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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • How to explain bad software to non-technical people?

    - by mtutty
    In discussing software development with non-technical people (customers, business owners, project sponsors, etc.), I often resort to analogies and metaphors. It's relatively easy and effective to use a "house" or other metaphor for describing the size and complexity of new development. However, we often inherit someone else's code or data, and this approach doesn't seem to hold up as well when trying to explain why we're gutting something that already seems to work. Of course we can point to cycle time and cost to be saved in the future but this generally means nothing to business folks. I know doctors can say "just take this pill," but I'm not sure that software devs have the same authority. Ideas? EDIT: Let me add a bit to the discussion. The specific project I'm talking about has customers that don't realize (or care) about specific aspects of the system we're retiring (i.e., they think it was just fine): The system would save a NEW RECORD every time someone updated a field The system contained tables for reference data. These tables had new records added every day, even though they were duplicates of previous records. And there was no way to tie the reference data used for a particular case at the time it was closed. This is like 99% of the data in the old system. The field NAMES also have spaces, apostrophes and other inappropriate characters in them, making everything harder to work with. In addition to the incredible amount of duplicate data, they have around 1000 XLS files with data they want added to the system. Previously, they would do a spreadsheet for each case in the database, IN ADDITION TO what they typed into the database. Getting rid of this old, unneeded information and piping in the XLS data comprises about 80% of the total project effort, and was not something we could accurately predict. I'm trying to find a concrete way to describe how bad this thing was, mostly so that the customer will understand why the migration process has been so time-consuming. The actual coding was done pretty quickly and the new system works fine, but without the old data they won't be happy. Sorry to get into the weeds, but most of the answers I've seen so far are pretty basic scope/schedule/cost things. I've been doing this for 15 years, so this really is more of a reflective, philosophical question - but without some of the details it can be difficult to really appreciate the awful beauty of this problem.

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  • 12.04 Unity 3D 80% CPU load with Compiz

    - by user39288
    EDIT : I have been able to to determine that the problem is not compiz, but is actually Xorg. I don't know why, but by quickly maximizing terminal and taking a screenshot with top running before the problem went away I am able to see xorg takes up 72% of cpu, with bamfdaemon taking up 18%, and compiz taking up 14%. Seems the nvidia drivers are to blame, will play more with settings and perhaps do a clean nvidia-current install to try to fix the problem. Having a very annoying problem with high CPU usage. Running 12.04 with latest drivers and nvidia-current installed. Have not had any issues for days, now I have a strange problem. Unity 3d runs great most of the time, 1-2% CPU usage with only transmission running in background. Windows open and close smoothly. However,no matter what programs are open, if I minimize all open programs to the unity bar on the left, my CPU jumps to about 80% and slows down all maximize and minimize effects. Mouse movement stays smooth the whole time, but unity becomes unresponsive for up to 30 seconds at times. Hitting alt + tab to bring up even a single window fixes the problem. The window I bring back up doesn't even have to be maximized to solve the problem. Hitting the super button to bring up the dash makes CPU drop back to idle until I close it, then high CPU usage resumes. Believe the problem is compiz, but even just having only terminal running "top", I have to minimize it to the tray for the problem to show, so I can't see the problem process. I can only tell about the high CPU usage using indicator-sysmonitor. Even tried quitting the indicator, but I can still tell very poor performance with all applications when minimized. Reset compiz back to defaults, tried going to the post-release update nvidia drivers, played with vsync settings in both the nvidia settings and compiz. Even forced refresh rate, but cannot solve the problem. The problem does NOT occur in Unity 2D. Specs are core 2 duo 2.0ghz, 4GB ddr2 ram, 2x 320's HDD in RAID 0, and Nvidia GTX 260M graphics card.

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  • How can I achieve a 3D-like effect with spritebatch's rotation and scale parameters

    - by Alic44
    I'm working on a 2d game with a top-down perspective similar to Secret of Mana and the 2D Final Fantasy games, with one big difference being that it's an action rpg using a 3-dimensional physics engine. I'm trying to draw an aimer graphic (basically an arrow) at my characters' feet when they're aiming a ranged weapon. At first I just converted the character's aim vector to radians and passed that into spritebatch, but there was a problem. The position of every object in my world is scaled for perspective when it's drawn to the screen. So if the physics engine coordinates are (1, 0, 1), the screen coords are actually (1, .707) -- the Y and Z axis are scaled by a perspective factor of .707 and then added together to get the screen coordinates. This meant that the direction the aimer graphic pointed (thanks to its rotation value passed into spritebatch) didn't match up with the direction the projectile actually traveled over time. Things looked fine when the characters fired left, right, up, or down, but if you fired on a diagonal the perspective of the physics engine didn't match with the simplistic way I was converting the character's aim direction to a screen rotation. Ok, fast forward to now: I've got the aimer's rotation matched up with the path the projectile will actually take, which I'm doing by decomposing a transform matrix which I build from two rotation matrices (one to represent the aimer's rotation, and one to represent the camera's 45 degree rotation on the x axis). My question is, is there a way to get not just rotation from a series of matrix transformations, but to also get a Vector2 scale which would give the aimer the appearance of being a 3d object, being warped by perspective? Orthographic perspective is what I'm going for, I think. So, the aimer arrow would get longer when facing sideways, and shorter when facing north and south because of the perspective. At the same time, it would get wider when facing north and south, and less wide when facing right or left. I'd like to avoid actually drawing the aimer texture in 3d because I'm still using spritebatch's layerdepth parameter at this point in my project, and I don't want to have to figure out how to draw a 3d object within the depth sorting system I already have. I can provide code and more details if this is too vague as a question... This is my first post on stack exchange. Thanks a lot for reading! Note: (I think) I realize it can't be a technically correct 3D perspective, because the spritebatch's vector2 scaling argument doesn't allow for an object to be skewed the way it actually should be. What I'm really interested in is, is there a good way to fake the effect, or should I just drop it and not scale at all? Edit to clarify without the help of a picture (apparently I can't post them yet): I want the aimer arrow to look like it has been painted on the ground at the character's feet, so it should appear to be drawn on the ground plane (in my case the XZ plane) which should be tilted at a 45 degree angle (around the X axis) from the viewing perspective. Alex

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  • Maximizing the Value of Software

    - by David Dorf
    A few years ago we decided to increase our investments in documenting retail processes and architectures.  There were several goals but the main two were to help retailers maximize the value they derive from our software and help system integrators implement our software faster.  The sale is only part of our success metric -- its actually more important that the customer realize the benefits of the software.  That's when we actually celebrate. This week many of our customers are gathered in Chicago to discuss their successes during our annual Crosstalk conference.  That provides the perfect forum to announce the release of the Oracle Retail Reference Library.  The RRL is available for free to Oracle Retail customers and partners.  It contains 1000s of hours of work and represents years of experience in the retail industry.  The Retail Reference Library is composed of three offerings: Retail Reference Model We've been sharing the RRM for several years now, with lots of accolades.  The RRM is a set of business process diagrams at varying levels of granularity. This release marks the debut of Visio documents, which should make it easier for retailers to adopt and edit the diagrams.  The processes represent an approximation of the Oracle Retail software, but at higher levels they are pretty generic and therefore usable with other software as well.  Using these processes, the business and IT are better able to communicate the expectations of the software.  They can be used to guide customization when necessary, and help identify areas for optimization in the organization. Retail Reference Architecture When embarking on a software implementation project, it can be daunting to start from a blank sheet of paper.  So we offer the RRA, a comprehensive set of documents that describe the retail enterprise in terms of logical architecture, physical deployments, and systems integration.  These documents and diagrams describe how all the systems typically found in a retailer enterprise work together.  They serve as a way to jump-start implementations using best practices we've captured over the years. Retail Semantic Glossary Have you ever seen two people argue over something because they're using misaligned terminology?  Its a huge waste and happens all the time.  The Retail Semantic Glossary is a simple application that allows retailers to define terms and metrics in a centralized database.  This initial version comes with limited content with the goal of adding more over subsequent releases.  This is the single source for defining key performance indicators, metrics, algorithms, and terms so that the retail organization speaks in a consistent language. These three offerings are downloaded from MyOracleSupport separately and linked together using the start page above.  Everything is navigated using a Web browser.  See the Oracle Retail Documentation blog for more details.

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  • Any ideas on reducing lag in terrain generation?

    - by l5p4ngl312
    Ok so here's the deal. I've written an isometric engine that generates terrain based on camera values using 2D perlin noise. I planned on doing 3D but first I need to work out the lag issues I'm having. I will try to explain how I am doing this so that maybe someone can spot where I am going wrong. I know it should not be this laggy. There is the abstract class Block which right now just contains render(). BlockGrass, etc. extend this class and each has code in the render function to create a textured quad at the given position. Then there is the class Chunk which has the function Generate() and setBlocksInArea(). Generate uses 2D perlin noise to make a height map and stores the heights in a 2D array. It stores the positions of each block it generates in blockarray[x][y][z]. The chunks are 8x8x128. In the main game class there is a 3D array called blocksInArea. The blocks in this array are what gets rendered. When a chunk generates, it adds its blocks to this array at the correct index. It is like this so chunks can be saved to the hard drive (even though they aren't yet) but there can still be optimization with the rendering that you wouldn't have if you rendered each chunk separately. Here's where the laggy part comes in: When the camera moves to a new chunk, a row of chunks generates on the end of the axis that the camera moved on. But it still has to move the other chunks up/down in the blocksInArea (render) array. It does this by calculating the new position in the array and doing the Chunk.setBlocksInArea(): for(int x = 0; x < 8; x++){ for(int y = 0; y < 8; y++){ nx = x+(coordX - camCoordX)*8 ny = y+(coordY - camCoordY)*8 for(int z = 0; z < height[x][y]; z++){ blockarray[x][y][z] = Game.blocksInArea[nx][ny][z]; } } } My reasoning was that this would be much faster than doing the perlin noise all over again, but there are still little spikes of lag when you move in between chunks. Edit: Would it be possible to create a 3 dimensional array list so that shifting of chunks within the array would not be neccessary?

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  • Unable to find good parameters for behavior of a puck in Farseer

    - by Krumelur
    EDIT: I have tried all kinds of variations now. The last one was to adjust the linear velocity in each step: newVel = oldVel * 0.9f - all of this including your proposals kind of work, however in the end if the velocity is little enough, the puck sticks to the wall and slides either vertically or horizontally. I can't get rid of this behavior. I want it to bounce, no matter how slow it is. Retitution is 1 for all objects, Friction is 0 for all. There is no gravity. What am I possibly doing wrong? In my battle to learn and understand Farseer I'm trying to setup a simple Air Hockey like table with a puck on it. The table's border body is made up from: Vertices aBorders = new Vertices( 4 ); aBorders.Add( new Vector2( -fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, fHalfHeight ) ); aBorders.Add( new Vector2( fHalfWidth, -fHalfHeight ) ); aBorders.Add( new Vector2( -fHalfWidth, -fHalfHeight ) ); FixtureFactory.AttachLoopShape( aBorders, this ); this.CollisionCategories = Category.All; this.CollidesWith = Category.All; this.Position = Vector2.Zero; this.Restitution = 1f; this.Friction = 0f; The puck body is defined with: FixtureFactory.AttachCircle( DIAMETER_PHYSIC_UNITS / 2f, 0.5f, this ); this.Restitution = 0.1f; this.Friction = 0.5f; this.BodyType = FarseerPhysics.Dynamics.BodyType.Dynamic; this.LinearDamping = 0.5f; this.Mass = 0.2f; I'm applying a linear force to the puck: this.oPuck.ApplyLinearImpulse( new Vector2( 1f, 1f ) ); The problem is that the puck and the walls appear to be sticky. This means that the puck's velocity drops to zero to quickly below a certain velocity. The puck gets reflected by the walls a couple of times and then just sticks to the left wall and continues sliding downwards the left wall. This looks very unrealistic. What I'm really looking for is that a puck-wall-collision does slow down the puck only a tiny little bit. After tweaking all values left and right I was wondering if I'm doing something wrong. Maybe some expert can comment on the parameters?

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  • Block-level deduplicating filesystem

    - by James Haigh
    I'm looking for a deduplicating copy-on-write filesystem solution for general user data such as /home and backups of it. It should use online/inline/synchronous deduplication at the block-level using secure hashing (for negligible chance of collisions) such as SHA256 or TTH. Duplicate blocks need not even touch the disk. The idea is that I should be able to just copy /home/<user> to an external HDD with the same such filesystem to do a backup. Simple. No messing around with incremental backups where corruption to any of the snapshots will nearly always break all later snapshots, and no need to use a specific tool to delete or 'checkout' a snapshot. Everything should simply be done from the file browser without worry. Can you imagine how easy this would be? I'd never have to think twice about backing-up again! I don't mind a performance hit, reliability is the main concern. Although, with specific implementations of cp, mv and scp, and a file browser plugin, these operations would be very fast, especially when there is a lot of duplication as they would only need to transfer the absent blocks. Accidentally using conventional copy tools that do not integrate with the FS would merely take longer, waste some bandwidth when copying remotely and waste some CPU, as the duplicate data would be re-read, re-transferred and re-hashed (although nothing would be re-written), but would absolutely not corrupt anything. (Some filesharing software may also be able to benefit by integrating with the FS.) So what's the best way of doing this? I've looked at some options: lessfs - Looks unmaintained. Any good? [Opendedup/SDFS][3] - Java? Could I use this on Android?! What does [SDFS][4] stand for? [Btrfs][5] - Some patches floating around on mailing list archives, but no real support. [ZFS][6] - Hopefully they'll one day relicense under a true Free/Opensource GPL-compatible licence. Also, 2 years ago I had a go at an attempt in Python using Fuse at the file-level to be used over the top of a typical solid FS such as EXT4, but I found Fuse for Python underdocumented and didn't manage to implement all of the system calls. My first post here, so I can't post more than 2 links until I get over 10 rep: [3]: http://www.opendedup.org/ [4]: https://en.wikipedia.org/w/index.php?title=SDFS&action=edit&redlink=1 [5]: https://en.wikipedia.org/wiki/Btrfs#Features [6]: https://en.wikipedia.org/wiki/ZFS#Linux

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • Get AutoHotkey Script To Run As Admin At Startup

    - by deadlydog
    A few weeks back I posted some problems with running AutoHotkey (AHK) in Windows 8, and that the solution was to run your AHK script as admin.  I also showed how to have the script start automatically when you logged into Windows.  What I didn’t realize at the time though was that the method only worked because I had disabled UAC in the registry (which prevents most Metro apps from working in Windows 8, and likely isn’t acceptable for most people). So here is a Windows 8, UAC-friendly method to accomplish the same task (also works in previous versions of Windows).  The trick is to use the Task Scheduler: 1. Open the Task Scheduler (also known as “Schedule tasks” in Windows 8 Settings).   2. Create a new Basic Task. 3. Give it a name and description (something like “launch AutoHotkey script at login”), and then specify to have it run “When I log on”.  Then specify that you want it to “Start a program”, and then point it towards your AutoHotkey script.  Before you finish the wizard, check off “Open the Properties dialog for this task when I click Finish”.   4. When that Properties dialog opens up, go to the Conditions tab and make sure none of the checkboxes under the Power category are checked off; this will ensure the script still launches if you are on a laptop and not plugged into AC power.   5. Now here is the important part; To have your script “Run as admin”, on the General tab check off “Run with highest privileges”. Now your AHK script should start automatically as soon as you log into Windows; even when UAC is enabled   6. If your AHK script uses an #Include statement to include other files, you may get an error similar to this one when your task runs: “#Include file … cannot be opened. The program will exit.” The solution to this is to tell your AHK script to start in the same directory as the file that you want to include.  So you will need to edit your scheduled task’s Action to specify the Start In directory. Happy coding!

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  • How to end a relationship with a client without pissing them off?

    - by thesam18888
    Here's my situation: I'm a freelancing student and I was working on a software project for a client over the summer holidays of 2010. At the time I completed the application, tested it on my machine, delivered it to the client and went back to University. However the client is not completely satisfied with the product and apparently has found a couple of bugs with it. Ever since I went back to Uni, they have been chasing me up and asking me to spend some time to fix the bugs. I have explained that this is simply not possible as I am extremely busy with my Uni work and cannot afford to spare my time for anything else. The client is getting increasingly pissed off and have been chasing me by calling during lectures at evenings and even asking me if I could go over to their place over the weekend to talk about this. This is in turn pissing me off as well because they're essentially asking me to give up my education so that I could help them out by fixing bugs. I go to Uni 5 days a week, 9-6 and feel it is unreasonable for them to call me during evenings and to ask me to work over weekends etc. I would like to end my relationship with this client but would like to do it amicably without pissing them off. How can I do this? I really wish they would just find someone else but I was charging them piss-poor rates so I think they don't want to go to anyone else because they would have to pay more. EDIT The application does not seem to work perfectly on their machine. I had tested it extensively on my machine and it seemed to work fine. I am not sure what exactly is causing it to not work. I was paid a very low amount and it was on an hourly basis. e.g. I would send an invoice saying I worked on this for x amount of hours and they would pay me for it. Apart from the work itself, I have not charged them for all the time spent sending e-mails back and forth, phone calls, visits to their place etc. I would really like to end all my dealings with this client right away.

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  • Does the Ubuntu One sync work?

    - by bisi
    I have been on this for several hours now, trying to get a simple second folder to sync with my (paid) account. I cannot tell you how many times I removed all devices, removed stored passwords, killed all processes of u1, logged out and back in online...and still, the tick in the file browser (Synchronize this folder) is loading and loading and loading. Also, I have logged out, rebooted countless times. And this is after me somehow managing to get the u1 preferences to finally "connect" again. I have also checked the status of your services, and none are close to what I am experiencing. And I have checked the suggested related questions above! So please, just confirm whether it is a problem on my side, or a problem on your side. EDIT: In the mean time, here is what has changed, on top of what is mentioned just above. • My files went from 0MB to 71.9MB, and is still rising. • My first folder of 400.2MB is being filled with the data as I write this. The second folder has the folder sub-structure in place. • Both folders now show in the File Browser that it will be synchronized. I believe that right now, it is all back to normal and working fine, and I guess that's what a good night's sleep can do ;). And we're now only back to the point where synchronizing is slow, but will pick up with the release of Natty (https://wiki.ubuntu.com/UbuntuOne/FAQ/WhyIsItTakingSoLongForMyFilesToSync). But to get to the questions: My about says I use 11.04, Natty Narwhal, but I am quite sure the last distribution I installed was 10.10. Folder A is 400.2MB, and Folder B is 29.5MB I am on a DSL line, behind a regular fritz.box setting. No proxy servers in use, and I did not install any particular firewall features. No physical firewall, just the router (on which I have a TV signal as well), and 2 switches to get to this floor. Status: inactive The ubuntuone-indicator runs the same window as when I click on my name on the top-right corner and select Ubuntu one, or in the Control Center choose Ubuntu one. It wasn't supposed to go further than this was it?

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  • Identifying which pattern fits better.

    - by Daniel Grillo
    I'm developing a software to program a device. I have some commands like Reset, Read_Version, Read_memory, Write_memory, Erase_memory. Reset and Read_Version are fixed. They don't need parameters. Read_memory and Erase_memory need the same parameters that are Length and Address. Write_memory needs Lenght, Address and Data. For each command, I have the same steps in sequence, that are something like this sendCommand, waitForResponse, treatResponse. I'm having difficulty to identify which pattern should I use. Factory, Template Method, Strategy or other pattern. Edit I'll try to explain better taking in count the given comments and answers. I've already done this software and now I'm trying to refactoring it. I'm trying to use patterns, even if it is not necessary because I'm taking advantage of this little software to learn about some patterns. Despite I think that one (or more) pattern fits here and it could improve my code. When I want to read version of the software of my device, I don't have to assembly the command with parameters. It is fixed. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To read a portion of the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len and Address. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. To write a portion in the memory (maximum of 256 bytes), I have to assembly the command using the parameters Len, Address and Data. So I have to send it. After wait for response. If there is a response, treat (or parse) it and returns. I think that I could use Template Method because I have almost the same algorithm for all. But the problem is some commands are fixes, others have 2 or 3 parameters. I think that parameters should be passed on the constructor of the class. But each class will have a constructor overriding the abstract class constructor. Is this a problem for the template method? Should I use other pattern?

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  • Cannot install wine on Ubuntu natty 64bit [broken dependency]

    - by MHK
    I've just installed Ubuntu natty 64bit. Now I'm trying to install wine and no matter how I do it (Software center/synaptic/terminal), it fails. Here's what I tried on terminal: sudo apt-get update sudo apt-get install wine It shows: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: wine : Depends: wine1.3 but it is not going to be installed Depends: ia32-libs (>= 1.6) but it is not going to be installed Depends: lib32asound2 (> 1.0.14) but it is not going to be installed Depends: libc6-i386 (>= 2.6-1) but it is not going to be installed Depends: lib32nss-mdns (>= 0.10-3) but it is not going to be installed E: Broken packages Any body faced this? Is this a bug or something is broken on my end? Any hints on how to solve? Edit: I've tried with aptitude, it gives more clear message: sudo aptitude install wine Output: The following NEW packages will be installed: gnome-exe-thumbnailer{a} ia32-libs{a} icoutils{a} imagemagick{a} lib32asound2{ab} lib32bz2-1.0{a} lib32gcc1{ab} lib32ncurses5{a} lib32nss-mdns{a} lib32stdc++6{ab} lib32v4l-0{ab} lib32z1{a} libc6-i386{ab} libcdt4{a} libgraph4{a} libgvc5{a} libilmbase6{a} liblqr-1-0{a} libmagickcore3{a} libmagickcore3-extra{a} libmagickwand3{a} libnetpbm10{a} libopenexr6{a} libpathplan4{a} netpbm{a} ttf-droid{a} ttf-symbol-replacement-wine1.3{a} ttf-umefont{a} winbind{a} wine wine1.3{a} wine1.3-gecko{a} winetricks{a} 0 packages upgraded, 33 newly installed, 0 to remove and 0 not upgraded. Need to get 135 MB of archives. After unpacking 421 MB will be used. The following packages have unmet dependencies: libc6-i386: Depends: libc6 (= 2.12.1-0ubuntu16) but 2.13-0ubuntu13 is installed. lib32gcc1: Depends: gcc-4.5-base (= 4.5.2-2ubuntu3) but 4.5.2-8ubuntu4 is installed. lib32asound2: Depends: libasound2 (= 1.0.23-2.1ubuntu2) but 1.0.24.1-0ubuntu5 is installed. lib32stdc++6: Depends: gcc-4.5-base (= 4.5.2-2ubuntu3) but 4.5.2-8ubuntu4 is installed. lib32v4l-0: Depends: libv4l-0 (= 0.8.1-2) but 0.8.3-1 is installed. The following actions will resolve these dependencies: Keep the following packages at their current version: 1) ia32-libs [Not Installed] 2) lib32asound2 [Not Installed] 3) lib32bz2-1.0 [Not Installed] 4) lib32gcc1 [Not Installed] 5) lib32ncurses5 [Not Installed] 6) lib32nss-mdns [Not Installed] 7) lib32stdc++6 [Not Installed] 8) lib32v4l-0 [Not Installed] 9) lib32z1 [Not Installed] 10) libc6-i386 [Not Installed] 11) wine [Not Installed] 12) wine1.3 [Not Installed] Leave the following dependencies unresolved: 13) wine1.3-gecko recommends wine1.3 14) winetricks recommends wine1.2 | wine1.3 | cxoffice5 | cxgames5 It seems the wine package hasn't been updated in the repo. What should I do now?

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  • Looking for recommendations for a server-side newsletter program

    - by Sparky672
    Hello- I'm currently using a server-side SQL based mailing list program called Php-List on multiple sites and it works fairly well. But installation and setup is quite cumbersome, quirky and the interface is not well organized... neither is the code... with pieces all over the place in random fashion. Customizing the "look & feel" and full site integration are both tedious and painful. Upgrading the version is made more complex since multiple edits need to be manually transferred each time. Also, probably due to a poor English translation, descriptions and instructions within certain areas of the user interface are contradictory and unclear. You just have to play with it and remember what you did last time it worked. It's supposed to be so my customers can send out their own newsletters... after supplying a written tutorial, about half of them seem to stumble through it okay and the other half just hire me to do it for them. So not quite easy enough for most average people to use. I'm looking for something that's as easy for them as using a blog or discussion forum. It also must be easier to set up and integrate into a site than Php-List. I have no problem getting dirty and writing CSS or HTML by hand. Nor do I have any problem editing the program code. Perhaps what I'm looking for is a solution that is more organized, a better GUI, and template or "skin" based. Therefore, if I spend many hours customizing a skin, I can simply update the program and re-use my custom skin without having to reproduce the tedious setup over and over. (I currently maintain a list of about 25 things I must manually edit or add to multiple files in multiple directories each time I install or upgrade Php-List) A great example of what I'm looking for is very much like WordPress or phpBB. They're both easy to install and customize yet powerful and packed full of features. They're also VERY well organized making customization less painful. So enough yammering for now... anyone know of something, besides Php-List, with many of the same features as Php-List; maintaining a mailing list with a server-side database, custom sign-up pages, automatic opt-in opt-out, allowing custom HTML newsletter templates, etc? Thank-you!

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  • Ubuntu 13.XX unable to mount USB HDD. Tried everything. I/O error boot sector/file system

    - by XaviGG
    I know that there are many posts related but none of them helped me. I will jump to the last test because it is the one that should work, but it does not. An external HDD with single partition slow NTFS formatted in Windows, empty and clean. Checked for errors, it tells that not errors where found. Moving to Ubutnu 13.04... Gparted throws the first error when trying to read the disk: Input/output error It appears as unknown the content of the disk. Unable to create partition table or format it, getting the same error when trying. If I try to mount it in the terminal it tells me the same, specifying that also there is an I/O error reading the boot sector. I have this problem since I upgraded (always with fresh install) to 13.04. I thought it will be solved by the 13.10 but it has the same behavior. I tried with two different HDD (HD and SSHD) that work perfectly in Windows 7. In 13.04 at least I got a trying of mounting where the icon of the drive started showing and disappearing until finally it disappeared. But now it doesn't even try. Possible causes: -The HDD was my old main HDD, so it had WIN,RECOVERY,SYSTEM,UBU,SWAP partitions. Maybe the way or place where the partition table is defined is not the best for an external HDD but I don't know a lot in that topic. I would appreciate a lot if someone can give me a guideline to convert one of these HDD in a working external HDD. No files to recover, nothing to care about. Just format completely the disk and be able to use it for storing backups without having to move the files first to the windows partition, load windows and then copy them to the external HDD. Because I want to use a file comparator for the backups. Thanks a lot Edit 1: I found an option in Windows to convert it to a dynamic HDD that warns me that I wont be able to run O.S. after changing. I suppose that is what I need because in the current mode I cannot safely extract it. But it tells me an error that it couldn't change the mode.

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  • Dual booting windows 8/ubuntu 12.04.2, Grub doesn't appear and machine never boot in ubuntu

    - by black sensei
    i got a new ACER predator AG3620-UR308 which came with windows 8, so i wanted to run ubuntu 12.04.2 on it as a dual booting. To be honest, i've been doing dual booting for a while now so, i did the right thing. the box came with 2TB HDD. so i made 4 partitions with a raw partition just after the windows installation partition I always do manual installation so even if ubuntu didn't detect windows 8, it was ok for me. So i created swap area and finished the installation etc....Grub was install on the only drive there which is sda. After reboot, grub doesn't even come up.So it always boot in windows 8. I did repeat the installation process twice and yield same result. which is weird because this method always works for me so far.Even the laptop am using to write this post is a dual booting windows 7/ mint nadia installed the same way. Is there anything new in windows 8 that i didn't make provision for? Before starting the installation, all i read about was that , windows 8 should be installed first and ubuntu after. I went ahead and disable secure boot from the BIOS and enabled CSM (don't even know what it means) according to Acer custhelp site . I boot from USB and did fdisk -l bellow is the result: ubuntu@ubuntu:~$ sudo fdisk -l WARNING: GPT (GUID Partition Table) detected on '/dev/sda'! The util fdisk doesn't support GPT. Use GNU Parted. Disk /dev/sda: 2000.4 GB, 2000398934016 bytes 255 heads, 63 sectors/track, 243201 cylinders, total 3907029168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x8c361cb5 Device Boot Start End Blocks Id System /dev/sda1 1 3907029167 1953514583+ ee GPT Partition 1 does not start on physical sector boundary. Disk /dev/sdb: 8178 MB, 8178892800 bytes 255 heads, 63 sectors/track, 994 cylinders, total 15974400 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0006a87e Device Boot Start End Blocks Id System /dev/sdb1 * 2048 15972351 7985152 b W95 FAT32 ubuntu@ubuntu:~$ Can anybody shed some light? thank you in advance EDIT Hey, i just did another trial with 13.04 this time and still no luck. bios: secure-boot: disabled enable CSM : always 1-delete previous ubuntu partition and swap area partition.now having free space 2- used usb installer to prepare usb with ubuntu-13.04-desktop-amd64.iso 3- rebooted : liveusb didnt detect windows 8, used something else 4-created partition ext4 for / 5-created partition for swap-area 6- default grub path is /dev/sda and clicked install Acer always boots into windows.

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  • How to appear very professional on my first freelance project?

    - by iamserious
    I need some help on appearing very professional on my first freelance project. How / What should you do to achieve this? Background: I started as a full time web developer 18 months ago, two promotions later I am now a senior software engineer. I've never had any problems with designing / developing / coding a complicated system. I thought I could use some help for Christmas and I started bidding for a project and now I have one - from a very reputable lawyers association in London. I have no problem dealing with the actual implementation of the system, but I have no idea how to appear professional throughout the whole process. About the project: This lawyers association are starting a distant training courses and in addition to having a website to show off all their clients etc, they want a students area where their students would log in, download course materials allocated to them etc.. and an admin section where they assign courses to students / create new ones / upload materials etc.. Questions breakdown: 1) How should I start with the requirement gathering? Is using scrum a good idea, or should I use something like Volere Template - and what should I do with it? should I submit a copy to the client etc.. 2) How often should I meet the client? Would once a fortnight would be good? 3) What are the processes / protocols that I need to follow so that they would be satisfied with me and think that I am very professional 4) How much should I charge for the product? 5) How should I get a quote / contract / receipt for the whole project? 6) What are the steps that professional freelancers go through, during the life cycle of a project? My Research so far Looking at How much should I charge doesn't help.. I live in London, zone 1, though I have no idea how much a project of this size would cost. Help on this would be appreciated. How to be professional articles talks about the work / time management etc and not the actual process, what would real people do etc.. it's like academia theory, but not practical. If this needs revising, please let me know, do not close it because of whatever reason, I will edit the question or details to fit the needs. Thanks for reading a lengthy question.

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Still prompted for a password after adding SSH public key to a server

    - by Nathan Arthur
    I'm attempting to setup a git repository on my Dreamhost web server by following the "Setup: For the Impatient" instructions here. I'm having difficulty setting up public key access to the server. After successfully creating my public key, I ran the following command: cat ~/.ssh/[MY KEY].pub | ssh [USER]@[MACHINE] "mkdir ~/.ssh; cat >> ~/.ssh/authorized_keys" ...replacing the appropriate placeholders with the correct values. Everything seemed to go through fine. The server asked for my password, and, as far as I can tell, executed the command. There is indeed a ~/.ssh/authorized_keys file on the server. The problem: When I try to SSH into the server, it still asks for my password. My understanding is that it shouldn't be asking for my password anymore. What am I missing? EDIT: SSH -v Log: Macbook:~ michaeleckert$ ssh -v [USER]@[SERVER URL] OpenSSH_6.2p2, OSSLShim 0.9.8r 8 Dec 2011 debug1: Reading configuration data /etc/ssh_config debug1: /etc/ssh_config line 20: Applying options for * debug1: /etc/ssh_config line 53: Applying options for * debug1: Connecting to [SERVER URL] [[SERVER IP]] port 22. debug1: Connection established. debug1: identity file /Users/michaeleckert/.ssh/id_rsa type -1 debug1: identity file /Users/michaeleckert/.ssh/id_rsa-cert type -1 debug1: identity file /Users/michaeleckert/.ssh/id_dsa type -1 debug1: identity file /Users/michaeleckert/.ssh/id_dsa-cert type -1 debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_6.2 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.5p1 Debian-6+squeeze3 debug1: match: OpenSSH_5.5p1 Debian-6+squeeze3 pat OpenSSH_5* debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug1: kex: server->client aes128-ctr hmac-md5 none debug1: kex: client->server aes128-ctr hmac-md5 none debug1: SSH2_MSG_KEX_DH_GEX_REQUEST(1024<1024<8192) sent debug1: expecting SSH2_MSG_KEX_DH_GEX_GROUP debug1: SSH2_MSG_KEX_DH_GEX_INIT sent debug1: expecting SSH2_MSG_KEX_DH_GEX_REPLY debug1: Server host key: RSA [STRING OF NUMBERS AND LETTERS SEPARATED BY SEMI-COLONS] debug1: Host ‘[SERVER URL]' is known and matches the RSA host key. debug1: Found key in /Users/michaeleckert/.ssh/known_hosts:2 debug1: ssh_rsa_verify: signature correct debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug1: SSH2_MSG_NEWKEYS received debug1: Roaming not allowed by server debug1: SSH2_MSG_SERVICE_REQUEST sent debug1: SSH2_MSG_SERVICE_ACCEPT received debug1: Authentications that can continue: publickey,password debug1: Next authentication method: publickey debug1: Trying private key: /Users/michaeleckert/.ssh/id_rsa debug1: Trying private key: /Users/michaeleckert/.ssh/id_dsa debug1: Next authentication method: password [USER]@[SERVER URL]'s password: debug1: Authentication succeeded (password). Authenticated to [SERVER URL] ([[SERVER IP]]:22). debug1: channel 0: new [client-session] debug1: Requesting [email protected] debug1: Entering interactive session. debug1: Sending environment. debug1: Sending env LANG = en_US.UTF-8 Welcome to [SERVER URL] Any malicious and/or unauthorized activity is strictly forbidden. All activity may be logged by DreamHost Web Hosting. Last login: Sun Nov 3 12:04:21 2013 from [MY IP] [[SERVER NAME]]$

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  • Reasons to Use a VM For Development

    - by George Stocker
    Background: I work at a start-up company, where one team uses Virtual Machines to connect to a remote server to do their development, and another team (the team I'm on) uses local IIS/SQL Server 2005/Visual Studio installations to conduct work. Team VM is located about 1000 miles from Team Non-VM, and the servers the VMs run off of are located near Team VM (Latency, for those that are wondering, is about 50ms). A person high in the company is pushing for Team Non-VM to use virtual machines for programming, development, and testing. The latter point we agree on -- we want Virtual Machines to test configurations and various aspects of the web application in a 'clean' state. The Problem: What we don't agree on is having developers using RDP to connect to a desktop remotely that contains Visual Studio, SQL Server, and IIS to do the same development we could do locally on our laptops. I've tried the VM set-up, and besides the color issue, there is a latency issue that is rather noticeable, not to mention that since we're a start-up, a good number of employees work from home on occasion with our work laptops, and this move would cut off the laptops. They'd be turned in. Reasons to Use Remote VMs for Development (Not Testing!): Here are the stated reasons that this person wants us to use VMs: They work for TeamVM. They keep the source code "safe". If we want to work from home, we could just use our home PCs. Licenses (I don't know what the argument is, only that it's been used). Reasons not to use Remote VMs for Development: Here are the stated reasons why we don't want to use VMs: We like working from home. We get a lot done on our own time. We're not going to use our Home PCs to do work related stuff. The Latency is noticeable. Support for the VMs (if they go down, or if we need a new VM) takes a while. We don't have administrative privileges on the VM, and are unable to change settings as needed. What I'm looking for from the community is this: What reasons would you give for not using VMs for development? Keep in mind these are remote VMs -- this isn't a VM running on a local desktop. It's using the laptop (or a desktop) as a thin client for a remote VM. Also, on the other side of the coin: Is there something we're missing that makes VMs more palatable for development? Edit: I think 'safe' is used in term of corporate espionage, or more correctly if the Laptop gets stolen, the person who stole would have access to our source code. The former (as we've pointed out, is always going to be a possibility -- companies stop that with litigation, there isn't a technical solution (so far as I can see)). The latter point is ( though I don't know its usefulness in a corporate scenario) mitigated by Truecrypt'ing the entire volume.

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  • Separate Action from Assertion in Unit Tests

    - by DigitalMoss
    Setup Many years ago I took to a style of unit testing that I have come to like a lot. In short, it uses a base class to separate out the Arrangement, Action and Assertion of the test into separate method calls. You do this by defining method calls in [Setup]/[TestInitialize] that will be called before each test run. [Setup] public void Setup() { before_each(); //arrangement because(); //action } This base class usually includes the [TearDown] call as well for when you are using this setup for Integration tests. [TearDown] public void Cleanup() { after_each(); } This often breaks out into a structure where the test classes inherit from a series of Given classes that put together the setup (i.e. GivenFoo : GivenBar : WhenDoingBazz) with the Assertions being one line tests with a descriptive name of what they are covering [Test] public void ThenBuzzSouldBeTrue() { Assert.IsTrue(result.Buzz); } The Problem There are very few tests that wrap around a single action so you end up with lots of classes so recently I have taken to defining the action in a series of methods within the test class itself: [Test] public void ThenBuzzSouldBeTrue() { because_an_action_was_taken(); Assert.IsTrue(result.Buzz); } private void because_an_action_was_taken() { //perform action here } This results in several "action" methods within the test class but allows grouping of similar tests (i.e. class == WhenTestingDifferentWaysToSetBuzz) The Question Does someone else have a better way of separating out the three 'A's of testing? Readability of tests is important to me so I would prefer that, when a test fails, that the very naming structure of the tests communicate what has failed. If someone can read the Inheritance structure of the tests and have a good idea why the test might be failing then I feel it adds a lot of value to the tests (i.e. GivenClient : GivenUser : WhenModifyingUserPermissions : ThenReadAccessShouldBeTrue). I am aware of Acceptance Testing but this is more on a Unit (or series of units) level with boundary layers mocked. EDIT : My question is asking if there is an event or other method for executing a block of code before individual tests (something that could be applied to specific sets of tests without it being applied to all tests within a class like [Setup] currently does. Barring the existence of this event, which I am fairly certain doesn't exist, is there another method for accomplishing the same thing? Using [Setup] for every case presents a problem either way you go. Something like [Action("Category")] (a setup method that applied to specific tests within the class) would be nice but I can't find any way of doing this.

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  • Storing hierarchical template into a database

    - by pduersteler
    If this title is ambiguous, feel free to change it, I don't know how to put this in a one-liner. Example: Let's assume you have a html template which contains some custom tags, like <text_field />. We now create a page based on a template containing more of those custom tags. When a user wants to edit the page, he sees a text field. he can input things and save it. This looks fairly easy to set up. You either have something like a template_positions table which stores the content of those fields. Case: I now have a bit of a blockade keeping things as simple as possible. Assume you have the same tag given in your example, and additionally, <layout> and <repeat> tags. Here's an example how they should be used: <repeat> <layout name="image-left"> <image /> <text_field /> </layout> <layout name="image-right"> <text_field /> <image /> </layout> </repeat> We now have a block which can be repeated, obviously. This means: when creting/editing a page containing such a template block, I can choose between a layout image-left and image-right which then gets inserted as content element (where content for <image /> and <text_field /> gets stored). And because this is inside a <repeat>, content elements from the given layouts can be inserted multiple times. How do you store this? Simply said, this could be stored with the same setup I've wrote in the example above, I just need to add a parent_id or something similiar to maintain a hierarchy. but I think I am missing something. At least the relation between an inserted content element and the origin/insertion point is missing. And what happens when I update the template file? Do I have to give every custom tag that acts as editable part of a template an identifier that matches an identifier in the template to substitue them correctly? Or can you think of a clean solution that might be better?

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  • kubuntu: wireless manager can't find any networks

    - by timuçin
    I just installed Kubuntu 12.10 and as I knew my wireless driver would not be recognized, I installed it manually through here. I suppose I shall mention that I also had to do this. The driver worked just fine until I restarted my system. Since then I can't even start over. My wireless card is realtek 8723 The oly lead I have is this piece of log: 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> wpa_supplicant started 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0) supports 4 scan SSIDs 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0): supplicant interface state: starting -> ready 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0): device state change: unavailable -> disconnected (reason 'supplicant-available') [20 30 42] 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <warn> Trying to remove a non-existant call id. 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0): supplicant interface state: ready -> inactive 11/14/12 07:35:21 AM timucin-W150ER NetworkManager[989] <info> (wlan0) supports 4 scan SSIDs I feel really bad that I have been trying so many things and even while I am trying them I get a problem at every step. I am really frustrated. You can the time in the logs, I didn't get up early. Just needed to share my feelings. Even the ethernet cable I have use is short for God's sake, I have had to sit at this massively uncomfortable posture for hours. edit: I discovered something interesting. When I boot my windows I see that my wireless manager says "disconnected" now. However when I start ubuntu after windows and modprobe rtl8723e wireless works just fine. Then again, when I restart ubuntu I am back where I have started. So now I have to start windows, restart my machine and do the modprobe thing to see wireless networks.

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  • Java 2D Tile Collision

    - by opiop65
    I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array: for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; if(map[x][y] == AIR) { air.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 6; y < 16; y++) { map[x][y] = GRASS; if(map[x][y] == GRASS) { grass.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 16; y++) { map[x][y] = STONE; if(map[x][y] == STONE) { stone.draw(x * tilesize, y * tilesize); } } } I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles? Edit: My player moves like this: if(input.isKeyDown(Input.KEY_W)) { shiftY -= delta * speed; idY = (int) shiftY; if(shift == true) { shiftY -= delta * runspeed; } if(isColliding == true) { shiftY += delta * speed; } } if(input.isKeyDown(Input.KEY_S)) { shiftY += delta * speed; idY = (int) shiftY; if(shift == true) { shiftY += delta * runspeed; } if(isColliding == true) { shiftY -= delta * speed; } } if (input.isKeyDown(Input.KEY_A)) { steve = left; shiftX -= delta * speed; idX = (int) shiftX; if(shift == true) { shiftX -= delta * runspeed; } if(isColliding == true) { shiftX += delta * speed; } } if (input.isKeyDown(Input.KEY_D)) { steve = right; shiftX += delta * speed; idX = (int) shiftX; if(shift == true) { shiftX += delta * runspeed; } if(isColliding == true) { shiftX -= delta * speed; } } (I have tried my own collision code, but its horrible. Doesn't work in the slightest)

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