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  • Find a process by name and kill it

    - by Fabiano PS
    So, I want to send a kill to a process, I know it's name ps -ef | grep '_rails master' root 2388 1 0 19:46 ? 00:00:04 unicorn_rails master -c /web/hero/config/unicorn.rb -E production -D root 2582 2172 0 20:28 pts/0 00:00:00 grep --color=auto _rails master It is unicorn_rails master [..] how do I kill it? I tried so far: sed and expr. But cant pass it as param to kill

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  • Sync Android with iTunes

    - by John Oxley
    I have just bought a shiny new HTC Hero. Is there any way to get it to sync with iTunes. In particular I'm looking at Podcast management. Same question targeted at the Zune http://superuser.com/questions/47136/sync-android-with-zune Update I am running windows, but I feel that Mac users would appreciate this too.

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  • Ask How-To Geek: Learning the Office Ribbon, Booting to USB with an Old BIOS, and Snapping Windows

    - by Jason Fitzpatrick
    You’ve got questions and we’ve got answers. Today we highlight how to master the new Office interface, USB boot a computer with outdated BIOS, and snap windows to preset locations. Learning the New Office Ribbon Dear How-To Geek, I feel silly asking this (in light of how long the new Office interface has been out) but my company finally got around to upgrading from Windows XP and Office 2000 so the new interface it totally new to me. Can you recommend any resources for quickly learning the Office ribbon and the new changes? I feel completely lost after two decades of the old Office interface. Help! Sincerely, Where the Hell is Everything? Dear Where the Hell, We think most people were with you at some point in the last few years. “Where the hell is…” could possibly be the slogan for the new ribbon interface. You could browse through some of the dry tutorials online or even get a weighty book on the topic but the best way to learn something new is to get hands on. Ribbon Hero turns learning the new Office features and ribbon layout into a game. It’s no vigorous round of Team Fortress mind you, but it’s significantly more fun than reading a training document. Check out how to install and configure Ribbon Hero here. You’ll be teaching your coworkers new tricks in no time. Boot via USB with an Old BIOS Dear How-To Geek, I’m trying to repurpose some old computers by updating them with lightweight Linux distros but the BIOS on most of the machines is ancient and creaky. How ancient? It doesn’t even support booting from a USB device! I have a large flash drive that I’ve turned into a master installation tool for jobs like this but I can’t use it. The computers in question have USB ports; they just aren’t recognized during the boot process. What can I do? USB Bootin’ in Boise Dear USB Bootin’, It’s great you’re working to breathe life into old hardware! You’ve run into one of the limitations of older BIOSes, USB was around but nobody was thinking about booting off of it. Fortunately if you have a computer old enough to have that kind of BIOS it’s likely to also has a floppy drive or a CDROM drive. While you could make a bootable CDROM for your application we understand that you want to keep using the master USB installer you’ve made. In light of that we recommend PLoP Boot Manager. Think of it like a boot manager for your boot manager. Using it you can create a bootable floppy or CDROM that will enable USB booting of your master USB drive. Make a CD and a floppy version and you’ll have everything in your toolkit you need for future computer refurbishing projects. Read up on creating bootable media with PLoP Boot Manager here. Snapping Windows to Preset Coordinates Dear How-To Geek, Once upon a time I had a company laptop that came with a little utility that snapped windows to preset areas of the screen. This was long before the snap-to-side features in Windows 7. You could essentially configure your screen into a grid pattern of your choosing and then windows would neatly snap into those grids. I have no idea what it was called or if was anymore than a gimmick from the computer manufacturer, but I’d really like to have it on my new computer! Bend and Snap in San Francisco, Dear Bend and Snap, If we had to guess, we’d guess your company must have had a set of laptops from Acer as the program you’re describing sounds exactly like Acer GridVista. Fortunately for you the application was extremely popular and Acer released it independently of their hardware. If, by chance, you’ve since upgraded to a multiple monitor setup the app even supports multiple monitors—many of the configurations are handy for arranging IM windows and other auxiliary communication tools. Check out our guide to installing and configuring Acer GridVista here for more information. Have a question you want to put before the How-To Geek staff? Shoot us an email at [email protected] and then keep an eye out for a solution in the Ask How-To Geek column. Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Download the New Year in Japan Windows 7 Theme from Microsoft Once More Unto the Breach – Facebook Apps Can Now Access Your Address and Phone Number Dial Zero Speeds You Through Annoying Customer Service Menus Complete Dropquest 2011 and Receive Free Dropbox Storage Desktop Computer versus Laptop Wallpaper The Kids Have No Idea What Old Tech Is [Video]

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  • Music Rhythm Game: Copyright Music Question for Independent (Indie) Game Developers

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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  • The Fantastic 4 Meets the Moleman, Parts 1 and 2 [Classic Radio Show from 1975]

    - by Asian Angel
    Are you ready for a Marvel super hero blast from the past? Then sit back and get ready to enjoy twenty-two minutes of classic radio show goodness from 1975 as the Fantastic 4 meets the Moleman! Special Note: Bill Murray plays the part of the Human Torch in this two part episode. You can enjoy more of these classic Fantastic 4 radio episodes by visiting the videos search query page linked below: Fantastic 4 Radio Shows – MrWaltherppk1 [YouTube] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • Multiple Sprites using foreach Collison Detection in XNA (C#)

    - by Bradley Kreuger
    Back again from my last question. Now I was curious I use a foreach statement to use the same shot class. How would I go about doing collison detection. I used the tutorial here on how to shoot a fireball http://www.xnadevelopment.com/tutorials.shtml. I tried to put in several places a foreach to look at all of them to see if they have reached the borders of my sprite hero but doesn't seem to do anything. If again some one might know of a good site that has tutorials to explain collision detection a little bit better that would be appriecated.

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  • Game Formula/Mechanic

    - by Georgiadis Abraam
    i am trying to design a game for a project i have, The main idea is a 3 Type of Heroes 3 Stat per Hero There are no levels involved so the differences must be located on Stats. Flogic)The logic of fight is that type1hero has good chances winning type2hero, type2hero has good chances type3hero and type3hero has good chances winning type1hero. For over a week i am trying to find a stats based formula that will allow me to fix this but i cant, i was meddling with numbers yesterday and it was decent but i cant extract the formula out of it. Could you plz guide me or give me hints on how should i start creating formulas on a Non lvl game that fulfills the fLogic?

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  • Algorithm for waypoint path following?

    - by Thierry Savard Saucier
    I have a worldmap, with different cities on it. The player can choose a city from a menu, or click on an available cities on the world map, and the toon should walk over there. I want him to follow a predefined path. Lets say our hero is on the city 1. He clicks on city 4. I want him to follow the path to city 2 and from there to city 4. I was handling this easily with arrow movement (left right top bottom) since its a single check. Now I'm not sure how I should do this. Should I loop threw each possible path and check which one leads me to D the fastest ... and if I do how do I avoid running in circle forever with cities 1-5-2 ?

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  • Desktop Fun: Heroes of DC Comics Wallpaper Collection

    - by Asian Angel
    DC Comics has a great line-up of super hero characters and we have gathered together some of DC’s finest for you in today’s collection. Give your desktop super powers with our Heroes of DC Comics Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. How to Make and Install an Electric Outlet in a Cabinet or DeskHow To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)

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  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

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  • Music Rhythm Game Difficulty Question

    - by David Dimalanta
    I have curious question about music rhythm based genre while I'm making a code for the game. Is it really better if I set a random pattern encountered on every music played or there is a specific pattern depending on the music and the difficulty? I have observed the Guitar Hero 3 game for the game console where the difficulty is set on the number of strings used and possible number of combo (e.g. two-string combo). Compared to the Tap Tap Revenge for the Android and iPhone, the difficulty based on the number of BPM (Beat per Minute), meaning, number of targets spawn and must be hit.

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  • Constrained/penalized distance function

    - by sigma.z.1980
    Assume a character is located on a n by n grid and has to reach a certain entry on that grid. Its current position is (x1,y1). Also on the same grid is an enemy with coordinates (x2,y2). Each step algorithm randomly generates new candidate locations for the hero (if there are k candidates then there is a kx2 matrix of new potential locations. What I need is some distance objective function to compare the candidates. I'm currently using d1 - c * d2, where d1 is distance to the objective (measure in terms of number of pixels for each axis), d2 is distance to the enemy and c is some coefficient (this is very much like a set-up for Lagrangian). It's not working very well though. I'd be quite keen to learn how what constrained distance function are used for similar cases. Any suggestions are very much appreciated.

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  • Dev Lop

    - by Jason Franks
    Back in the early 90s, before I was a professional geek--much less a geek with a blog--I saw this old chop socky movie. I don't remember what it was called, or who was in it... all I remember is that, in one scene, the venerable sensei tells the hero: "You must develop your nunchaku technique." This became a bit fo a catchphrase amongst my high school mates. Well folks, I am developing my technuique. This blog has been renamed and the old posts removed--I could go into my reasons for this, but that would defeat the point of the exercise. Sorry if you liked 'em. It has been a good couple of years since I wrote anything here, so I doubt that I am putting out any regular readers. Will I be posting here more often, now that I've renamed and rethemed the place? I don't know. In the meantime, check it out: Bruce Lee playign ping pong with nunchaku. --JF

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  • Cocos2d Tiled Dynamic Object Layer

    - by Rodrigo Camargo
    I'm trying to develop a cocos2d tiled based game using a sort of 'dynamic' object layer. What I want to do is after the tiled map is loaded, the user can drag something into the map and that will become an event when the 'hero' pass over it. I know how to build an object layer in tiled but it seems that is for fixed positions and what I want is a dynamic action position based on what the user can select. For instance, the user can drag a rock into a tile and when the character hit that rock he may die, or something. I'm a little lost about how to make it work. Do you have any idea of what should I use or what should I look for? Thanks in advance!

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  • Design patterns for effects between actors and technology

    - by changelog
    I'm working on my first game, and taking the opportunity to brush up my C++ (I want to make as much of it as portable as I can.) Whilst working on the technology tree and how it affects actors (spaceships, planets, crew, buildings, etc) I can't find a pattern that decouples these entities enough to feel like a clean approach. Just as an idea, here's the type of effects these actors can have on one another (and techs too) An engineer inside a spaceship boosts its shield A hero in a spaceship in a fleet increases morale A technology improves spaceships' travel distance A building in a planet improves its production The best I can come up with is the Observer pattern, and basically manage it more or less manually (when a crew member enters a spaceship, fire the event; when a new building is built in a planet, fire the event, etc etc.) but it seems to be too tightly coupled to me. I would love to get some ideas about how to approach this better.

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  • New Video: How Innovation Happens Today

    - by Kerrie Jordan
    How do you make innovation happen at your organization? If whiteboards, spreadsheets, point solutions or complicated systems are involved, you'll want to watch this new video!  See how Oracle Innovation Management can make it easier to know which ideas to pursue.  Remove guesswork and turn innovation into a structured, consistent and effective business process.  Become an innovation hero!  Watch in HD for supreme viewing experience, and learn how you can build your innovation discipline into a scaleable, repeatable, and strategic business process.

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  • Formula for three competing heroes, each has one they can beat and one they're beaten by

    - by Georgiadis Abraam
    I am trying to design a game for a project I have, The main idea is: 3 Types of heroes 3 Stats per hero There are no levels involved so the differences must be located on stats. Fight logic - The logic of fight is that type1hero has good chances winning type2hero, type2hero has good chances type3hero and type3hero has good chances winning type1hero. For over a week I am trying to find a stats based formula that will allow me to fix this but I can't, I was meddling with numbers yesterday and it was decent but I can't extract the formula out of it. Could you please guide me or give me hints on how should I start creating formulas on a Non lvl game that fulfills the fight logic?

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  • DOT implementation

    - by Denis Ermolin
    I have some DOT(damage over time) implementation problems. My game runs on 30 FPS speed. Current implementation is: let's say hero cast spell which make 1 damage per second. So on every frame i do (pseudo code): damage_done = getRandomDamage() * delta_time; I accumulate damage and when it becomes more then 0 then subtract rounded damage from current health and so on. With 30 FPS and 1 DPS it will be 1/33 = 0.05... We know that floats a not precise enough to sum 30 circulating decimals and have exact 1 in the end. But HP is discrete value and that's why 1 DPS will not have 1 damage after 1 second because value will be 0.9999..... It's not so big deal when you have 100000 DPS - +/- 1 damage will not be noticeable. But if i have 1, 5 DPS? How modern RPG's implemented DOT's?

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  • Box2D platformer movement. Should i mess with velocity?

    - by Romeo
    I have a platformer game in which I implemented the movement using a wheel attached to the hero. For jumping I use this: player.body.applyLinearImpulse(new Vec2(0, 30000000), player.body.getPosition()); The problem is that the xVelocity doesn't remain the same during the jump so it isn't looking natural. Is there any way to modify only the x velocity of the body so that before jumping I store it in a variable and after jumping I apply it to the body? I hope you understand what I am trying to say.

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  • SQLAuthority News Interview with SQL Server MVP Madhivanan A Real ProblemSolver

    Madhivanan (SQL Server MVP) is a real community hero. He is known for his two skills – 1) Help Community and 2) Help Community. I have met him many times and every time I feel if anybody in online world needs help Madhinvanan does his best to reach them out and solve problem. His name [...]...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • game is playing but broken graphics

    - by mewanttux
    I installed Steam on Lubuntu and wanted to play dota2 (it has source engine) and it sayed i need a 3dts driver or something but i installed it alredy. I can start dota now, but when i start a game it is not... displaying correctly. For example when i pick a hero the 3d modell is covered in some kind of a lasershow and the map...... i looked around a bit think it is because of the drivers and i should have mesa 9. Steam can show the system specs and it says that i have nouveau Gallium 0.4 on NVAA as driver and 3.0 Mesa 10.0.0-devel (git-1100093 saucy-oibaf-ppa) as driverversion and OpenGL 3.0 i am a noob on linux and need step by step guides please

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  • Handling hitboxes

    - by TheBroodian
    So I have an issue that I'm laughing at myself about, because it really seems like it should be something that I should be able to figure out pretty quickly. I am designing a 2D action platformer; I have a playable character, and a dummy 'punching bag' character for testing purposes that I've created. I've just gotten enough of both of them done that I can start prototyping and testing them in runtime. Then I realized- neither of them have references of each other (intentionally so), so how do I check for hitboxes stored within my playable character from my dummy character? Long story short, how do I make my dummy know when he's been punched by my hero?

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