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  • Proper Rules For SSL Redirect For Subdomains

    - by Zac Cleaves
    RewriteCond %{HTTP_HOST} ^(.*\.)*subexample.example.com$ [NC] RewriteCond %{SERVER_PORT} !^443$ RewriteRule ^(.*)$ https://subexample.example.com/$1 [R] Is what I have been using. It works as long as I go to a specific page, like subexample.example.com/orders.php. But if you try to go to the root of the subdomain, it adds the extra "/example" at the end. Any suggestion on a set of rules that will work? Thank you so much for your responces! Actually, this is what I am trying to do: http://support.mydomain.net >> https://support.mydomain.net AND(!) http://support.mydomain.net/anypage* >> https://support.mydomain.net/anypage* > RewriteCond %{HTTPS} off RewriteRule (.*) > https://%{HTTP_HOST}%{REQUEST_URI} Works, except I need it to only do it for the support.mydomain.net With the above set up, you get a certificate warning if you try to go just mydomain.net, which I do not have or need an SSL certificate installed on. UPDATE! The other issue with the rule I have written above, is that if you try to go to the root of the subdomain (i.e. support.mydomain.net) it goes to https://support.mydomain.net/support This is driving me crazy, help! =) Any help would be greatly appreciated!

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  • Getting a job in the games industry as a developer, just knowing a game engine

    - by numerical25
    I recently enrolled in a community college for games developement. But I am skeptical about the curriculum. I have no experience in the gaming industry so I wouldn't be able to tell whether it's a good investment or not. So I am asking you. I don't want to get too much into the details of all the classes I am taking so I will try to be brief. By the time I graduate, I should have a understanding of how a game engine works. I will be working with the Unreal Engine to develop a Multiplayer game from scratch. So in the process of my final project, I will learn how to work within the Unreal Engine, learn Python and learn how to use its API to connect to a remote server and build game mechanics. Overall I will also recieve an associates degree in game development. I learn C++ but not C. The director said he was trying to implement C in the program as well. What I notice is I will not learn how to build a 3D game engine from scratch. They do not teach any artificial intelligence (AI). I will not learn how to work with the graphics card using a graphics API such as DirectX or OpenGL. I know building a game engine from scratch is a little complex, but at the same time the track is requiring me to take some advanced mathematics courses such as calculus and geometry 1 and 2. I also got to take a physics class. I just think that's a little much for just learning how to use the Unreal Engine but not actually build one or try to learn the anatomy of a games engine. Is this good enough to possibly land my a job in the industry? If I left anything out or was not detail, please feel free to ask more questions. Edit: I do learn data structures and algorithms.

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  • Site Search Engine for 1,000 page website

    - by Ian
    I manage a website with about 1,000 articles that need to be searchable by my members. The site search engines I've tried all had their own problems: Fluid Dynamics Search Engine Since it's written in perl, it was a bit hacky to integrate with my PHP-based CMS. I basically had to file_get_contents the search results page. However, FDSE had the best search results. Google CSE Ugh, the search results SUCK. It can't find documents even using unique strings. I'm so surprised that a Google search product is this bad. Nor can I get any answers on their 'help' forums, and I am a paying user. Boo, Google. Boo. Sphider Again, bad search results. Unable to locate some phrases used in link text. Better results than Google CSE though. Shame on Google that a free PHP script has better search results than their paid application. IndexTank This one looked really promising. I got all set up with their PHP API client. But it would only randomly add articles that I submitted. Out of 700+ articles I pushed to the index through their API, only 8 made it in. Unable to find any help on this subject. Update for IndexTank -- Got the above issue fixed, so this looks most promising so far. The site itself runs on php/mysql and FreeBSD, though this shouldn't matter for a web crawling indexer. I've looked at Lucene, but I don't know anything about Java or installing Java programs on my web server. I also do not have root access on my web server, if this would be required for installation. I really don't need a lot of fancy features. It just needs to be able to crawl my web site and return great (even decent!) search results. I don't need any crazy search operators. It doesn't need to index off my primary domain. It just needs to work! Thanks, Hive Mind!

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  • Problems with Level Architect, Citrus Engine, Flash

    - by Idan
    I am using the Citrus Engine to make a Flash game, and the Level Architect doesn't work well for me. Firstly, when I first launch it and open my project and my level, nothing is shown, no assets and not anything I have previously done with my level. To fix it, I open another project. The other project works fine, meaning I can see the assets and the level. Then I go back to the actual project I am working on, and the problem is fixed, only it does not fix the second problem: I can't add my own assests. I follow the manual and add tags like this: [Property(value="0")] But it doesn't change a thing in the level architect window (even after I close and reopen it). Any ideas? Thanks! Here's the code of the class I want to be shown in the Level Architect: package { import com.citrusengine.objects.PhysicsObject; import com.citrusengine.objects.platformer.Sensor; import flash.utils.clearTimeout; import flash.utils.setTimeout; /** * @author Aymeric */ public class Teleporter extends Sensor { [Property(value="0")] public var endX:Number=0; [Property(value="0")] public var endY:Number=0; public var object:PhysicsObject; [Property(value="0")] public var time:Number = 0; public var needToTeleport:Boolean = false; protected var _teleporting:Boolean = false; private var _teleportTimeoutID:uint; public function Teleporter(name:String, params:Object = null) { super(name, params); } override public function destroy():void { clearTimeout(_teleportTimeoutID); super.destroy(); } override public function update(timeDelta:Number):void { super.update(timeDelta); if (needToTeleport) { _teleporting = true; _teleportTimeoutID = setTimeout(_teleport, time); needToTeleport = false; } _updateAnimation(); } protected function _teleport():void { _teleporting = false; object.x = endX; object.y = endY; clearTimeout(_teleportTimeoutID); } protected function _updateAnimation():void { if (_teleporting) { _animation = "teleport"; } else { _animation = "normal"; } } } }

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  • Is dynamic HTML layout good from an SEO perspective?

    - by sll
    Just wondering whether dynamically built HTML layout is fine from SEO perspectives? So let's assume e-commerce engine and its most popular page - products catalog. So 90% of the page is built using AJAX and MVVM library knockoutjs which builds HTML on the fly on the client side. So how search bots would parse such content? Is it fine indexed and would be such effective as server-side built HTML pages from the SEO perspectives?

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  • Game physics / 2D Collision detection AS3

    - by Jery
    I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use? by any chance does somebody know some a good introduction to game physics? Im asking because I coded a small engine and pretty much the whole code is spagetti code thats why I would like to know how you can setup something like this properly

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  • Design pattern for an ASP.NET project using Entity Framework

    - by MPelletier
    I'm building a website in ASP.NET (Web Forms) on top of an engine with business rules (which basically resides in a separate DLL), connected to a database mapped with Entity Framework (in a 3rd, separate project). I designed the Engine first, which has an Entity Framework context, and then went on to work on the website, which presents various reports. I believe I made a terrible design mistake in that the website has its own context (which sounded normal at first). I present this mockup of the engine and a report page's code behind: Engine (in separate DLL): public Engine { DatabaseEntities _engineContext; public Engine() { // Connection string and procedure managed in DB layer _engineContext = DatabaseEntities.Connect(); } public ChangeSomeEntity(SomeEntity someEntity, int newValue) { //Suppose there's some validation too, non trivial stuff SomeEntity.Value = newValue; _engineContext.SaveChanges(); } } And report: public partial class MyReport : Page { Engine _engine; DatabaseEntities _webpageContext; public MyReport() { _engine = new Engine(); _databaseContext = DatabaseEntities.Connect(); } public void ChangeSomeEntityButton_Clicked(object sender, EventArgs e) { SomeEntity someEntity; //Wrong way: //Get the entity from the webpage context someEntity = _webpageContext.SomeEntities.Single(s => s.Id == SomeEntityId); //Send the entity from _webpageContext to the engine _engine.ChangeSomeEntity(someEntity, SomeEntityNewValue); // <- oops, conflict of context //Right(?) way: //Get the entity from the engine context someEntity = _engine.GetSomeEntity(SomeEntityId); //undefined above //Send the entity from the engine's context to the engine _engine.ChangeSomeEntity(someEntity, SomeEntityNewValue); // <- oops, conflict of context } } Because the webpage has its own context, giving the Engine an entity from a different context will cause an error. I happen to know not to do that, to only give the Engine entities from its own context. But this is a very error-prone design. I see the error of my ways now. I just don't know the right path. I'm considering: Creating the connection in the Engine and passing it off to the webpage. Always instantiate an Engine, make its context accessible from a property, sharing it. Possible problems: other conflicts? Slow? Concurrency issues if I want to expand to AJAX? Creating the connection from the webpage and passing it off to the Engine (I believe that's dependency injection?) Only talking through ID's. Creates redundancy, not always practical, sounds archaic. But at the same time, I already recuperate stuff from the page as ID's that I need to fetch anyways. What would be best compromise here for safety, ease-of-use and understanding, stability, and speed?

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • What's the difference between Canvas and WebGL?

    - by gadr90
    I'm thinking about using CAAT as a part of a HTML5 game engine. One of it's features is the ability to render to Canvas and WebGL without changing anything in the client code. That is a good thing, but I haven't found precisely: what are the differences between those two technologies? I would specially like to know the differences of Canvas and WebGL in the following regards: Framerate Desktop browser support Mobile browser support Futureproofability (TM)

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  • How can I stop my Jitter physics meshes being offset?

    - by ben1066
    I'm developing a C# game engine and have hit a snag trying to add physics. I'm using XNA for graphics and Jitter for physics. I am trying to split the XNA model into it's meshes, then create a ConvexHull for each mesh. I then attempt to combine those into a CompoundObject, this however isn't working and depending upon the model the meshes are offset by different amounts. This is the code I'm currently using and it gives me: Any ideas?

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  • Is there any online programmer's community, focusing on core game development?

    - by kasperov
    I am looking for a stricktly/mostly programming oriented game community, focusing on core graphics, middleware, and research. Any suggestions? Edit: I am specifically looking for people/community/group, having expertise in core game engine design/programming, directx/opengl reservoir.(And specifically targetting the programming part only).(The platforms can be anything from PC to xbox360/ps3/wii and even 3ds.)

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  • Google App Engine how to get an object from the servlet ?

    - by Frank
    I have the following class objects in Google App Engine's dadastore, I can see them from the "Datastore Viewer " : import javax.jdo.annotations.IdGeneratorStrategy; import javax.jdo.annotations.IdentityType; import javax.jdo.annotations.PersistenceCapable; import javax.jdo.annotations.Persistent; import javax.jdo.annotations.PrimaryKey; @PersistenceCapable(identityType=IdentityType.APPLICATION) public class Contact_Info_Entry implements Serializable { @PrimaryKey @Persistent(valueStrategy=IdGeneratorStrategy.IDENTITY) Long Id; public static final long serialVersionUID=26362862L; String Contact_Id="",First_Name="",Last_Name="",Company_Name="",Branch_Name="",Address_1="",Address_2="",City="",State="",Zip="",Country=""; double D_1,D_2; boolean B_1,B_2; Vector<String> A_Vector=new Vector<String>(); public Contact_Info_Entry() { } ...... } How can my java applications get the object from a servlet url ? For instance if have an instance of Contact_Info_Entry who's Contact_Id is "ABC-123", and my App Id is : nm-java When my java program accesses the url : "http://nm-java.appspot.com/Check_Contact_Info?Contact_Id=ABC-123 How will the Check_Contact_Info servlet get the object from datastore and return it to my app ? public class Check_Contact_Info_Servlet extends HttpServlet { static boolean Debug=true; public void doGet(HttpServletRequest request,HttpServletResponse response) throws IOException { } ... protected void doPost(HttpServletRequest request,HttpServletResponse response) throws ServletException,IOException { doGet(request,response); } } Frank

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  • Find all CSS rules that apply to an element

    - by Carl Byström
    Many tools/APIs provide ways of selecting elements of specific classes or IDs. There's also possible to inspect the raw stylesheets loaded by the browser. However, for browsers to render an element, they'll compile all CSS rules (possibly from different stylesheet files) and apply it to the element. This is what you see with Firebug or the WebKit Inspector - the full CSS inheritance tree for an element. How can I reproduce this feature in pure JavaScript without requiring additional browser plugins? Perhaps an example can provide some clarification for what I'm looking for: <style type="text/css"> p { color :red; } #description { font-size: 20px; } </style> <p id="description">Lorem ipsum</p> Here the p#description element have two CSS rules applied: a red color and a font size of 20 px. I would like to find the source from where these computed CSS rules originate from (color comes the p rule and so on).

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  • Dynamically generate client-side HTML form control using JavaScript and server-side Python code in Google App Engine

    - by gisc
    I have the following client-side front-end HTML using Jinja2 template engine: {% for record in result %} <textarea name="remark">{{ record.remark }}</textarea> <input type="submit" name="approve" value="Approve" /> {% endfor %} Thus the HTML may show more than 1 set of textarea and submit button. The back-end Python code retrieves a variable number of records from a gql query using the model, and pass this to the Jinja2 template in result. When a submit button is clicked, it triggers the post method to update the record: def post(self): if self.request.get('approve'): updated_remark = self.request.get('remark') record.remark = db.Text(updated_remark) record.put() However, in some instances, the record updated is NOT the one that correspond to the submit button clicked (eg if a user clicks on record 1 submit, record 2 remark gets updated, but not record 1). I gather that this is due to the duplicate attribute name remark. I can possibly use JavaScript/jQuery to generate different attribute names. The question is, how do I code the back-end Python to get the (variable number of) names generated by the JavaScript? Thanks.

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  • Handling Complex Rules in in GUI applciations (C++ or C#)

    - by Canacourse
    Im working on a dialog box in which several rules must be satisfied before the OK button is enabled. Currently any action on the page such as entering data or selecting an item from a drop down list (amongst other things) calls a single function called ProcessEvent() - this function handles all logic and either enables or disables the OK button. My problem is I finding it difficult making the rules concise and understandable. Some of the rules can be negated by another action on the dialog and I have now ended up with if else statements all over the place or which are difficult to read and follow & extend. The code below is a simplification of the problem but demonstrates it well. How do I handle this problem better (If its Possible) bool CWorkstation::ProcessEvent(void) { UpdateData(); CharCount = GetDlgItemInt(IDC_CharCount, NULL, FALSE); //get latest if ( IsDlgButtonChecked(IDC_USEDBNAME)) { if (!IsDlgButtonChecked(IDC_MAXDBNAME)) { EnableNext(TRUE); } } if (IsDlgButtonChecked(IDC_MAXDBNAME) && CharCount) { if (IsDlgButtonChecked(IDC_USEXMLNAME)) { if ( PrefixName.IsEmpty() ) { EnableNext(FALSE); } else { EnableNext(TRUE); } } } if (IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1) { EnableNext(TRUE); } if ( IsDlgButtonChecked(IDC_WSAUTONAME) || IsDlgButtonChecked(IDC_RENAMEIFDUP)) { // TRACE("IDC_WSAUTONAME is Checked\n"); if ( IsDlgButtonChecked(IDC_USEXMLNAME) && PrefixName.GetLength() > 1 ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) ) { EnableNext(TRUE); } else if ( IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } else { EnableNext(FALSE); } } if ( !IsDlgButtonChecked(IDC_USEPREFIX) ) { if ( IsDlgButtonChecked(IDC_IDC_USESHORTNAME) || IsDlgButtonChecked(IDC_USELONGNAME) ) { EnableNext(TRUE); } } return false; } }

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  • What's the best way to send user-inputted text via AJAX to Google App Engine?

    - by Cuga
    I'm developing in Google App Engine (python sdk) and I want to use jQuery to send an Ajax request to store an answer to a question. What is the best way to send this data to the server? Currently I have: function storeItem(question_id) { var answerInputControl = ".input_answer_"+question_id; var answer_text = $(answerInputControl).text(); $.ajax({ type: "POST", url: "store_answer.html", data: "question="+question_id, success: function(responseText){ alert("Retrieved: " + responseText); } }); } This takes a question Id and provides it to the server via the query string. But on the server-side, I'm unable to access the content of the answer control which I want to store. Without Ajax, I'm able to perform this operation with the following: class StoreAnswers(webapp.RequestHandler): def post(self): question_id = self.request.get("question_id") answer_text = self.request.get("input_answer" + question_id) But when doing this call through Ajax, my answer_text is empty. Do I need to send the contents of this control as part of the data with the Ajax request? Do I add the control itself to the query string? Its contents? Does it matter that the content might be a few hundred characters long? Is this the most-recommended practice? If sending it as a query string, what's the best way to escape the content so that a malicious user doesn't harm the system?

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  • Sending a password securely using gwt and app engine?

    - by user246114
    Hi, I set up session handling on a google app project. This is supposed to allow my users to login and maintain state across pages. I just dumped it into the default greeting service to try it out: public class GreetingServiceImpl extends RemoteServiceServlet implements GreetingService { public void sessionTest(String username) { HttpSession session = getThreadLocalRequest().getSession(false); session.setAttribute("username", username); } } then attempting to pull it out in my landing project.jsp page: <% String username = null; HttpSession mysession = request.getSession(false); if (mysession.getAttribute("username") != null) { username = (String)mysession.getAttribute("username"); } else { username = "(not logged in yet)"; } <p>You are: <%= username %> </p> %> It works, but I don't know how to send the data in sessionTest() securely. If I were sending the user's password in there too, it would be in the clear. This would be ok (I think) if I was using https, but google app engine does not allow you to use https under custom domains (like www.mysite.com), they have to be under the (mysite.appspot.com) domain. I'm kind of stuck here - how do we send passwords securely? If I was using php, I think I could use digest authentication (I'm not too experienced here) - can we do something like that with gwt + gae? Thanks

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  • Django + GAE (Google App Engine) : most convenient path for a beginner?

    - by mac
    Some background info first: Goal: a medium-level complexity web app that I will need to maintain and possibly extend for a few years. Experience: good knowledge of python, some experience of MVC frameworks (in PHP). Desiderata: using django and google app engine. I read extensively about the compatibility issues between GAE and Django, and I am aware of the GAE patch, the norel project, and other similar pieces of code. I have also understood that the SDK provides some of the features of django "out of the box". Yet, given that I have no previous experience with neither Django nor GAE, I am unable to evaluate to which extent using a patched version of Django will strip away important features, or how far the framework provided in the SDK is compatible with Django. So I am rather confused on what would be the best way to proceed in my situation: Should I simply use a patched version of Django as the differences with the original Django are so minor that I would hardly notice them? Should I write my app completely in "regular django" and try to port it to GAE only afterwards, when I will have got a grasp on Django internals and philosophy? Should I write my app using the framework provided with the SDK and port it to django only afterwards? Should I... ? Thank you in advance for your time and advice.

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  • CakePHP in a subdirectory using nginx (Rewrite rules?)

    - by lhnz
    I managed to get this to work a while back, but on returning to the cakephp project I had started it seems that whatever changes I've made to nginx recently (or perhaps a recent update) have broken my rewrite rules. Currently I have: worker_processes 1; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; sendfile on; keepalive_timeout 65; server { listen 80; server_name localhost; location / { root html; index index.php index.html index.htm; } location /basic_cake/ { index index.php; if (-f $request_filename) { break; } if (!-f $request_filename) { rewrite ^/basic_cake/(.+)$ /basic_cake/index.php?url=$1 last; break; } } location /cake_test/ { index index.php; if (-f $request_filename) { break; } if (!-f $request_filename) { rewrite ^/cake_test/(.+)$ /cake_test/index.php?url=$1 last; break; } } # redirect server error pages to the static page /50x.html # error_page 500 502 503 504 /50x.html; location = /50x.html { root html; } # pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000 # location ~ \.php$ { root html; fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; include fastcgi_params; } } server { listen 8081; server_name localhost; root /srv/http/html/xsp; location / { index index.html index.htm index.aspx default.aspx; } location ~ \.(aspx|asmx|ashx|asax|ascx|soap|rem|axd|cs|config|dll)$ { fastcgi_pass 127.0.0.1:9001; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; include fastcgi_params; } } } The problem that I have is that the css and images will not load from the webroot. Instead if I visit http://localhost/basic_cake/css/cake.generic.css, I get a page which tells me: CakePHP: the rapid development php framework Missing Controller Error: CssController could not be found. Error: Create the class CssController below in file: app/controllers/css_controller.php var $name = 'Css'; } ? Notice: If you want to customize this error message, create app/views/errors/missing_controller.ctp CakePHP: the rapid development php framework Does anybody have any ideas on how to fix this?

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  • Dentrix database file

    - by user1050116
    I have dentrix database files, but i don't know which database engine support it. I read online that it support c-Tree database engine, but i am fail to open any files/database into it. Database file are like test.dat and test.idx and many more files are there like this file extensions only. Please help me this, how can i open these files and database. Which database engine will support to open these files?

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  • Apache (Solaris 10): 2 symlinks to the same file, one works the other doesn't

    - by justcatchingrye
    I'm seeing a strange issue with Apache I have a system that pulls a configuration file from a web server. I want to use a symlink with the name 'ocds-dpsarch01a.rules'. This doesn't work. However, if I change one character in that name and link it to the same file, it works - See below I can't think of any reason why one symlink would work when another doesn't? I would have thought either the Apache configuration is right and all symlinks work, or it isn't and no syslinks work(?) Any thoughts welcome ls -l /REMOVED/apache2/htdocs/rules/syslog/*cds-dpsarch01a.rules lrwxrwxrwx 1 root root 62 May 13 13:55 ocds-dpsarch01a.rules - /REMOVED/apache2/htdocs/templates/syslog/DCM_SST_DPST_01.rules lrwxrwxrwx 1 root root 62 May 13 13:52 xcds-dpsarch01a.rules - /REMOVED/apache2/htdocs/templates/syslog/DCM_SST_DPST_01.rules 1) Application starting and successfully reading configuration from the web server 13/05/2010 13:56:37: Information: Connecting ... 13/05/2010 13:56:37: Debug: Reading REMOVED:// REMOVED /rules/syslog/xcds-dpsarch01a.rules 13/05/2010 13:56:37: Debug: HTTP response: HTTP/1.1 200 OK Date: Thu, 13 May 2010 13:56:34 GMT Server: Apache Last-Modified: Fri, 09 Apr 2010 12:28:26 GMT ETag: "5073-a744-ee92ae80" Accept-Ranges: bytes Content-Length: 42820 Cache-Control: max-age=5 Expires: Thu, 13 May 2010 13:56:39 GMT NL7C-Filtered: Content-Type: text/plain Connection: close 13/05/2010 13:56:37: Debug: Plain text rules file detected. 2) Application starting and failing to read configuration from the web server 13/05/2010 13:56:55: Information: Connecting ... 13/05/2010 13:56:55: Debug: Reading REMOVED :// REMOVED /rules/syslog/ocds-dpsarch01a.rules 13/05/2010 13:56:55: Debug: HTTP response: HTTP/1.1 403 Forbidden Date: Wed, 12 May 2010 15:25:11 GMT Server: Apache Vary: accept-language,accept-charset Accept-Ranges: bytes Connection: close Content-Type: text/html; charset=iso-8859-1 Content-Language: en Expires: Wed, 12 May 2010 15:25:11 GMT 13/05/2010 13:56:55: Error: HTTP: HTTP/1.1 403 Forbidden Date: Wed, 12 May 2010 15:25:11 GMT Server: Apache Vary: accept-language,accept-charset Accept-Ranges: bytes Connection: close Content-Type: text/html; charset=iso-8859-1 Content-Language: en Expires: Wed, 12 May 2010 15:25:11 GMT 13/05/2010 13:56:55: Error: HTTP GET failed 13/05/2010 13:56:55: Error: Failed to open Rules file: REMOVED :// REMOVED /rules/syslog/ocds-dpsarch01a.rules

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  • Image improvment methods for OCR Engine

    - by Amir
    Hello every one, We are working on a software that uses OPENOCR engine to do some OCR on given images, given we are using .NET framework , i was wondering if anyone knows about any good possible filters or sharpening methods that can be applied to the image prior to sending it to OCR engine. I have found for example a grayscaled image is much easier for OCR engine to read than a color images. are there any other techniques or image filttering that you guys know of , that can decrease the error margin by OCR engine ? Thanks a million -Amir

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  • Which credentials should I put in for Google App Engine BulkLoader at development server?

    - by Hoang Pham
    Hello everyone, I would like to ask which kind of credentials do I need to put on for importing data using the Google App Engine BulkLoader class appcfg.py upload_data --config_file=models.py --filename=listcountries.csv --kind=CMSCountry --url=http://localhost:8178/remote_api vit/ And then it asks me for credentials: Please enter login credentials for localhost Here is an extraction of the content of the models.py, I use this listcountries.csv file class CMSCountry(db.Model): sortorder = db.StringProperty() name = db.StringProperty(required=True) formalname = db.StringProperty() type = db.StringProperty() subtype = db.StringProperty() sovereignt = db.StringProperty() capital = db.StringProperty() currencycode = db.StringProperty() currencyname = db.StringProperty() telephonecode = db.StringProperty() lettercode = db.StringProperty() lettercode2 = db.StringProperty() number = db.StringProperty() countrycode = db.StringProperty() class CMSCountryLoader(bulkloader.Loader): def __init__(self): bulkloader.Loader.__init__(self, 'CMSCountry', [('sortorder', str), ('name', str), ('formalname', str), ('type', str), ('subtype', str), ('sovereignt', str), ('capital', str), ('currencycode', str), ('currencyname', str), ('telephonecode', str), ('lettercode', str), ('lettercode2', str), ('number', str), ('countrycode', str) ]) loaders = [CMSCountryLoader] Every tries to enter the email and password result in "Authentication Failed", so I could not import the data to the development server. I don't think that I have any problem with my files neither my models because I have successfully uploaded the data to the appspot.com application. So what should I put in for localhost credentials? I also tried to use Eclipse with Pydev but I still got the same message :( Here is the output: Uploading data records. [INFO ] Logging to bulkloader-log-20090820.121659 [INFO ] Opening database: bulkloader-progress-20090820.121659.sql3 [INFO ] [Thread-1] WorkerThread: started [INFO ] [Thread-2] WorkerThread: started [INFO ] [Thread-3] WorkerThread: started [INFO ] [Thread-4] WorkerThread: started [INFO ] [Thread-5] WorkerThread: started [INFO ] [Thread-6] WorkerThread: started [INFO ] [Thread-7] WorkerThread: started [INFO ] [Thread-8] WorkerThread: started [INFO ] [Thread-9] WorkerThread: started [INFO ] [Thread-10] WorkerThread: started Password for [email protected]: [DEBUG ] Configuring remote_api. url_path = /remote_api, servername = localhost:8178 [DEBUG ] Bulkloader using app_id: abc [INFO ] Connecting to /remote_api [ERROR ] Exception during authentication Traceback (most recent call last): File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\tools\bulkloader.py", line 2802, in Run request_manager.Authenticate() File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\tools\bulkloader.py", line 1126, in Authenticate remote_api_stub.MaybeInvokeAuthentication() File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\ext\remote_api\remote_api_stub.py", line 488, in MaybeInvokeAuthentication datastore_stub._server.Send(datastore_stub._path, payload=None) File "D:\Projects\GoogleAppEngine\google_appengine\google\appengine\tools\appengine_rpc.py", line 344, in Send f = self.opener.open(req) File "C:\Python25\lib\urllib2.py", line 381, in open response = self._open(req, data) File "C:\Python25\lib\urllib2.py", line 399, in _open '_open', req) File "C:\Python25\lib\urllib2.py", line 360, in _call_chain result = func(*args) File "C:\Python25\lib\urllib2.py", line 1107, in http_open return self.do_open(httplib.HTTPConnection, req) File "C:\Python25\lib\urllib2.py", line 1082, in do_open raise URLError(err) URLError: <urlopen error (10061, 'Connection refused')> [INFO ] Authentication Failed Thank you!

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  • Sql Alchemy Duplicated Commit

    - by PythonWolf
    Good Morning i'm currently facing a problem in my Cherrypy application. Im my own custom session module , anyway when performing session.add() The exact same object gets updated Twice. cherrypy.request.SessionManager.user_data = user try: db_session.add(cherrypy.request.SessionManager) db_session.commit() Will Return 2011-06-21 09:16:48,991 INFO sqlalchemy.engine.base.Engine.0x...04cL BEGIN (implicit) 2011-06-21 09:16:49,015 INFO sqlalchemy.engine.base.Engine.0x...04cL SELECT ..... FROM "Clients_Users" WHERE "Clients_Users".username = %(username_1)s AND "Clients_Users".password = %(password_1)s LIMIT 1 OFFSET 0 2011-06-21 09:16:49,015 INFO sqlalchemy.engine.base.Engine.0x...04cL {'password_1': '123', 'username_1': u'1'} 2011-06-21 09:16:49,047 INFO sqlalchemy.engine.base.Engine.0x...04cL UPDATE "SYS_Sessions" SET user_data=%(user_data)s WHERE "SYS_Sessions".id = %(SYS_Sessions_id)s 2011-06-21 09:16:49,067 INFO sqlalchemy.engine.base.Engine.0x...04cL {'SYS_Sessions_id': 92L, 'user_data': } 2011-06-21 09:16:49,071 INFO sqlalchemy.engine.base.Engine.0x...04cL COMMIT 2011-06-21 09:16:49,093 INFO sqlalchemy.engine.base.Engine.0x...04cL BEGIN (implicit) 2011-06-21 09:16:49,095 INFO sqlalchemy.engine.base.Engine.0x...04cL UPDATE "SYS_Sessions" SET user_data=%(user_data)s WHERE "SYS_Sessions".id = %(SYS_Sessions_id)s 2011-06-21 09:16:49,095 INFO sqlalchemy.engine.base.Engine.0x...04cL {'SYS_Sessions_id': 92L, 'user_data': } 2011-06-21 09:16:49,108 INFO sqlalchemy.engine.base.Engine.0x...04cL COMMIT As Anyone seen this before ? P.S This doesn't happen in the rest of the modules i have made.

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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