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  • Ogre Specific libraries

    - by Molmasepic
    i have a simple question. For people that know and built ogre3D from source as a Static library, What is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason im asking is because in the Ogre forums, I have asked about this and didnt get a good reply...yet. The other reason is because even though i link to the boost library, i get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW with CodeBlocks as the IDE And my Main Computer Im building on is Windows Vista 32 bit

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  • How to write a user story specific to tasks in this case

    - by vignesh
    We have planned to take up an user story say As a player I want to view the game map to know current standings of my team The sprint is for two weeks. We will be able to complete only HTML in two weeks time, this user story will take 4-6 weeks to be completed as we have a shortage of content designing resources. How can we change this user story so that HTML completion can be considered as a done for this user story and we need to take up the integration of this user story in the next sprint? Is it possible to create two different user stories, one for HTML and other for integration, testing, bug fixing etc?

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  • How to refresh Google Reader cache for a specific domain

    - by Renan
    Brief history domain.com was associated with a blogspot. domain.com changed to an institutional site and features a small code instructing which file should be retrieved by RSS readers. <link rel="alternate" type="application/rss+xml" href="http://domain.tumblr.com/rss" /> Google Reader didn't update the RSS to the new blog. domain.com/blog retrieves the posts correctly because it was never used for that purpose in the older blog. How is it possible to force Google Reader to update the cached information? I tried using another RSS reader and it worked perfectly with the new domain. However, when I tried to follow domain.com in another Google Reader account, it still showed the posts from the older blog. It's been almost a month that the aforementioned changes were made.

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  • CSS Style Element if it does not contain another specific type of Element [migrated]

    - by Chris S
    My CSS includes the following: #mainbody a[href ^='http'] { background:transparent url('/images/icons/external.svg') no-repeat top right; padding-right: 12px; } This places an "external" icon next to links that start with "http" (all internal site links are relative). Works perfectly except if I link an Image, it also get this icon. For example: <a href='http://example.com'><img src='whatever.jpg'/></a> would also get the "external" icon next to the image. I can live with this if necessary, but would like to eliminate it. This must be implement in CSS (no JS); must not require any special IDs, Classes, styling in the html for the image or anchor around the image. Is this possible?

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  • Detect two specific objects collision with bullet physics

    - by sebap123
    I have got some problem with defining collision between objects in my game using bullet physics. I know that objects are colliding with each other simultaneously and I don't have to do anything more. However I need to be noticed when one object collides with one of the rest. It is quite awkward written so I will tell what I want to achive. I have got ball which hits wall from tubes. Everything is on the floor. When ball hits wall some fragments fall down to infinity. So I have got bellow floor btStaticPlaneShape. This is place where most of objects is stoping and then I can start another action. But not all of them. So I've been trying to use function checkCollideWith but it isn't good method as it was said in reference and wiki. So I've checked method described in wiki http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Callbacks_and_Triggers called contact information. This isn't good method either because it is extremly hard to identify what is what when colliding. You have to also remember that ball is almost all the time colliding with something - floor, wall or eart level. So is there any other method to check what is colliding with what?

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  • Best way to Draw a cube for 3D Picking on a specific face

    - by Kenneth Bray
    Currently I am drawing a cube for a game that I am making and the cube draw method is below. My question is, what is the best way to draw a cube and to be able to easily find the face that the cursor is over? My draw method works just fine, but I am getting ready to start to add picking (this will be used to mold the cubes into other shaps), and would like to know the best way to find a face of the cube. public void Draw() { // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); // blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); }

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  • How do I get the compression on specific dynamic body

    - by Mike JM
    Sorry, I could not find any tag that would suit my question. Let me first show you the image and then write what I want to do: I'm using box2D. As you can see there are three dynamic bodies connected to each other (think of it as a table from front view).The LEG1 and LEG2 are connected to the static body. (it's the ground body). Another dynamic body is falling onto the table. I need to get the compression in the LEG1 and LEG2 separately. Joints have GetReactionForce() function which returns a b2Vec, which in turn has Length() and LengthSqd functions. This will give the total sum of the forces in any taken joint. But what I need is forces in individual bodies that are connected with joints. Once you connect several bodies with a single joint it again will show the sum of forces which is not useful.Here's the case iI'm talking about:

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  • Entity Type specific updates in entity component system

    - by Nathan
    I am currently familiarizing myself with the entity component paradigm. For an example, take a collision system, that detects if entities collide and if they do let them explode. So the collision system has to test collision based on the position component and then set the state of those entities to exploding. But what if the "effect" (setting the state to exploding) is different for different entities? For example, a ship fades out while for an asteroid a particle system must be created. Since entities and components are only data, this must happen in some system. The collision system could do it, but then it must switch over the entity type, which in my opinion is a cumbersome and difficult to extend solution. So how do I trigger "entity type dependend" updates on an entity?

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  • GPL vs plugin interfaces not designed with a specific application in mind

    - by Kristóf Marussy
    I am not seeking or in need of legal advice, but an interesting though experiment came to my mind. Imagine the following situtation (I cannot really think about a concrete example and I am unsure if a real manifestation even exists): there is a free (libre) api A licensed under some permissive license or even LGPL. Non-free application B implements this api in order host plugins, but there are other free software doing the same thing. Moreover, there is plugin C acting as a plugin under api A. It links to library D, that is under GPL, so C is also under GPL. Plugins using A are loaded into hosts via a dlopen-like mechanism and use complex data structure for host-plugin communication. Neither B nor C distribute any files that may be required for A to function properly (like headers containing the structure definitions of A or dynamic libraries containing helper functions for A written by the authors of A), but such things may exist. Now some user installs application B and plugin C on his machine, along with anything that may be required for api A to function properly. Then he proceeds and loads C into B and creates some intellectual property with B which is not a piece of software. Did a GPL violation happend at some point, and if so, who violated GPL and why? The authors of C violate D's license by making C possible to be used in non-free host B? This is a possibility because they can't give and exception of GPL (like one described in http://www.gnu.org/licenses/gpl-faq.html#GPLPluginsInNF or http://www.gnu.org/licenses/gpl-faq.html#LinkingOverControlledInterface) due to D's license terms. The authors of B violate C's and D's license by making C possible to be loaded in B? This is a possibility because http://www.gnu.org/licenses/gpl-faq.html#NFUseGPLPlugins disallows the mechanisms A uses for communitation between the free and non-free modules. The authors of A, because the api may be used (and in this case, was used) for communication between GPL'd and non-free software. This would be extremely absurd. The user, because at the moment of loading B into C, he made a derived work of C. I think this is impossible, because he does not distribute it. But would the situation change is he decided to release a configuration file of B which makes B load C as a plugin? Nobody, because A counts as a 'system library', and both B and C directly interact only with A, not eachother. In a sane world, this would happen... A concrete example of A could be some kind of audio (think LADSPA) or image processing api. However, I could find no such interface (that is free software, generic and is also implemented by commercial tools). A real-world example could also be quite enlightening.

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  • Few specific questions on how games are developed

    - by russ
    When it comes to programming games from the old school sega games like sonic to indie games or angry birds or even to more advance games like Diablo, how exactly is level design done? As in, are the levels sometimes designed straight out of code in an IDE? Or do they create a visual level design editor where things can be placed at the click of a mouse button? I'm imagining old school games or very simple ones like indies are done via code, where extremely complicated ones require a visual editor. Is this correct? Also, when it comes to libraries like SDL or XNA, how often are these used rather than just utilizing OpenGL or DirectX? What about creating your own game engine vs utilizing one already made? Do most use already built engines? This question is directed toward the whole gaming spectrum of indie/big game development. Thanks.

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  • Title of a specific retro game with color absorption

    - by Rene B
    I am looking for the title a free multiplayer (on one machine) DOS game i can't remember Players are steering (with cursors/WASD keys) kind of ufos which looks like donuts from top-down view. These 'ufos' attract colored particles. When your particles collide with particles from other players (in a different color), the colors will mix. If the particles are more your color than the other players color, they will start following you. The only remaining player (with the most color particles) wins the game. Can you please give me the game title? THANK YOU!

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  • How to integrate the .gdf with a specific exe for Games Explorer

    - by Kraemer
    Hello, I want to create an installer for a game and after that an icon to be put in Games Explorer for Win Vista and Win 7. I have created the GDF (game definitions file), then build the script for project and obtained the .h, GDF and .rc files. But i can't compile using Visual Studio 2010 the .rc file into an executable to be used after that to create the installer. Some error is popping up after i set the executable path "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what i'm doing wrong ? I need to mention that i've never worked before with GDF Editor and Visual Studio. Any answer would be highly appreciated.Thanks!

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  • A specific user is unable to log in to vsftpd

    - by HackToHell
    I am setting up a new user let his name be ftpguy. He has access to only one directory /var/www/xxx. I have already chowned the directory so that he has write and read privileges. The user is also unable to login via ssh as I have disabled that by changing his shell to /sbin/nologin. Also, in vsftpd config, I have enabled the chroot_local_user. Now whenever I log in from ftp, i get an auth error. Connect socket #1008 to xxxxxxxx, port 21... 220 Welcome to blah FTP service. USER ftpguy 331 Please specify the password. PASS **** 530 Login incorrect. I changed the password to something different several times, using the passwd command, nothing happens, i still the above error. However I am able to log in with my ssh creditals to my ftp server without any problems.(I do not use a key).

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  • specific div css properties [migrated]

    - by Alecs
    I have a div : <div id="fancyboxID-1"> <p>0767380042</p> </div> and this css: ? #fancyboxID-1 p { font-size:150px; text-align: center; line-height:150px; overflow:hidden;} After I upload and refresh the website I don't see any changes but if I check the source code: I see the css properties. It's very strange for me, I've tried to upload on another server and there it works. Any ideas why this is not working ?

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  • How to change the default editor of a specific file type in JDeveloper

    - by [email protected]
    When you open a file in JDeveloper, the mode that is used as the default might not be what you as a developer want.  If, for example, every time you open a .jsp(x) file you click on the source tab at the bottom of the window so that you can edit the jsp(x) file in source code mode, you may want to consider changing the default editor for that file type.  This is easy to do in the JDeveloper tool preferences and can be a time saver in the long run, since some editors can take a while to start up and if you don't need them often, this would just be lost time.  Here are the steps:  From the JDeveloper menu, select Tools->Preferences...Select "File Types" in the tree component on the left side of the preferences dialog.Click on the "Default Editors" tab.Scroll to the file type you want to change.In the details section at the bottom of the dialog, use the "Default Editor" select list to change the default to your liking.

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  • Exporting PowerPoint Slides with Specific Heights and Widths

    - by Damon Armstrong
    I found myself in need of exporting PowerPoint slides from a presentation and was fairly excited when I found that you could save them off in standard image formats. The problem is that Microsoft conveniently exports all images with a resolution of 960 x 720 pixels, which is not the resolution I wanted.  You can, however, specify the resolution if you are willing to put a macro into your project: Sub ExportSlides()   For i = 1 To ActiveWindow.Selection.SlideRange.Count     Dim fileName As String     If (i < 10) Then       fileName = "C:\PowerPoint Export\Slide" & i & ".png"     Else       fileName = "C:\PowerPoint Export\Slide0" & i & ".png"     End If     ActiveWindow.Selection.SlideRange(i).Export fileName, "PNG", 1280, 720   Next End Sub When you call the Export method you can specify the file type as well as the dimensions to use when creating the image.  If the macro approach is not your thing, then you can also modify the default settings through the registry: http://support.microsoft.com/kb/827745

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  • Prompt not working when logged in as specific user

    - by Clay
    Hello I am running ubuntu 11.10 and access it via ssh with putty. My problem is that when I log in I get the prompt [email protected]:~$ and my arrow keys do what the y are supposed to. When I try to login in as another user account I made all I get is this as the prompt it never says the directory or anyting $ Also when ever I try to use the left, right, up or down arrow I get a character like this ^[[A Is this a bug in putty or did I just not set the account up right?

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  • Removing specific part of filename (what's after the second dash) for all files in a folder

    - by Bodo
    I use the command line utility youtube-dl to download videos from YouTube and make mp3s from them with avconv. I'm doing this under Ubuntu 14.04 and very happy with it. The utility downloads the files and saves them with the following name scheme: TITLE(artist-track)-ID.mp3 So an actual filename looks like: EPIC RAP BATTLE of MANLINESS-_EzDRpkfaO4.mp3 Some other file names in the folder look like: EPIC RAP BATTLE of MANLINESS-_EzDRpkfaO4.mp3 Martin Garrix - Animals (Official Video)-gCYcHz2k5x0.mp3 Stromae - Papaoutai-oiKj0Z_Xnjc.mp3 At first, this was no problem. It didn't bother me while listening to my music in Rhytmbox. But when moving to phone or other devices it is pretty confusing to see a so long name, and some players, like the Samsung ones, treat that last part (id after second dash) of the name as Album or something. I'd like to create a bash script that removes what's after the second dash in the name for all files, so it'll make them like this: From: Martin Garrix - Animals (Official Video)-gCYcHz2k5x0.mp3 To: Martin Garrix - Animals (Official Video).mp3 Is it also possible to instruct youtube-dl to exclude the ID from now on? I am currently downloading with the command: youtube-dl --extract-audio --audio-quality 0 --audio-format mp3 URL

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  • Execute code at specific intervals, only once?

    - by Mathias Lykkegaard Lorenzen
    I am having an issue with XNA, where I want to execute some code in my Update method, but only at a given interval, and only once. I would like to avoid booleans to check if I've already called it once, if possible. My code is here: if ((gameTime.TotalGameTime.TotalMilliseconds % 500) == 0) { Caret.Visible = !Caret.Visible; } As you may have guessed, it's for a TextBox control, to animate the caret between invisible and visible states. I just have reason to believe that it is called twice or maybe even 3 times in a single update-call, which is bad, and makes it look unstable and jumpy.

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  • elffile: ELF Specific File Identification Utility

    - by user9154181
    Solaris 11 has a new standard user level command, /usr/bin/elffile. elffile is a variant of the file utility that is focused exclusively on linker related files: ELF objects, archives, and runtime linker configuration files. All other files are simply identified as "non-ELF". The primary advantage of elffile over the existing file utility is in the area of archives — elffile examines the archive members and can produce a summary of the contents, or per-member details. The impetus to add elffile to Solaris came from the effort to extend the format of Solaris archives so that they could grow beyond their previous 32-bit file limits. That work introduced a new archive symbol table format. Now that there was more than one possible format, I thought it would be useful if the file utility could identify which format a given archive is using, leading me to extend the file utility: % cc -c ~/hello.c % ar r foo.a hello.o % file foo.a foo.a: current ar archive, 32-bit symbol table % ar r -S foo.a hello.o % file foo.a foo.a: current ar archive, 64-bit symbol table In turn, this caused me to think about all the things that I would like the file utility to be able to tell me about an archive. In particular, I'd like to be able to know what's inside without having to unpack it. The end result of that train of thought was elffile. Much of the discussion in this article is adapted from the PSARC case I filed for elffile in December 2010: PSARC 2010/432 elffile Why file Is No Good For Archives And Yet Should Not Be Fixed The standard /usr/bin/file utility is not very useful when applied to archives. When identifying an archive, a user typically wants to know 2 things: Is this an archive? Presupposing that the archive contains objects, which is by far the most common use for archives, what platform are the objects for? Are they for sparc or x86? 32 or 64-bit? Some confusing combination from varying platforms? The file utility provides a quick answer to question (1), as it identifies all archives as "current ar archive". It does nothing to answer the more interesting question (2). To answer that question, requires a multi-step process: Extract all archive members Use the file utility on the extracted files, examine the output for each file in turn, and compare the results to generate a suitable summary description. Remove the extracted files It should be easier and more efficient to answer such an obvious question. It would be reasonable to extend the file utility to examine archive contents in place and produce a description. However, there are several reasons why I decided not to do so: The correct design for this feature within the file utility would have file examine each archive member in turn, applying its full abilities to each member. This would be elegant, but also represents a rather dramatic redesign and re-implementation of file. Archives nearly always contain nothing but ELF objects for a single platform, so such generality in the file utility would be of little practical benefit. It is best to avoid adding new options to standard utilities for which other implementations of interest exist. In the case of the file utility, one concern is that we might add an option which later appears in the GNU version of file with a different and incompatible meaning. Indeed, there have been discussions about replacing the Solaris file with the GNU version in the past. This may or may not be desirable, and may or may not ever happen. Either way, I don't want to preclude it. Examining archive members is an O(n) operation, and can be relatively slow with large archives. The file utility is supposed to be a very fast operation. I decided that extending file in this way is overkill, and that an investment in the file utility for better archive support would not be worth the cost. A solution that is more narrowly focused on ELF and other linker related files is really all that we need. The necessary code for doing this already exists within libelf. All that is missing is a small user-level wrapper to make that functionality available at the command line. In that vein, I considered adding an option for this to the elfdump utility. I examined elfdump carefully, and even wrote a prototype implementation. The added code is small and simple, but the conceptual fit with the rest of elfdump is poor. The result complicates elfdump syntax and documentation, definite signs that this functionality does not belong there. And so, I added this functionality as a new user level command. The elffile Command The syntax for this new command is elffile [-s basic | detail | summary] filename... Please see the elffile(1) manpage for additional details. To demonstrate how output from elffile looks, I will use the following files: FileDescription configA runtime linker configuration file produced with crle dwarf.oAn ELF object /etc/passwdA text file mixed.aArchive containing a mixture of ELF and non-ELF members mixed_elf.aArchive containing ELF objects for different machines not_elf.aArchive containing no ELF objects same_elf.aArchive containing a collection of ELF objects for the same machine. This is the most common type of archive. The file utility identifies these files as follows: % file config dwarf.o /etc/passwd mixed.a mixed_elf.a not_elf.a same_elf.a config: Runtime Linking Configuration 64-bit MSB SPARCV9 dwarf.o: ELF 64-bit LSB relocatable AMD64 Version 1 /etc/passwd: ascii text mixed.a: current ar archive, 32-bit symbol table mixed_elf.a: current ar archive, 32-bit symbol table not_elf.a: current ar archive same_elf.a: current ar archive, 32-bit symbol table By default, elffile uses its "summary" output style. This output differs from the output from the file utility in 2 significant ways: Files that are not an ELF object, archive, or runtime linker configuration file are identified as "non-ELF", whereas the file utility attempts further identification for such files. When applied to an archive, the elffile output includes a description of the archive's contents, without requiring member extraction or other additional steps. Applying elffile to the above files: % elffile config dwarf.o /etc/passwd mixed.a mixed_elf.a not_elf.a same_elf.a config: Runtime Linking Configuration 64-bit MSB SPARCV9 dwarf.o: ELF 64-bit LSB relocatable AMD64 Version 1 /etc/passwd: non-ELF mixed.a: current ar archive, 32-bit symbol table, mixed ELF and non-ELF content mixed_elf.a: current ar archive, 32-bit symbol table, mixed ELF content not_elf.a: current ar archive, non-ELF content same_elf.a: current ar archive, 32-bit symbol table, ELF 64-bit LSB relocatable AMD64 Version 1 The output for same_elf.a is of particular interest: The vast majority of archives contain only ELF objects for a single platform, and in this case, the default output from elffile answers both of the questions about archives posed at the beginning of this discussion, in a single efficient step. This makes elffile considerably more useful than file, within the realm of linker-related files. elffile can produce output in two other styles, "basic", and "detail". The basic style produces output that is the same as that from 'file', for linker-related files. The detail style produces per-member identification of archive contents. This can be useful when the archive contents are not homogeneous ELF object, and more information is desired than the summary output provides: % elffile -s detail mixed.a mixed.a: current ar archive, 32-bit symbol table mixed.a(dwarf.o): ELF 32-bit LSB relocatable 80386 Version 1 mixed.a(main.c): non-ELF content mixed.a(main.o): ELF 64-bit LSB relocatable AMD64 Version 1 [SSE]

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  • SQL SERVER MAXDOP Settings to Limit Query to Run on Specific CPU

    This is very simple and known tip. Query Hint MAXDOP – Maximum Degree Of Parallelism can be set to restrict query to run on a certain CPU. Please note that this query cannot restrict or dictate which CPU to be used, but for sure, it restricts the usage of number of CPUs in a single [...]...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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  • Allow sudo on specific file from active directory group

    - by tubaguy50035
    I have an Ubuntu Server 12.04 box that has active directory integration running on it. I want to allow a certain active directory group access to execute a script as sudo. I want to do something like this: %programmers ALL=NOPASSWD: /usr/local/bin/createSambaShare.php When I log in with my active directory user and issue groups I do not see the group programmers, but I am a part of the programmers group within active directory. I've set up the group under the Unix attributes tab and given it an id of 1000 and added my user to it. My first thought was that I needed to add the group to the Ubuntu box. When I tried to do that, it told me that the programmers group already existed. What am I missing here?

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  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

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  • Moving a body in a specific direction using XNA with Farseer Physics

    - by Code Assasssin
    I have a custom polygon attached to a body, which looks like this: What I am trying to accomplish is getting the body to move according to wherever the tip of the body is. So far this is what I've tried: if (ks.IsKeyDown(Keys.Up)) { body.ApplyForce(new Vector2(0, -20),body.GetLocalPoint(new Vector2(0,0))); } if (ks.IsKeyDown(Keys.Left)) { body.ApplyTorque(-500); } if (ks.IsKeyDown(Keys.Right)) { body.ApplyTorque(500); } The body rotates fine - but when I try making the body accelerate according to the tip of the body - assuming I have specified the tip correctly(I am pretty sure I haven't), it just spins around, as if I have applied Torque to it. Can anyone point me in the right direction of how to fix this problem?

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