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  • Creating SharePoint sites from xml using Powershell

    - by Norgean
    It is frequently useful to create / delete web applications in a development environment. If you need to create a structure, this can quickly become tedious. Enter Powershell, xml and recursive functions. Create the structure in xml. Something like: <Sites>     <Site Name="Test 1" Url="Test1" />     <Site Name="Test 2" Url="Test2" >         <Site Name="Test 2 1" Url="Test21" >             <Site Name="Test 2 1 1" Url="Test211" />             <Site Name="Test 2 1 2" Url="Test212" />         </Site>     </Site>     <Site Name="Test 3" Url="Test3" >         <Site Name="Test 3 1" Url="Test31" />         <Site Name="Test 3 2" Url="Test32" />         <Site Name="Test 3 3" Url="Test33" >             <Site Name="Test 3 3 1" Url="Test331" />             <Site Name="Test 3 3 2" Url="Test332" />         </Site>         <Site Name="Test 3 4" Url="Test34" />     </Site> </Sites> Read this structure in Powershell, and recursively create the sites. Oh, and have cool progress dialogs, too. $snap = Get-PSSnapin | Where-Object { $_.Name -eq "Microsoft.SharePoint.Powershell" } if ($snap -eq $null) {     Add-PSSnapin "Microsoft.SharePoint.Powershell" } function CreateSites($baseUrl, $sites, [int]$progressid) {     $sitecount = $sites.ChildNodes.Count     $counter = 0     foreach ($site in $sites.Site)     {         Write-Progress -ID $progressid -Activity "Creating sites" -status "Creating $($site.Name)" -percentComplete ($counter / $sitecount*100)         $counter = $counter + 1         Write-Host "Creating $($site.Name) $($baseUrl)/$($site.Url)"         New-SPWeb -Url "$($baseUrl)/$($site.Url)" -AddToQuickLaunch:$false -AddToTopNav:$false -Confirm:$false -Name "$($site.Name)" -Template "STS#0" -UseParentTopNav:$true         if ($site.ChildNodes.Count -gt 0)         {             CreateSites "$($baseUrl)/$($site.Url)" $site ($progressid +1)         }         Write-Progress -ID $progressid -Activity "Creating sites" -status "Creating $($site.Name)" -Completed     } } # read an xml file $xml = [xml](Get-Content "C:\Projects\Powershell\sites.xml") $xml.PreserveWhitespace = $false CreateSites "http://$($env:computername)" $xml.Sites 1 Easy! Sensible real life implementations will also include templateid in the xml, will check for existence of a site before creating it, etc.

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  • Maven Integrated View for NetBeans IDE

    - by Geertjan
    Started working on an oft-heard request from Kirk Pepperdine for an integrated view for multimodule builds for Maven projects in NetBeans IDE, as explained here. I suddenly had some kind of brainwave and solved all the remaining problems I had, by delegating to the LogicalViewProvider's node, instead of the project's node, which means I inherit all the icons, actions, package nodes, and anything else that was originally defined within the original project, in this case for the open source JAnnocessor project: Above, you can see that the Maven submodules can either be edited in-line, i.e., within the parent project, or separately, by opening them in the traditional NetBeans way. Get the module here: http://plugins.netbeans.org/plugin/45180/?show=true Some people out there might be interested in how this is achieved. First, hide the original ModulesNodeFactory in the layer. Then create the following class, which creates what you see in the screenshot above: import java.util.ArrayList; import java.util.List; import javax.swing.event.ChangeListener; import org.netbeans.api.project.Project; import org.netbeans.spi.project.SubprojectProvider; import org.netbeans.spi.project.ui.LogicalViewProvider; import org.netbeans.spi.project.ui.support.NodeFactory; import org.netbeans.spi.project.ui.support.NodeList; import org.openide.nodes.FilterNode; import org.openide.nodes.Node; @NodeFactory.Registration(projectType = "org-netbeans-modules-maven", position = 400) public class ModulesNodeFactory2 implements NodeFactory { @Override public NodeList<?> createNodes(Project prjct) { return new MavenModulesNodeList(prjct); } private class MavenModulesNodeList implements NodeList<Project> { private final Project project; public MavenModulesNodeList(Project prjct) { this.project = prjct; } @Override public List<Project> keys() { return new ArrayList<Project>( project.getLookup(). lookup(SubprojectProvider.class).getSubprojects()); } @Override public Node node(final Project project) { Node node = project.getLookup().lookup(LogicalViewProvider.class).createLogicalView(); return new FilterNode(node, new FilterNode.Children(node)); } @Override public void addChangeListener(ChangeListener cl) { } @Override public void removeChangeListener(ChangeListener cl) { } @Override public void addNotify() { } @Override public void removeNotify() { } } } Considering that there's only about 5 actual statements above, it's pretty amazing how much can be achieved with so little code. The NetBeans APIs really are very cool. Hope you like it, Kirk!

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  • View Link inConsistency

    - by Abhishek Dwivedi
    What is View Link Consistency? When multiple instances (say VO1, VO2, VO3 etc) of an EO-based VO are based on the same underlying EO, a new row created in one of these VO instances (say VO1)can be automatically added (without re-query) to the row sets of the others (VO2, VO3 etc ). This capability is known as the view link consistency. This feature works for any VO for which it is enabled, regardless of whether they are involved in a view link or not. What causes View Link inConsistency? Unless jbo.viewlink.consistent  is disabled for this VO (or globally), or setAssociationConsistent(false) is applied, any of the following can cause View Link inConsistency.  1. setWhereClause 2. Unreferenced secondary EO 3. findByViewCriteria() 4. Using view link accessor row set Why does this happen - View Link inConsistency? Well, there can be one of the following reasons. a. In case of 1 & 2, the view link consistency flag is disabled on that view object. b. As far as 3 is concerned, findByViewCriteria is used to retrieve a new row set to process programmatically without changing the contents of the default row set. In this case, unlike previous cases, the view link consistency flag is not disabled, meaning that the changes in the default row set would be reflected in the new row set.  However, the opposite doesn't hold true. For instance, if a row is deleted from this new row set, the corresponding row in the default row set does not get deleted. In one of my features, which involved deletion of row(s), I resolved the view link inconsistency issue by replacing findByViewCriteria by applyViewCriteria. b. For 4, it's similar to 3 - whenever a view link accessor row set is retrieved, a new row set is created. Now, creating new row set does not mean re-executing the query each time, only creating a new instance of a RowSet object with its default iterator reset to the "slot" before the first row. Also, please note that this new row set always originates from an internally created view object instance, not one you that added to the data model. This internal view object instance is created as needed and added with a system-defined name to the root application module. Anyway, the very reason a distinct, internally-created view object instance is used is to guarantee that it remains unaffected by developer-related changes to their own view objects instances in the data model.

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  • Microsoft JScript runtime error in Visual studio 2010

    - by anirudha
    There is many tool exist to debug JavaScript visual studio , firebug and some other great plugin are one of them. here I show you solution for Microsoft JScript runtime error: Object doesn't support this property or method  if you search on Google for how to debug Javascript in Visual studio. all of them told you to follow this instruction :- go to Internet option in IE > advanced tab > Browsing section > uhcheck the both option disable script debugging for IE (internet explorer) disable script debugging (others). that’s the information you read are outdate or not true these days. in visual studio you can play with JavaScript debugging even these option is check or unchecked. off-course you  can try these step in express version of visual studio. I found a little problem that my code [based on jQuery plugin] try to call some function. some of them not implement in browser so they call other so that’s fine and work in every browser. when visual studio found some function they trying to call and not implemented in browser I use to debug they tell me Microsoft JScript runtime error: Object doesn't support this property or method  they tell me again whenever I put refresh [f5] in browser. so the thing they do you never like that. see error window first whenever code is not buggy and see everytime before see the page you want to see. this behavior harsh you. there is no problem whenever you not commonly used IE but whenever you really want to debugging you got some pain too from the behavior of this. well I have some patch for that if you really like the debugging in Visual studio with IE. so if you sure that code is not buggy or you really not want to see that’s window here is trick. when you debug the JavaScript in IE choose the compact mode and they never force you to see window first who tell the thing you not want to see. How to do that for reliefs from this pain in visual studio after debug the project or website IE gone automatically launch. go to Developer tool by pressing f12 > you see window something like this:- by the way they give you document mode IE 7 as default or browser mode based on your settings. first thing is that you need to set the compact view [any ] in browser mode. and next time the error window never come again who tell you Microsoft JScript runtime error: Object doesn't support this property or method

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • What's the best way to create a static utility class in python? Is using metaclasses code smell?

    - by rsimp
    Ok so I need to create a bunch of utility classes in python. Normally I would just use a simple module for this but I need to be able to inherit in order to share common code between them. The common code needs to reference the state of the module using it so simple imports wouldn't work well. I don't like singletons, and classes that use the classmethod decorator do not have proper support for python properties. One pattern I see used a lot is creating an internal python class prefixed with an underscore and creating a single instance which is then explicitly imported or set as the module itself. This is also used by fabric to create a common environment object (fabric.api.env). I've realized another way to accomplish this would be with metaclasses. For example: #util.py class MetaFooBase(type): @property def file_path(cls): raise NotImplementedError def inherited_method(cls): print cls.file_path #foo.py from util import * import env class MetaFoo(MetaFooBase): @property def file_path(cls): return env.base_path + "relative/path" def another_class_method(cls): pass class Foo(object): __metaclass__ = MetaFoo #client.py from foo import Foo file_path = Foo.file_path I like this approach better than the first pattern for a few reasons: First, instantiating Foo would be meaningless as it has no attributes or methods, which insures this class acts like a true single interface utility, unlike the first pattern which relies on the underscore convention to dissuade client code from creating more instances of the internal class. Second, sub-classing MetaFoo in a different module wouldn't be as awkward because I wouldn't be importing a class with an underscore which is inherently going against its private naming convention. Third, this seems to be the closest approximation to a static class that exists in python, as all the meta code applies only to the class and not to its instances. This is shown by the common convention of using cls instead of self in the class methods. As well, the base class inherits from type instead of object which would prevent users from trying to use it as a base for other non-static classes. It's implementation as a static class is also apparent when using it by the naming convention Foo, as opposed to foo, which denotes a static class method is being used. As much as I think this is a good fit, I feel that others might feel its not pythonic because its not a sanctioned use for metaclasses which should be avoided 99% of the time. I also find most python devs tend to shy away from metaclasses which might affect code reuse/maintainability. Is this code considered code smell in the python community? I ask because I'm creating a pypi package, and would like to do everything I can to increase adoption.

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  • Why do some user agents have spam urls in them?

    - by Erx_VB.NExT.Coder
    If you go to (say) the last 100 entries (visits) to the botsvsbrowsers.com website (exact link, feel free to take a look: http://www.botsvsbrowsers.com/recent/listings/index.html ), you'd notice that almost every User Agent that has the keywords "Opera" and "Presto" inside them, will almost certainly have a web link (URL/Web Address) inside it, and it won't just be a normal web address, but a HTML anchor tag/link to that address. Why is this so, I could not even find a single discussion about it on the internet, nowhere, I tried varying my search terms many times. If the user agent contains the words "Opera" and "Presto" it doesnt mean it will have this weblink, but it means there is about an 80% change that it will. A typical anchor tag/link inside a user agent will look like this: Mozilla/4.0 <a href="http://osis-uk.co.uk/disabled-equipment">disability equipment</a> (Windows NT 5.1; U; en) Presto/2.10.229 Version/11.60 If you check it out at the website, http://www.botsvsbrowsers.com/recent/listings/index.html you will notice that the back and forward arrows are in there unescaped format. This isn't just true for botsvsbrowsers, but several other user agent listing sites. I'm really confused and feel line I'm in a room full of 10,000 people and am the only one seeing this ghost :). If I'm doing statistical analysis, should I include or exclude this type of user agent from my listing (ie: are these just normal users who've set their user agents to attempt to drive some traffic to their sites as they browser the web), or is there something else going on? The fact that it is so consistent in terms of its format leads me to believe that it is an automated process (the setting or alteration of the user agent) so I cannot decide or understand the process by which this change is made (I know how to change a user agent), but unsure which program or facility is doing this, especially since it is exclusive to Opera (Presto) user agents that are beyond I think an 8 or 9 point something browser version. I've run some statistical tests, parsing entries from all over the place, writing custom programs, to get a better understanding of this. Keep in mind that I see normal URL's in user agents infrequently, they are just text such as +http://www.someSite.com appended to a user agent normally, especially if its a crawler or bot it provided its service URL, this is normal and isnt done with an embedded link (A HREF=) etc, so I'm not talking about "those".

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  • Can't access local network when connect to pppoe

    - by shantanu
    I am using DSL(PPPOE) connection in ubuntu. It has two part (I am not sure), when I just connect the cable, system automatically get an IP address started with 172.x.x.x(DHCP). When I connect using username/password (PPPOE) I get another IP started with 10.x.x.x and can access internet but can't access some local IP (in my LAN), which are some FTP, media server provided by my ISP. I complained about that to my ISP but they reply Windows is working It's true, Windows 7 is working fine with this settings. I can access internet and local server at the same time. Also I use a WIFI router (TP-link TL-WR340G/TL-WR340GD) which result the same problem. So when I connect cable directly to system and use Windows 7 than everything is fine. Otherwise problem. Similar problem discussed here. Edit before connect. route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 172.100.0.1 0.0.0.0 UG 0 0 0 eth0 172.100.0.0 0.0.0.0 255.255.0.0 U 1 0 0 eth0 after connect. Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 10.12.44.91 0.0.0.0 UG 0 0 0 ppp0 10.12.44.91 0.0.0.0 255.255.255.255 UH 0 0 0 ppp0 ifconfig after connect eth0 Link encap:Ethernet HWaddr 74:d0:2b:d5:b3:6c inet6 addr: fe80::76d0:2bff:fed5:b36c/64 Scope:Link inet6 addr: 2002:ac64:154:c:76d0:2bff:fed5:b36c/64 Scope:Global inet6 addr: fec0::c:76d0:2bff:fed5:b36c/64 Scope:Site UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:26582 errors:0 dropped:18 overruns:0 frame:0 TX packets:2340 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2542063 (2.5 MB) TX bytes:244938 (244.9 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:4118 errors:0 dropped:0 overruns:0 frame:0 TX packets:4118 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:336759 (336.7 KB) TX bytes:336759 (336.7 KB) ppp0 Link encap:Point-to-Point Protocol inet addr:10.12.44.95 P-t-P:10.12.44.91 Mask:255.255.255.255 inet6 addr: fe80::a536:c7ae:e079:d88d/10 Scope:Link UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1492 Metric:1 RX packets:689 errors:0 dropped:0 overruns:0 frame:0 TX packets:744 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:3 RX bytes:385746 (385.7 KB) TX bytes:75296 (75.2 KB) I used network manager to create network(DSL connection)

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  • MPEG-2 playback inconsistent

    - by DustByte
    Many years ago I gave up on Linux because video playback was choppy. Now I'm back, and video playback is still playing up... I have two MPEG files: good.mpg bad.mpg. Here is some information about the two files, using avprobe: My machine is Intel Core 2 Duo E8400 @ 3.00GHz x 2, 64-bit. I do not know what graphics card I have. I run Ubuntu 12.04. So far I have had no problems with YouTube and playback of various video files, including playback of the file good.mpg, included in the avprobe snapshot above. However, the file bad.mpg gives me headache! The file bad.mpg is produced by a respectable "Old-video-tapes-to-DVD" company. I converted over 10 Video-8 tapes to MPEG through them, and today I collected my hard drive containing the MPEG files. Unfortunately I have problem watching them! Here are some details: Using Totem Movie Player 3.0.1 works well for several seconds, then it gets choppy and the playback is not at all smooth. Also the player easily freezes for a while when trying to jump to another position in the file. Most strangely though, the total time is shown as 0:42 (42 seconds) instead of the true 00:39:11: The VLC media player is doing a better job. It shows the correct total length, but as soon as I jump in the video to a new position, it stalls. Playback also stalls after 30 seconds if I press play and leave it. Using Handbrake and choosing bad.mpg as the source, gives me: There is only one title to choose, and it is 6 min 53 seconds. I would have guessed the full 39 minutes of the video should have shown. Lastly, putting the file bad.mpg in Dropbox and viewing it on my iPad with the Dropbox app seems fine (disregard the lack of easy jumping forward due to real-time encoding when streaming it). My question is simple: What is going on?! Why do I have problem to play the MPEG-2 files I just paid good money for (the issue with bad.mpg applies to all files I had encoded)? Is it an issue with my particular Linux machine? The graphics card? But why has everything worked fine so far, and why does not the good.mpg file cause any problems?

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  • Drawing isometric map in canvas / javascript

    - by Dave
    I have a problem with my map design for my tiles. I set player position which is meant to be the middle tile that the canvas is looking at. How ever the calculation to put them in x:y pixel location is completely messed up for me and i don't know how to fix it. This is what i tried: var offset_x = 0; //used for scrolling on x var offset_y = 0; //used for scrolling on y var prev_mousex = 0; //for movePos function var prev_mousey = 0; //for movePos function function movePos(e){ if (prev_mousex === 0 && prev_mousey === 0) { prev_mousex = e.pageX; prev_mousey = e.pageY; } offset_x = offset_x + (e.pageX - prev_mousex); offset_y = offset_y + (e.pageY - prev_mousey); prev_mousex = e.pageX; prev_mousey = e.pageY; run = true; } player_posx = 5; player_posy = 55; ct = 19; for (i = (player_posx-ct); i < (player_posx+ct); i++){ //horizontal for (j=(player_posy-ct); j < (player_posy+ct); j++){ // vertical //img[0] is 64by64 but the graphic is 64by32 the rest is alpha space var x = (i-j)*(img[0].height/2) + (canvas.width/2)-(img[0].width/2); var y = (i+j)*(img[0].height/4); var abposx = x - offset_x; var abposy = y - offset_y; ctx.drawImage(img[0],abposx,abposy); } } Now based on these numbers the first render-able tile is I = 0 & J = 36. As numbers in the negative are not in the array. But for I=0 and J= 36 the position it calculates is : -1120 : 592 Does any one know how to center it to canvas view properly?

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  • Help, i cant reference my vars!

    - by SystemNetworks
    I have a sub-class(let's call it sub) and it contains all the function of an object in my game. In my main class(Let's call it main), i connect my sub to main. (Example sub Code: s = new sub(); Then I put my sub function at the update method. Code: s.myFunc(); Becuase in my sub, i have booleans, integers, float and more. The problem is that I don't want to connect my main class to use my main's int, booleans and others. If i connect it, it will have a stack overflow. This is what I put in my sub: Code: package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Armory { package javagame; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Input; import org.newdawn.slick.state.StateBasedGame; public class Store { public Integer wood; public Float probePositionX; public Float probePositionY; public Boolean StoreOn; public Boolean darkBought; public Integer money; public Integer darkEnergy; public Integer lifeLeft; public Integer powerLeft; public void darkStores(GameContainer gc, StateBasedGame sbg, GameContainer gc2) { Input input1 = gc.getInput(); //Player need wood to enter(200) If not there will be an error. if(wood>=200) { //Enter Store! if(input1.isKeyDown(Input.KEY_Q)) { //Player must be in this cord! if((probePositionX>393 && probePositionX<555) && (probePositionY< 271 && probePositionY>171)) { //The Store is On StoreOn=true; } } } } } In my main (update function) I put: Code: s.darkBought = darkBought; s.darkEnergy = darkEnergy; s.lifeLeft = lifeLeft; s.money = money; s.powerLeft = powerLeft; s.probePositionX = probePositionX; s.probePositionY = probePositionY; s.StoreOn = StoreOn; s.wood = wood; s.darkStores(gc, sbg, gc); The problem is when I go to the place, and I press q, nothing shows up. It should show another image. Is there anything wrong???

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  • The challenge of giving a positive No

    - by MarkPearl
    I find it ironic that the more I am involved in the software industry, the more apparent it becomes that soft skills are just as if not more important than the technical abilities of a developer. One of the biggest challenges I have faced in my career is in managing client expectations to what one can deliver and being able to work with multiple clients. If I look at where things commonly go pear shaped, one area features a lot is where I should have said "No" to a request, but because of the way the request was made I ended up saying yes. Time and time again this has caused immense pain. Thus, when I saw on Amazon that they had a book titled "The power of a positive no" by William Ury I had to buy it and read it. In William's book he explains an approach to saying No that while extremely simple does change the way a No is presented. In essence he talks of a pattern the Yes! > No > Yes? Pattern. 1. Yes! -> positively and concretely describing your core interests and values 2. No. -> explicitly link your no to this YES! 3. Yes? -> suggest another positive outcome or agreement to the other person Let me explain how I understood it. If you are working on a really important project and someone asks you to do add a quick feature to another project, your Yes! would be to the more important project, which would mean a No to the quick feature, and an option for your Yes? may be an alternative time when you can look at it.. An example of an appropriate response would be... It is really important that I keep to the commitment that I made to this customer to finish his project on time so I cannot work on your feature right now but I am available to help you in a weeks time. William then goes on to explain the type of behaviour a person may display when the no is received. He illustrates this with a diagram called the curve of acceptance. William points out that if you are aware of the type of behaviour you can expect it empowers you to stay true to your no. Personally I think reading and having an understanding of the “soft” side of things like saying no is invaluable to a developer.

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  • Finding Z given X & Y coordinates on terrain?

    - by mrky
    I need to know what the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles, which may be flipped in any direction. I want to move game objects smoothly along the floor of the terrain without "stepping." I'm currently using the following method with unexpected results: double mapClass::getZ(double x, double y) { int vertexIndex = ((floor(y))*width*2)+((floor(x))*2); vec3ray ray = {glm::vec3(x, y, 2), glm::vec3(x, y, 0)}; vec3triangle tri1 = { glmFrom(vertices[vertexIndex].v1), glmFrom(vertices[vertexIndex].v2), glmFrom(vertices[vertexIndex].v3) }; vec3triangle tri2 = { glmFrom(vertices[vertexIndex+1].v1), glmFrom(vertices[vertexIndex+1].v2), glmFrom(vertices[vertexIndex+1].v3) }; glm::vec3 intersect; if (!intersectRayTriangle(tri1, ray, intersect)) { intersectRayTriangle(tri2, ray, intersect); } return intersect.z; } intersectRayTriangle() and glmFrom() are as follows: bool intersectRayTriangle(vec3triangle tri, vec3ray ray, glm::vec3 &worldIntersect) { glm::vec3 barycentricIntersect; if (glm::intersectLineTriangle(ray.origin, ray.direction, tri.p0, tri.p1, tri.p2, barycentricIntersect)) { // Convert barycentric to world coordinates double u, v, w; u = barycentricIntersect.x; v = barycentricIntersect.y; w = 1 - (u+v); worldIntersect.x = (u * tri.p0.x + v * tri.p1.x + w * tri.p2.x); worldIntersect.y = (u * tri.p0.y + v * tri.p1.y + w * tri.p2.y); worldIntersect.z = (u * tri.p0.z + v * tri.p1.z + w * tri.p2.z); return true; } else { return false; } } glm::vec3 glmFrom(s_point3f point) { return glm::vec3(point.x, point.y, point.z); } My convenience structures are defined as: struct s_point3f { GLfloat x, y, z; }; struct s_triangle3f { s_point3f v1, v2, v3; }; struct vec3ray { glm::vec3 origin, direction; }; struct vec3triangle { glm::vec3 p0, p1, p2; }; vertices is defined as: std::vector<s_triangle3f> vertices; Basically, I'm trying to get the intersect of a ray (which is positioned at the x, and y coordinates specified facing pointing downwards toward the terrain) and one of the two triangles on the grid. getZ() rarely returns anything but 0. Other times, the numbers it generates seem to be completely off. Am I taking the wrong approach? Can anyone see a problem with my code? Any help or critique is appreciated!

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  • How to Modify a Signature for Use in Plain Text Emails in Outlook 2013

    - by Lori Kaufman
    If you’ve created a signature with an image, links, text formatting, or special characters, the signature will not look the same in plain text formatted emails as it does in HTML format. As the name suggests, Plain Text does not support any type of formatting. For example, if you include an image in your signature, as shown below, the plain text version will be blank. Active links in HTML signatures will be converted to just the text of the link in plain text emails. The How-To Geek link in the image below will become simply How-To Geek and will look like the rest of the text in the signature. The same thing is true in the following example. The active links are stripped from the text. The picture of the envelope that was inserted using the Wingdings font will only display as the plain text character associated with it. There are times you may need to send email in Plain Text format, but still include your signature. You can edit the plain text version of your signature to make it look good in plain text emails by manually editing the text file. To do this, click the File tab. Click Options in the menu list on the left side of the Account Information screen. On the Outlook Options dialog box, click Mail in the list of options on the left side of the dialog box. In the Compose messages section, press and hold the Ctrl key and click the Signatures button. This opens the Signatures folder containing the files used to insert signatures into emails. The .txt file version of each signature is used when inserting a signature into a plain text email. Double-click on a .txt file for the signature you want to edit to open it in Notepad, or your default text editor. Notice that the links on “How-To Geek” and “Email me” are gone and the envelope typed using the Wingdings font was converted to an “H.” Edit the text file to remove extra characters, replace images, and provide full web and email links. Save the text file. Create a new mail message and select the edited signature, if it’s not the default signature for the current email account. To convert the email to plain text, click the Format Text tab and click Plain Text in the Format section. The Microsoft Outlook Compatibility Checker displays telling you that Formatted text will become plain text. Click Continue. The HTML version of your signature is converted to the plain text version. NOTE: You should make a backup of the .txt signature file you edited, as this file will change again when you change your signature in the Signature Editor.     

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  • x axis detection issues platformer starter kit

    - by dbomb101
    I've come across a problem with the collision detection code in the platformer starter kit for xna.It will send up the impassible flag on the x axis despite being nowhere near a wall in either direction on the x axis, could someone could tell me why this happens ? Here is the collision method. /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileCollision collision = Level.GetCollision(x, y); if (collision != TileCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == TileCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == TileCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } //This is the section which deals with collision on the x-axis else if (collision == TileCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; }

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  • Exit Infragistics, Enter Telerik

    - by Anthony Trudeau
    Today I made the purchase of the Premium Collection of components from Telerik.  This follows an evaluation I’ve been doing to replace the Infragistics components we currently use for Windows Forms, ASP.NET MVC, and WPF. It was not a formal evaluation.  I had already decided to move the company away from Infragistics.  That decision was mostly born out of frustration with support over using the Infragistics components in my first production MVC application. One such issue was a simple scenario where you have a model that has a scalar property that can be one value out of a list.  The built-in combobox does this, but I was told by Infragistics support that they didn’t support it – and it took them several emails and days of waiting between responses to determine that.  I implemented this in Telerik in a minute not including the several minutes it took me to get a rudimentary understanding for the component and its API. Here’s the code using the built-in combobox:@Html.DropDownListFor(x => x.VendorId, new SelectList(ViewBag.Vendors, "VendorId", "VendorName", Model.VendorId), "Select Id") Here’s the code using the Telerik combobox:@(Html.Telerik().ComboBoxFor(model => model.VendorId) .AutoFill(true) .BindTo(new SelectList(ViewBag.Vendors, "VendorId", "VendorName", Model.VendorId)) )   I chose Telerik over other competitors based on the professional appearance of their website, and how easy it was to find information.  I’d like to say I had time to evaluate other Infragistics competitors.  Due to time constraints I had to make an initial decision based on superficial, but still important things. I picked Telerik with the plan to only look further at other companies if my evaluation didn’t meet my expectations.  Luckily they did, because I didn’t relish the thought of carving out more time to evaluate another set of components. Overall my experience with Telerik has been superior to Infragistics in every way.  The installation was easy using their control panel installer application.  Getting up to speed has been easy.  And the communication from Telerik has met my expectations.  And we’ll continue to be good as long as I don’t start getting email messages from a sales rep saying that they want to talk to me about training and consulting – I’m looking at you Infragistics.

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  • Where Are You on the Visualization Maturity Curve?

    - by Celine Beck
    The old phrase “A picture is worth a thousand words” is as true now as ever. Providing the right users with access to the right product data, at the right time, can provide significant benefits to a business. This is especially evident with increasing technical and product complexities, elongated supply chains, and growing pressure to bring innovative products to market faster. With this in mind, it is easy to understand why visualization is an integral part of any successful product lifecycle management (PLM) strategy. At a bare minimum, knowledge workers use multiple individual documents of different formats and structure, and leverage visualization solutions to access information; but the real value of visualization can be fully reaped when it is connected to enterprise applications like PLM and tied to the appropriate business context. The picture below illustrates this visualization maturity curve, as we presented during the last Oracle Open World and the transformational effect that visualization can have on PLM processes and performance (check out the post about AutoVue Key Highlights from Oracle Open World 2012 for more information). Organizations are likely to see greater positive impact on business performance when visualization is connected to enterprise systems, allowing access to information coming from multiple sources, such as PLM, supply chain management (SCM) and enterprise resource planning (ERP). This allows organizations to reach higher levels of collaboration and optimize decision-making capacity as users can benefit from in-context access to visual information. For instance, within a PLM system, a design engineer can access a product assembly and review digital annotations added by other users specific to the engineering change request he is reviewing rather than all historical annotations. The last stage on the curve is what we call augmented business visualization (ABV).  ABV is an innovative framework which lets structured data (from Oracle’s Agile PLM for instance) interact with unstructured data (documents, design, 3D models, etc). With this new level of integration, information coming from multiple sources can be presented in a highly visual fashion; color displays can be used in order to identify parts with specific characteristics (for example pending quality issues) and you can take actions directly from within the context of documents and designs, maximizing user productivity. Those who had the chance to attend our PLM session during Oracle Open World already got a sneak peek of our latest augmented business visualization for Oracle’s Agile PLM. The solution generated a lot of wows. Stephen Porter, CEO at Zero Wait State, indicated in a post entitled “The PLM State: the Manhattan Project-Oracle’s Next Big Secret Weapon” that “this kind of synergy between visualization and PLM could qualify as a powerful weapon differentiating Agile PLM from other solutions.” If you are interested in learning more about ABV for Oracle’s Agile PLM and hear about real examples of usage of visualization at all stages of the visualization maturity curve, don’t miss our Visual Decision Making to Optimize New Product Development and Introduction session during the Oracle Value Chain Summit (Feb. 4-6, 2013, San Francisco). We look forward to seeing you there!

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  • URL protocol handlers in basic Ubuntu Desktop

    - by Hibou57
    There was a way to register URL protocol handlers with Gconf, which is now obsolete and there seems to be no way to do the same with DConf (or Gsettings, its recommended wrapper). How do one properly register an URL protocol handlers since DConf? Additionally, something looks strange to me (as I don't understand it), on my Ubuntu 12.04 The protocol apt:// should be handled by the apturl command. It is so with my Opera browser, but only because I added this specific association using the browser's configuration facility. Otherwise, in the rest of the environment: Running xdg-open apt://foo.bar opens elinks (my www-browser alternative). Running gnome-open apt://foo.bar opens the Software?Center. Opening gcong-editor, I see a key /desktop/gnome/url-handlers/apt whose value is apturl "%s" and its enable. This configuration seems to be ignored, which is reasonably expected, as GConf is considered obsolete. Opening dconf-editor, I can't see anything related to URL handlers or protocols in /desktop/gnome It looks a bit messy to my eyes (just teasing with this wording, nothing bad) What's underneath? Side note: I'm looking for something which preferably works even when the full desktop environment is not loaded, like when running an i3wm session with only gsettings-daemon (and other stuffs unrelated to this case) is loaded. Update Another way to “register” a protocol handler is with *.desktop files and their MIME-Type; ex. MimeType=application/<the-protocol>;. I found a /usr/share/applications/ubuntu-software-center.desktop with this content: [Desktop Entry] Name=Ubuntu Software Center GenericName=Software Center Comment=Lets you choose from thousands of applications available for Ubuntu Exec=/usr/bin/software-center %u Icon=softwarecenter Terminal=false Type=Application Categories=PackageManager;GTK;System;Settings; MimeType=application/x-deb;application/x-debian-package;x-scheme-handler/apt; StartupNotify=true X-Ubuntu-Gettext-Domain=software-center Keywords=Sources;PPA;Install;Uninstall;Remove;Purchase;Catalogue;Store; This one explains why gnome-open apt://foo.bar opens the Software?Center instead of apturl. So I installed this apturl.desktop in ~/.local/share/applications: [Desktop Entry] Encoding=UTF-8 Version=1.0 Type=Application Terminal=false Exec=/usr/bin/apturl %u Name=APT-URL Comment=APT-URL handler Icon= Categories=Application;Network; MimeType=x-scheme-handler/apt; After update-desktop-database and even after rebooting, both xdg-open and gnome-open still do the same and ignore this user desktop file, which is usual, should override the other in /usr/share/applications/. May be there is something special with desktop files specifying x-scheme-handler MIME type and they are not handled the usual way. The desktop-file way does not answer the question.

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  • rotate sprite and shooting bullets from the end of a cannon

    - by Alberto
    Hi all i have a problem in my Andengine code, I need , when I touch the screen, shoot a bullet from the cannon (in the same direction of the cannon) The cannon rotates perfectly but when I touch the screen the bullet is not created at the end of the turret This is my code: private void shootProjectile(final float pX, final float pY){ int offX = (int) (pX-canon.getSceneCenterCoordinates()[0]); int offY = (int) (pY-canon.getSceneCenterCoordinates()[1]); if (offX <= 0) return ; if(offY>=0) return; double X=canon.getX()+canon.getWidth()*0,5; double Y=canon.getY()+canon.getHeight()*0,5 ; final Sprite projectile; projectile = new Sprite( (float) X, (float) Y, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); int realX = (int) (mCamera.getWidth()+ projectile.getWidth()/2.0f); float ratio = (float) offY / (float) offX; int realY = (int) ((realX*ratio) + projectile.getY()); int offRealX = (int) (realX- projectile.getX()); int offRealY = (int) (realY- projectile.getY()); float length = (float) Math.sqrt((offRealX*offRealX)+(offRealY*offRealY)); float velocity = (float) 480.0f/1.0f; float realMoveDuration = length/velocity; MoveModifier modifier = new MoveModifier(realMoveDuration,projectile.getX(), realX, projectile.getY(), realY); projectile.registerEntityModifier(modifier); } @Override public boolean onSceneTouchEvent(Scene pScene, TouchEvent pSceneTouchEvent) { if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_MOVE){ double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); return true; } else if (pSceneTouchEvent.getAction() == TouchEvent.ACTION_DOWN){ final float touchX = pSceneTouchEvent.getX(); final float touchY = pSceneTouchEvent.getY(); double dx = pSceneTouchEvent.getX() - canon.getSceneCenterCoordinates()[0]; double dy = pSceneTouchEvent.getY() - canon.getSceneCenterCoordinates()[1]; double Radius = Math.atan2(dy,dx); double Angle = Radius * 180 / Math.PI; canon.setRotation((float)Angle); shootProjectile(touchX, touchY); } return false; } Anyone know how to calculate the coordinates (X,Y) of the end of the barrel to draw the bullet?

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  • Library to fake intermittent failures according to tester-defined policy?

    - by crosstalk
    I'm looking for a library that I can use to help mock a program component that works only intermittently - usually, it works fine, but sometimes it fails. For example, suppose I need to read data from a file, and my program has to avoid crashing or hanging when a read fails due to a disk head crash. I'd like to model that by having a mock data reader function that returns mock data 90% of the time, but hangs or returns garbage otherwise. Or, if I'm stress-testing my full program, I could turn on debugging code in my real data reader module to make it return real data 90% of the time and hang otherwise. Now, obviously, in this particular example I could just code up my mock manually to test against a random() routine. However, I was looking for a system that allows implementing any failure policy I want, including: Fail randomly 10% of the time Succeed 10 times, fail 4 times, repeat Fail semi-randomly, such that one failure tends to be followed by a burst of more failures Any policy the tester wants to define Furthermore, I'd like to be able to change the failure policy at runtime, using either code internal to the program under test, or external knobs or switches (though the latter can be implemented with the former). In pig-Java, I'd envision a FailureFaker interface like so: interface FailureFaker { /** Return true if and only if the mocked operation succeeded. Implementors should override this method with versions consistent with their failure policy. */ public boolean attempt(); } And each failure policy would be a class implementing FailureFaker; for example there would be a PatternFailureFaker that would succeed N times, then fail M times, then repeat, and a AlwaysFailFailureFaker that I'd use temporarily when I need to simulate, say, someone removing the external hard drive my data was on. The policy could then be used (and changed) in my mock object code like so: class MyMockComponent { FailureFaker faker; public void doSomething() { if (faker.attempt()) { // ... } else { throw new RuntimeException(); } } void setFailurePolicy (FailureFaker policy) { this.faker = policy; } } Now, this seems like something that would be part of a mocking library, so I wouldn't be surprised if it's been done before. (In fact, I got the idea from Steve Maguire's Writing Solid Code, where he discusses this exact idea on pages 228-231, saying that such facilities were common in Microsoft code of that early-90's era.) However, I'm only familiar with EasyMock and jMockit for Java, and neither AFAIK have this function, or something similar with different syntax. Hence, the question: Do such libraries as I've described above exist? If they do, where have you found them useful? If you haven't found them useful, why not?

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  • The value of money

    - by ambreesh
    A dictionary definition of money is "any circulating medium of exchange, including coins, paper money, anddemand deposits". If you ask an economist for a definition of money, you will be introduced to terms like M1, M2, M3, all of which denote tangible assets - currency, and anything that is liquid enough to be used as currency; checks, stamps and now mobile minutes being examples. The macroeconomic theory of money is fascinating - the effect of money supply on exchange rates and interest rates, the concept of the "money multiplier" (if I deposit $10 into a bank, the bank will likely loan $8 of it to someone else, who will then give it to someone else in exchange for goods and services, who will then likely deposit it again, which will result in the bank loaning it again and so on - making that $10 of money supply worth a lot more ($10+$8+$x+...)).  But all this depends on money supply - in other words, money that is printed by the mint. The Treasury Department spends a lot of time figuring out how much money to print, there is lot being written on QE2 now-a-days, which is intended to increase the money supply. Money is used to purchase goods and services, and yes it is saved too but that is so one can purchase goods and services later. Completely unrelated, there is a sea change occurring in the web world, dominated by, I believe, Facebook. With 500M active users and growing, FB has the ability to introduce a "money supply" which is completely unrelated to today's "money". Using today's money, a FB user can buy a certain number of FB$s, and then use the FB$s within FB to purchase goods and services - with the money multiplier kicking in. I remember talking with a colleague about this a few years ago, the true way to monetize the web is to introduce an alternative system to the existing, and FB has the ability to do just that. There is enough momentum, enough mass for FB to start to monetize its user base. And completely screw up the economists at the Treasury, not to mention disintermediating the banks completely. The only other ubiquitous asset is mobile minutes. People exchanging mobile minutes for tangible goods and services happens today, the big difference however is the demographic. While Safaricom offers this ability in Kenya today, FB has the 15-40 year middle class user as their user. And the next generation is growing up with FB as a standard channel for communicating with their peers. Virtual flowers when going in for the kill? If your target is an avid FB user, why not? It certainly is a lot more green - no pun intended!

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  • What are the arguments against parsing the Cthulhu way?

    - by smarmy53
    I have been assigned the task of implementing a Domain Specific Language for a tool that may become quite important for the company. The language is simple but not trivial, it already allows nested loops, string concatenation, etc. and it is practically sure that other constructs will be added as the project advances. I know by experience that writing a lexer/parser by hand -unless the grammar is trivial- is a time consuming and error prone process. So I was left with two options: a parser generator à la yacc or a combinator library like Parsec. The former was good as well but I picked the latter for various reasons, and implemented the solution in a functional language. The result is pretty spectacular to my eyes, the code is very concise, elegant and readable/fluent. I concede it may look a bit weird if you never programmed in anything other than java/c#, but then this would be true of anything not written in java/c#. At some point however, I've been literally attacked by a co-worker. After a quick glance at my screen he declared that the code is uncomprehensible and that I should not reinvent parsing but just use a stack and String.Split like everybody does. He made a lot of noise, and I could not convince him, partially because I've been taken by surprise and had no clear explanation, partially because his opinion was immutable (no pun intended). I even offered to explain him the language, but to no avail. I'm positive the discussion is going to re-surface in front of management, so I'm preparing some solid arguments. These are the first few reasons that come to my mind to avoid a String.Split-based solution: you need lot of ifs to handle special cases and things quickly spiral out of control lots of hardcoded array indexes makes maintenance painful extremely difficult to handle things like a function call as a method argument (ex. add( (add a, b), c) very difficult to provide meaningful error messages in case of syntax errors (very likely to happen) I'm all for simplicity, clarity and avoiding unnecessary smart-cryptic stuff, but I also believe it's a mistake to dumb down every part of the codebase so that even a burger flipper can understand it. It's the same argument I hear for not using interfaces, not adopting separation of concerns, copying-pasting code around, etc. A minimum of technical competence and willingness to learn is required to work on a software project after all. (I won't use this argument as it will probably sound offensive, and starting a war is not going to help anybody) What are your favorite arguments against parsing the Cthulhu way?* *of course if you can convince me he's right I'll be perfectly happy as well

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  • Questions about game states

    - by MrPlow
    I'm trying to make a framework for a game I've wanted to do for quite a while. The first thing that I decided to implement was a state system for game states. When my "original" idea of having a doubly linked list of game states failed I found This blog and liked the idea of a stack based game state manager. However there were a few things I found weird: Instead of RAII two class methods are used to initialize and destroy the state Every game state class is a singleton(and singletons are bad aren't they?) Every GameState object is static So I took the idea and altered a few things and got this: GameState.h class GameState { private: bool m_paused; protected: StateManager& m_manager; public: GameState(StateManager& manager) : m_manager(manager), m_paused(false){} virtual ~GameState() {} virtual void update() = 0; virtual void draw() = 0; virtual void handleEvents() = 0; void pause() { m_paused = true; } void resume() { m_paused = false; } void changeState(std::unique_ptr<GameState> state) { m_manager.changeState(std::move(state)); } }; StateManager.h class GameState; class StateManager { private: std::vector< std::unique_ptr<GameState> > m_gameStates; public: StateManager(); void changeState(std::unique_ptr<GameState> state); void StateManager::pushState(std::unique_ptr<GameState> state); void popState(); void update(); void draw(); void handleEvents(); }; StateManager.cpp StateManager::StateManager() {} void StateManager::changeState( std::unique_ptr<GameState> state ) { if(!m_gameStates.empty()) { m_gameStates.pop_back(); } m_gameStates.push_back( std::move(state) ); } void StateManager::pushState(std::unique_ptr<GameState> state) { if(!m_gameStates.empty()) { m_gameStates.back()->pause(); } m_gameStates.push_back( std::move(state) ); } void StateManager::popState() { if(!m_gameStates.empty()) m_gameStates.pop_back(); } void StateManager::update() { if(!m_gameStates.empty()) m_gameStates.back()->update(); } void StateManager::draw() { if(!m_gameStates.empty()) m_gameStates.back()->draw(); } void StateManager::handleEvents() { if(!m_gameStates.empty()) m_gameStates.back()->handleEvents(); } And it's used like this: main.cpp StateManager states; states.changeState( std::unique_ptr<GameState>(new GameStateIntro(states)) ); while(gamewindow::gameWindow.isOpen()) { states.handleEvents(); states.update(); states.draw(); } Constructors/Destructors are used to create/destroy states instead of specialized class methods, state objects are no longer static but

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  • Cannot get 3D OpenGL support in Vmware guests, how can I fix this?

    - by jjapol
    I have been working at this problem for 2 days now. I cannot for the life of me enable 3D support in VMWare 9 guests. My specifications are: Hardware: Dell Latitude E5520 laptop. Processor: Intel i7-2620M CPU @ 2.70GHz × 4. Memory: 8GB. Video: Intel Sandybridge Mobile x86/MMX/SSE2 OS: Ubuntu 12.04.1 LTS, 32 bit. Vmware Workstation: 9.0.1 build-894247 Glxgears functions fine. Frame rate is ~60fps. Vmware guest: Windows 7 Starting the Windows 7 guest in VMware throws the following errors: No 3D support is available from the host. and Hardware graphics acceleration is not available. I've read through this VMware forum thread, but again the hardware in the post is different (nVidia). I've followed the instructions at this Ask Ubuntu post as closely as possible as the question is nearly the same as mine although my hardware is different. Answer 1 regarding setting mks.gl.allowBlacklistedDrivers = TRUE; in my vmx configuration file causes the VM to crash when it starts. The second answer I followed as closely as possible. I uninstalled VMware, Did sudo apt-get install build-essential linux-headers-$(uname -r) at a terminal, Added the PPA https://launchpad.net/~glasen/+archive/intel-driver, Then at a terminal did sudo apt-get update && sudo apt-get upgrade -y I reinstalled VMware and have the same results: no 3D in guests. I'm getting the feeling that something is awry with the Sandy Bridge driver, but I can't seem to come up with any solutions. Has anyone out there run across this problem also? By the way, the operation of the likes of Solidworks and AutoCad within a Windpws 7 guest does appear to be improved in VMware 9 vs VMware 8 in spite of the fact that 3D support is lacking in the Windows 7 guest. I'd also add that my glxinfo file was nearly identical to the glxinfo file posted at askubuntu.com/questions/181829/…. I had a total of seven minor differences per a comparison using Meld. –

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  • How do I make the launcher progress bar work with my application?

    - by Kevin Gurney
    Background Research I am attempting to update the progress bar within the Unity launcher for a simple python/Gtk application created using Quickly called test; however, following the instructions in this video, I have not been able to successfully update the progress bar in the Unity launcher. In the Unity Integration video, Quickly was not used, so the way that the application was structured was slightly different, and the code used in the video does not seem to function properly without modification in a default Quickly ubuntu-application template application. Screenshots Here is a screenshot of the application icon as it is currently displayed in the Unity Launcher. Here is a screenshot of the kind of Unity launcher progress bar functionality that I would like (overlayed on mail icon: wiki.ubuntu.com). Code class TestWindow(Window): __gtype_name__ = "TestWindow" def finish_initializing(self, builder): # pylint: disable=E1002 """Set up the main window""" super(TestWindow, self).finish_initializing(builder) self.AboutDialog = AboutTestDialog self.PreferencesDialog = PreferencesTestDialog # Code for other initialization actions should be added here. self.add_launcher_integration() def add_launcher_integration(self): self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") self.launcher.set_property("progress", 0.75) self.launcher.set_property("progress_visible", True) Expected Behavior I would expect the above code to show a progress bar that is 75% full overlayed on the icon for the test application in the Unity Launcher, but the application only runs and displays no progress bar when the command quickly run is executed. Problem Investigation I believe that the problem is that I am not properly getting a reference to the application's main window, however, I am not sure how to properly fix this problem. I also believe that the line: self.launcher = Unity.LauncherEntry.get_for_desktop_id("test.destkop") may be another source of complication because Quickly creates .desktop.in files rather than ordinary .desktop files, so I am not sure if that might be causing issues as well. Perhaps, another source of the issue is that I do not entirely understand the difference between .desktop and .desktop.in files. Does it possibly make sense to make a copy of the test.desktop.in file and rename it test.desktop, and place it in /usr/share/applications in order for get_for_desktop_id("test,desktop") to reference the correct .desktop file? Related Research Links Although, I am still not clear on the difference between .desktop and .desktop.in files, I have done some research on .desktop files and I have come across a couple of links: Desktop Entry Files (library.gnome.org) Desktop File Installation Directory (askubuntu.com) Unity Launcher API (wiki.ubuntu.com) Desktop Files: putting your application in the desktop menus (developer.gnome.org) Desktop Menu Specification (standards.freedesktop.org)

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