open Software Center, then Dash home my system locks up. The mouse cursor moves but is unresponsive if I try to right or left click anything. The keyboard is totally unresponsive and I have to hold the power button to power off! I have reinstalled from CD, did all updates but the issue persists. I tried using the track pad only, and I plugged in an external mouse also but no change. Everything else works great ! I am sick of running Vista and have no love for Metro! Thanks for any suggestions, on a scale of 1 to 10 (Newbie - Expert) I am about 3

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  • Is there a prohibition against scaling collision shapes at runtime?

    - by Almo
    So, I have a StaticMeshComponent attached to an Actor: Begin Object Class=StaticMeshComponent Name=StaticMeshComponentObject StaticMesh=StaticMesh'QF_Art_Powers.Mesh.GP_ForcePush' CollideActors=true BlockActors=false //Scale3D=(X=5, Y=1.5, Z=3) // ALMODEBUG End Object CollisionComponent=StaticMeshComponentObject Components.Add(StaticMeshComponentObject) Ordinarily, the actor gets spawned, anything touching it gets bumped, and the actor despawns itself. If I set the Scale3D as a default property, everything works as I expect. But I want to scale it at runtime, like this: function SetImpulseComponentTemplate(QuadForceBoxImpulseComponent Value) { Local Vector ScaleVec; ScaleVec.X = Value.Length; ScaleVec.Y = Value.Width; ScaleVec.Z = Value.Height; CollisionComponent.SetScale3D(ScaleVec); } When I do this, the thing only collides as if it were not scaled. If I leave the actor spawned so I can see it, it is scaled. If I also "show collision", the collision displays correctly as well. Is there a prohibition against scaling collision shapes at runtime?

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  • Is this CPU usage normal for Xorg?

    - by Samuaz
    I checked System Monitor to see if the frequency of my CPU increases without doing anything and saw that xorg is always using 10-40% of the CPU even if it's not doing much of anything on the desktop or simply surfing the Internet. Is this normal? If not, how can I fix it? I have: a Macbook white 4,1 Core2 Duo running at 2.10 GHz GPU Intel GMA X3100 4GB of RAM Ubuntu 11.04 I am running Unity and I do not have many effects enabled. I have only activated Compiz animations, scale, desktop, some shadows...

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  • Connect divs with (non-straight) lines [migrated]

    - by Snailer
    I'd like to develop my site with a layout that looks somewhat like houses with connected plumbing, or multiple computers connected to a network. Basically, the will be boxes floating in space, with lines connecting some of the boxes. I'd like these lines to have some turns in them as well (just simple 90 degree corners) rather than just a straight line. My question is what is the best way to achieve this, and perhaps a small example. My thoughts were to use: PHP and CSS: I could create a background grid and then, with some complicated algorithms, draw paths using the grid's borders. This would be more dynamic, but I'm not sure I can plot the math all by myself. just CSS: Perhaps this is as simple as making some pre-drawn lines like L-shapes and T-junctions, then just placing and scaling them. But I don't believe there's a way to scale an image by slicing it.. so the line width would be scaled and thus each image would look different. Any thoughts?

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  • How can I do individual file encryption on Dropbox?

    - by Scaine
    I'd like to set a single directory inside Dropbox in which files are encrypted on a file-by-file basis. At the moment, I use a 2Mb Truecrypt container inside my Dropbox which I then have to mount manually, access/change the files within, then unmount manually. At that point, the entire 2Mb uploads to Dropbox. This is a pain for a number of reasons : Dropbox sync will only occur when the Truecrypt container is unmounted, because Dropbox only syncs files that aren't locked and mounting a container locks it. A single byte change to one file inside that container results in the whole 2Mb being uploaded again. It doesn't scale - I was originally using a 10Mb container, but obviously the bigger the container, the longer it takes to sync when it's unmounted. I was wondering if I can somehow use LUKS to implement file-by-file encryption to get round the "container" issues.

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  • New Microsoft Office Coming with a Twist

    On May 12 Microsoft will unveil the newest version of its popular Office line with the 2 1 edition. New York s NBC Studios will be the location for the special launch and this time around Microsoft is changing things up a bit. Although the May 12 launch is mostly just for business customers who wish to buy the product Office 2 1 will be available on a wider scale for other customers sometime this June. As for the change Microsoft will be introducing a new Office Web Apps version as well in an effort to roll with the changing technological climate.... Autodesk - Civil 3D - Transportation Accelerate Projects with Integrated Data Sources & Automatic Documentation.

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  • CSC Enables IT Transformation for a Large Public Sector Health Agency with Middleware

    - by Tanu Sood
    CSC is a global leader in next-generation IT services and solutions. The company helps its clients achieve strong returns on their technology investments through its best-in-class industry solutions, domain expertise, and global scale. So, when CSC was tasked with an IT modernization project, the IT services leader relied on Oracle Fusion Middleware solutions to build a next-generation, service-oriented architecture environment to this large public-sector healthcare agency’s several thousand facilities. Catch this fantastic success story of how they enabled a secure, service-oriented architecture environment and a robust platform with interoperability and scalability that supports thousands of hospitals, and with the capacity to support 800,000 provider organizations and process millions of files during peak periods. Learn how Oracle Fusion Middleware can help your organization. 

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