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  • converting 2d grid of squares to polygon nav mesh

    - by Roflha
    I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a 2D matrix of squares, all of the same size, some traversable and some not. How would I go about creating a navigation mesh of polygons from this grid. Is there any reading I can look at until I get a chance to get to my computer or should I just give it a go. My idea was to take the non-traversable squares out and extend lines from there edges to make polygons.. that's all I have got so far. Any advice?

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  • How to troubleshoot slow powerconnect 62xx management interface

    - by Hannes
    Our Dell Powerconnect 62xx switches have a very high packetloss on the management interface. I presume this is caused by a new appliance which uses multicast for communication but I am not sure. Our network setup is following: servers a - Dell PC6248 | servers b - Dell PC6248 |- juniper core router servers c - Dell PC6248 | What we see is that the multicast traffic arrives at all servers (but only the servers b use the multicast) and I fear that this multicast traffic floods the switch management interface. The switches' management interfaces are reachable via vlan101, all other traffic is sent over other vlans. When I tcpdump on one of the 2 servers with a vlan 101 ip address, I only get a few arp requests but almost nothing. When I try to ping between these 2 servers, it works like a charm. I would like to know what a good way is to troubleshoot this problem and maybe help me understand what is going wrong on that subnet.

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  • On dual-boot iMac, after fixing "EFI Boot" issue, will booting Windows cause the same issue again?

    - by Shane
    On my dual-boot iMac, after fixing the well-known "EFI Boot" issue, will booting Windows cause the same issue again? I'm hesitant to try booting Windows until I hear from others. Details: It all started when I had been working in Windows and then re-booted into Mac OSX Snow Leopard. Any attempt to boot into OSX would result in two giveaway symptoms: 1) The MAC HD was re-named "EFI Boot", and 2) a gray progress bar stopped at 10% and the spinning wheel kept spinning - no joy. Many articles on Mac Forums describe the same thing, including the fix, which is to erasing the damaged partition and either: a) re-install the OS from DVD, or b) perform a Time Machine RESTORE (which I did). Is there anything I can do to keep enjoying the benefits of a dual-boot iMac without fear of a repeat problem and associated 2-hour restore from Time Machine?

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • Confusion on HLSL Samplers. Can I Set Samplers Inside Functions?

    - by Kyle Connors
    I'm trying to create a system where I can instance a quad to the screen, however I've run into a problem. Like I said, I'm trying to instance the quad, so I'm trying to use the same geometry several times, and I'm trying to do it in one draw call. The issue is, I want some quads to use different textures, but I can't figure out how to get the data into a sampler so I can use it in the pixel shader. I figured that since we can simply pass in the 4 bytes of our IDirect3DTexture9* to set the global texture, I can do so when passing in my dynamic buffer. (Which also stores each objects world matrix and UV data) Now that I'm sending the data, I can't figure how to get it into the sampler, and I really want to assume that it's simply not possible. Is there any way I could achieve this?

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  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

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  • Installing 13.04 on an EFI partition - Share with Windows 8?

    - by mengelkoch
    Information I've found here suggests that for my system, I need to install 13.04 into an EFI-type partition, since it needs to boot as UEFI. I also understand it is advisable to have only ONE EFI partition on the disk; I've read here that it is OK for Ubuntu and Windows to share the same partition (please confirm). When I try to install into the existing EFI drive, I get the message "No root file system is defined. Please correct from partitioning menu." Do I change the EFI boot partition to another type? Doesn't that defeat the purpose? If I change it to Ext4 Journaling File System, I am given the opportunity to define the '/' Mount point. I haven't proceeded beyond this point for fear I am going to destroy Windows 8 by altering this partition. BTW, I created three partitions in Windows before installing, per the helpful response to my previous question. But if I try to install into the partition I created for Ubuntu, I get the "No root file system..." error again.

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  • How should I describe the process of learning someone else's code? (In an invoicing situation.)

    - by MattyG
    I have a contract to upgrade some in-house software for a large company. The company has requested multiple feature additions and a few bug fixes. This is my first freelance style job. First, I needed to become familiar with how the application worked - I learnt it as if I was a user. Next, I had to learn how the software worked. I started with broad concepts, and then narrowed down into necessary detail before working on each bug fix and feature. At least at the start of the project, it took me a lot longer to learn the existing code than it did to write the additional features. How can I describe the process of learning the existing code on the invoice? (This part of the company usually does things in-house, so doesn't have much experience dealing with software contractors like me, and I fear they may not understand the overhead of learning someone else's code). I don't want to just tack the learning time onto the actual feature upgrade, because in some cases this would make a 'simple task' look like it took me way too long. I want break the invoice into relevant steps, and communicate that I'm charging for the large overhead of learning someone else's code before being able to add my own to it. Is there a standard way of describing this sort of activity when billing for a job?

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  • What kind of physics to choose for our arcade 3D MMO?

    - by Nick
    We're creating an action MMO using Three.js (WebGL) with an arcadish feel, and implementing physics for it has been a pain in the butt. Our game has a terrain where the character will walk on, and in the future 3D objects (a house, a tree, etc) that will have collisions. In terms of complexity, the physics engine should be like World of Warcraft. We don't need friction, bouncing behaviour or anything more complex like joints, etc. Just gravity. I have managed to implement terrain physics so far by casting a ray downwards, but it does not take into account possible 3D objects. Note that these 3D objects need to have convex collisions, so our artists create a 3D house and the player can walk inside but can't walk through the walls. How do I implement proper collision detection with 3D objects like in World of Warcraft? Do I need an advanced physics engine? I read about Physijs which looks cool, but I fear that it may be overkill to implement that for our game. Also, how does WoW do it? Do they have a separate raycasting system for the terrain? Or do they treat the terrain like any other convex mesh? A screenshot of our game so far:

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  • Is a "model" branch a common practice?

    - by dukeofgaming
    I just thought it could be a good thing to have a dedicated version control branch for all database schema changes and I wanted to know if anyone else is doing the same and what have the results been. Say that you are working with: Schema model/documentation (some file where you model the database visually to generate the schema source, say MySQL Workbench, with a .mwb file, which is binary) Schema source (a .sql file) Schema-based code generation The normal way we were working was with feature branches, so we would do changes to the model files (the database specific ones), and then have to regenerate points 2 and 3, dealing with the possible conflicts (or even code rewriting). Now say that your workflow goes the same way as the previous item numbering. With a model branch you wouldn't have to reconcile the schema model with binaries in other feature branches, or have to regenerate schema source and regenerate code (which might have human code on top of it). It makes so much sense to me it feels weird not having seen this earlier as a common practice. Edit: I'm counting on branch merges to be the assertions for the model matching the code. I use a DVCS, so I don't fear long-lived branches or scary-looking merges. I'm also doing feature branching.

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  • Detecting tile with height in isometric game

    - by Carlos Navarro
    I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my 2D-matrix (which represent the tiles) so that I know where in the screen (x,y) should I place the isometric tile. Then, when the user clicks somewhere in the screen, I take that values and pass them through a function (kind of f^-1) to get which tile it belongs to. This works perfectly. My problem is: imagine that I want some tiles to have a different height from others. In order to draw the tile itself its pretty simple, since the z-coordinate has no transformation in the isometric approach used in games (z'=z). BUT what if I want to calculate the tile coordinate (defined by X-tile and Y-tile) from the touch coordinates (x,y)? Any guess?

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • Android opengles 2.0 :different resolutions rendering and input

    - by kkan
    I'm currently developing a sprite based 2D game for android using opengles 2.0. I've got some basic rendering done that mimics the spritebatch functionality of xna (draw sprite, rotation, color). But all of this works for a fixed projection matrix, but android has a lot of screen sizes. Q1)Would this be an okay method to scale up/down the drawing? 1)Draw the whole screen to a texture. 2)Draw the above texture as a quad to the device. I found the above through some searching, not sure if it's the best one, are there any alternatives? Q2)How do you handle inputs for different resolutions? I currently get the position of a touch and use it raw. Would it be okay to get the position, and then scale the position to size of the texture used for rendering, and the perform calculations on it? Thanks.

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  • Is browser and bot whitelisting a practical approach?

    - by Sn3akyP3t3
    With blacklisting it takes plenty of time to monitor events to uncover undesirable behavior and then taking corrective action. I would like to avoid that daily drudgery if possible. I'm thinking whitelisting would be the answer, but I'm unsure if that is a wise approach due to the nature of deny all, allow only a few. Eventually someone out there will be blocked unintentionally is my fear. Even so, whitelisting would also block plenty of undesired traffic to pay per use items such as the Google Custom Search API as well as preserve bandwidth and my sanity. I'm not running Apache, but the idea would be the same I'm assuming. I would essentially be depending on the User Agent identifier to determine who is allowed to visit. I've tried to take into account for accessibility because some web browsers are more geared for those with disabilities although I'm not aware of any specific ones at the moment. The need to not depend on whitelisting alone to keep the site away from harm is fully understood. Other means to protect the site still need to be in place. I intend to have a honeypot, checkbox CAPTCHA, use of OWASP ESAPI, and blacklisting previous known bad IP addresses.

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  • Using VirtualBox to test drive Windows Blue

    - by Fat Bloke
    Oracle VM VirtualBox is great for trying out the latest and greatest technologies and platforms. So when Microsoft recently announced the Developer Preview for Windows Server 2012 R2 and Windows 8.1,  it was with eager anticipation that FatBloke ran to the TechNet Evaluation Center to download the isos. Once downloaded,  a new VM in VirtualBox Manager was created that used Windows 2012 (64-bit) OS type and all the defaults were selected. And on starting the VM, and pointing to the iso file to install from, the excitement rose as we saw a cool new splashscreen image: But suddenly our hopes are dashed.... It would seem that this platform requires an instruction (CMPXCHG16B) that VirtualBox doesn't offer "out-of-the-box".  Fear not, for the VirtualBox team knew that this day would finally arrive and have prepared an "in case of emergency" switch as follows: Power off the vm; At the command line type:  VBoxManage setextradata [vmname] VBoxInternal/CPUM/CMPXCHG16B 1 Start the VM and install Windows Server 2012 R2 This will be enabled by default in a future release, but geeks can't wait, hence this blog. Enjoy! -FB 

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  • System in low graphics, deleted linux, grub rescue, can't access windows

    - by First timer
    So I'm pretty new to Ubuntu but I managed to install it with no big problems on both my desktop and netbook. When I installed it on my brother's netbook everything went horribly wrong and now I fear the system is close to beyond repair. The problem was first that it said it did not have any space left (seemed ridiculous since it had a lot). Then Ubuntu began booting into a "System is running in low graphics mode error" which I then tried to fix, using all the tips I could find in here but nothing helped. I think the graphics error and lack of space might have been related but I can't be sure. Finally I gave up repairing Ubuntu and went for a reinstall. Shouldn't have done that! I read that I should simply open Ubuntu through a live usb and choose GParted to delete the Linux partitions so I did and rebooted accordingly. Next, I was to install Ubuntu but now I am only given the option to wipe the whole disk for Ubuntu, not install along with windows 7. If I access GParted I can still see the ntfs partitions that hold windows 7 (there are 2: one labeled RECOVERY and another labeled OS and boot) so why can't I access them? Btw. the OS and boot has a little red mark with a warning that 1 cluster is referenced to multiple times, don't know what that means. If I boot without the live usb I am sent directly into a grub rescue "black screen of the computer will follow no orders". Please, I know that the easiest might be to simply wipe the whole thing clean but there are important files and programs on windows 7. Is there a way to just access windows? It is a dell inspiron 1018 mini netbook, so I have no cd input and no windows 7 installation cd.

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  • How can I make a Prism webapp look like Firefox to a website? (user agent spoofing)

    - by Alex Aaron Goven
    I thought it would be cool to use Mozilla's Prism to create a webapp for min.us, but drag and drop is disallowed because the site doesn't see the program as Firefox, Chrome or Safari, those of which are apparently the only browsers allowed to do drag and drop for fear that something will be horribly broken. I'm pretty sure Prism runs on the same engine as Firefox, yet I wouldn't doubt it if Prism is running on an older version since it's kind of a forgotten beta. Anyways, like the title says, I want to be able to make Prism webapps appear look like Firefox to websites to unlock awesome features. Also, if it can only be done with Fluid, then I answers regarding that will be fine. I'm not sure what engine it's running though.

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  • Best practices on separating Update and Draw on game loop

    - by Galvanize
    I've been working on my first HTML5 prototype and I found a good model that uses the regular Update and Draw loop we see in game dev. My question is, where does one end and the other begins? The question popped when I wanted to rotate and draw an Image, and I kept wondering if the work of changing the tranformation matrix (that I presume would be a bit expensive since it works on the whole pixel array of an image) and calculating the right position do draw it would characterize drawing work, or maybe not, since after that I may need to check for collision or something similar. Thinkig of it, seems like a silly question, but I would like some advice from more experienced developers. Where does does update ends and draw starts? Thanks in advance.

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  • SpriteBatch.Begin() making my model not render correctly

    - by manning18
    I was trying to output some debug information using DrawString when I noticed my model suddenly was being rendered like it was inside-out (like the culling had been disabled or something) and the texture maps weren't applied I commented out the DrawString method until I only had SpriteBatch.Begin() and .End() and that was enough to cause the model rendering corruption - when I commented those calls out the model rendered correctly What could this be a symptom of? I've stripped it down to the barest of code to isolate the problem and this is what I noticed. Draw code below (as stripped down as possible) GraphicsDevice.Clear(Color.LightGray); foreach (ModelMesh mesh in TIEAdvanced.Meshes) { foreach (Effect effect in mesh.Effects) { if (effect is BasicEffect) ((BasicEffect)effect).EnableDefaultLighting(); effect.CurrentTechnique.Passes[0].Apply(); } } spriteBatch.Begin(); spriteBatch.DrawString(spriteFont, "Camera Position: " + cameraPosition.ToString(), new Vector2(10, 10), Color.Blue); spriteBatch.End(); GraphicsDevice.DepthStencilState = DepthStencilState.Default; TIEAdvanced.Draw(Matrix.CreateScale(0.025f), viewMatrix, projectionMatrix);

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  • Rotate object Up/Down/Left/Right in any orientation

    - by George Duckett
    I'm rendering model at the origin with a fixed camera looking at it positioned on the z axis. I want to be able to rotate the model up/down and left/right. Currently I have 2 variables, HorizontalRotation and VerticalRotation. When calculating the world matrix I rotate about the Y axis by HorizontalRotation and about the X axis by VerticalRotation. The ..Rotation variables are controlled by pressing up/down/left/right arrow keys. The problem I'm having is that the rotations are happening relative to the object. Lets say it's a model of the world. Pressing Up a bit would let me look at the north pole. Currently when i press right the earth spins infront of the camera on its axis; I'm still looking at the north pole. How can i get it so that no matter what rotations are currently applied i can always rotate my model relative to the camera/world axis?

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  • In the Aggregate: How Will We Maintain Legacy Systems? [closed]

    - by Jim G.
    NEW YORK - With a blast that made skyscrapers tremble, an 83-year-old steam pipe sent a powerful message that the miles of tubes, wires and iron beneath New York and other U.S. cities are getting older and could become dangerously unstable. July 2007 Story About a Burst Steam Pipe in Manhattan We've heard about software rot and technical debt. And we've heard from the likes of: "Uncle Bob" Martin - Who warned us about "the consequences of making a mess". Michael C. Feathers - Who gave us guidance for 'Working Effectively With Legacy Code'. So certainly the software engineering community is aware of these issues. But I feel like our aggregate society does not appreciate how these issues can plague working systems and applications. As Steve McConnell notes: ...Unlike financial debt, technical debt is much less visible, and so people have an easier time ignoring it. If this is true, and I believe that it is, then I fear that governments and businesses may defer regular maintenance and fortification against hackers until it is too late. [Much like NYC and the steam pipes.] My Question: Is there a way that we can avoid the software equivalent of NYC and the steam pipes?

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  • Does Windows Move command delete the file only on successful completion?

    - by IronicMuffin
    This may be a stupid question, but I'm erring on the side of caution here. If I'm using Windows command line/batch files to Move a file from one server to another and we have a network failure, what will happen to the original file? I would assume it remains untouched until fully moved, and then deleted, but I need to be sure. My fear is that it deletes bytes as they are moved, which would be bad. If that isn't the case, is there a better way than Copying the file and Deleting after the copy completes? Thanks for your help. EDIT: I suppose super user would have been better. This is part of a job kicked off by code, so my first thought was to come here.

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  • Resource Acquisition is Initialization in C#

    - by codeWithoutFear
    Resource Acquisition Is Initialization (RAII) is a pattern I grew to love when working in C++.  It is perfectly suited for resource management such as matching all those pesky new's and delete's.  One of my goals was to limit the explicit deallocation statements I had to write.  Often these statements became victims of run-time control flow changes (i.e. exceptions, unhappy path) or development-time code refactoring. The beauty of RAII is realized by tying your resource creation (acquisition) to the construction (initialization) of a class instance.  Then bind the resource deallocation to the destruction of that instance.  That is well and good in a language with strong destructor semantics like C++, but languages like C# that run on garbage-collecting runtimes don't provide the same instance lifetime guarantees. Here is a class and sample that combines a few features of C# to provide an RAII-like solution: using System; namespace RAII { public class DisposableDelegate : IDisposable { private Action dispose; public DisposableDelegate(Action dispose) { if (dispose == null) { throw new ArgumentNullException("dispose"); } this.dispose = dispose; } public void Dispose() { if (this.dispose != null) { Action d = this.dispose; this.dispose = null; d(); } } } class Program { static void Main(string[] args) { Console.Out.WriteLine("Some resource allocated here."); using (new DisposableDelegate(() => Console.Out.WriteLine("Resource deallocated here."))) { Console.Out.WriteLine("Resource used here."); throw new InvalidOperationException("Test for resource leaks."); } } } } The output of this program is: Some resource allocated here. Resource used here. Unhandled Exception: System.InvalidOperationException: Test for resource leaks. at RAII.Program.Main(String[] args) in c:\Dev\RAII\RAII\Program.cs:line 40 Resource deallocated here. Code without fear! --Don

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  • What would you use to keep track of all the random information about your LAN/Enviroment?

    - by agnul
    Say you work in your average anarchy... no appointed IT guy, no Office-Manager whatsoever, just developers working in free-for-all mode and a couple of non technical people around for admin (non IT) stuff. What would you use to keep track of Hardware / Software inventory Backups of OS images, Drivers, and all that LAN configuration information Passwords for all the systems Currently I'm thinking of having some sort of wiki + web server on our only ''server-class'' machine, but then I fear I'd be the only one who would go through the hassle of adding information in the wiki... So, have you been through that? What would you suggest?

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  • Should CV contain cases where certain party fools me and not pay salary? Is it "holiday" time or not?

    - by otto
    Suppose I am fooled to work in a start-up or a company that has been a very small over a long time, let say 10 years. I work them 3 months and I really enjoy the work -- I learn a lot of new skills such as Haskell, MapReduce, CouchDB and many other little things. Now the firm did not pay any salary: A) I may be unskilled, B) I did not meet some deadline (I don't know because I am not allowed to speak to the boss but I know that I am not getting any payment) or C) I was fooled. Some detail about C I heard that the firm have had similar cases from my friend, "The guy X was there and he said he does not trust the firm at all so he went to other firm". I don't know what the term "trust" mean here, anyway the firm consists of ignorant drop-outs that hires academic people, a bit irony. They hire people from student-organizations and let them work and promise ok -compensation but -- when you start working the co-employer starts all kind of instructions "Do not work so hard, do not work so long, do not work so much" -- it is like he is making sure you do not feel sad when he does not pay any salary (co-employer is an owner in the firm). Anyway, I learnt a ton in the company but it was very inefficient working. I worked only alone, not really working in a "company". Now should by resume contain references to the firm and the guy who did not pay me anything? Or should my resume read that I worked in XYZ -technologies -- but 1 year's NDA -- what can write here? Now I fear that if I put the firm to my resume: they will lie about my input to my next employer. I feel they are very dishonest. On the other hand, I want to make it sure that I have worked over the time. So: Should my CV contain the not-so-good or even awful employers that may be fooling people to work there? I am pretty sure everyone knows the firm and its habbits, circles are small but people are afraid to speak.

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