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  • T-SQL Tuesday # 16 : This is not the aggregate you're looking for

    - by AaronBertrand
    This week, T-SQL Tuesday is being hosted by Jes Borland ( blog | twitter ), and the theme is " Aggregate Functions ." When people think of aggregates, they tend to think of MAX(), SUM() and COUNT(). And occasionally, less common functions such as AVG() and STDEV(). I thought I would write a quick post about a different type of aggregate: string concatenation. Even going back to my classic ASP days, one of the more common questions out in the community has been, "how do I turn a column into a comma-separated...(read more)

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  • SQLPASS Summit 2011 -- I'm going but not as a speaker

    - by NeilHambly
    This post is about my attempt and slight failure @ getting a presenting session @ this year’s SQLPASS Summit 2011 I had submitted for the 1st time 2 submissions (think we had max of 4 we could enter, but I was happy to go with just 2 this time, 1 I had already presented & 1 was nearly completed) My general session (75 minutes) the same session on “Waits” I had done @ SQLBits 8 back in Brighton last April, and a new 1/2 day 3.5 hours format which is a session I’m completing on SQLOS layer Well...(read more)

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  • Silverlight Cream for March 07, 2011 -- #1055

    - by Dave Campbell
    In this Issue: Max Paulousky, Chris Rouw, David Anson, Jesse Liberty, Shawn Wildermuth, Simon Guindon, and Dhananjay Kumar. Above the Fold: Silverlight: "Faster Databinding in WPF and Silverlight using OptimizedObservableCollection" Simon Guindon WP7: "Phoney Tools Updated (WP7 Open Source Library)" Shawn Wildermuth From SilverlightCream.com: Problems With Sharing Windows Phone 7 Applications Within A Large Group Of Beta Testers Max Paulousky has a post up discussing the issues surrounding beta testing a WP7 app with a large group of testers... and how to pull it all off. WP7 Insights #1: Consuming REST APIs within a WP7 app Chris Rouw is beginning a WP7 series based on his recent experience of getting a client's app into the marketplace. This first in his series is on consuming REST APIs ... lots of good code and explanations. Improving Windows Phone 7 application performance is even easier with these LowProfileImageLoader and DeferredLoadListBox updates David Anson has an update to his LowProfileImageLoader and DeferredLoadListBox after issues brought up by readers... so we all win with the great feedback from alert devs. When Isolated Storage Isn’t Enough Jesse Liberty started looking at Jeremy Likness' Sterling with this post in the WP7 From Scratch series. He starts with downloading it from CodePlex ... great way to get into Sterling if you haven't already. Phoney Tools Updated (WP7 Open Source Library) Shawn Wildermuth has the latest drop of his Phoney Tools up... this is the last Alpha. I've added a tag for it as well. He's fixed some things, added others... check out the post and go grab the code. Faster Databinding in WPF and Silverlight using OptimizedObservableCollection Simon Guindon is a blogger I've not been following, but this post on an OptimizedObservableCollection caught my eye. He added an AddRange() to the ObservableCollection to get a speed enhancement when adding items... and a pretty good speed enhancement it is. Reading files asynchronously using WebClient class in Silverlight Dhananjay Kumar is another prolific blogger that I've not been following, so we'll start with his latest... a step-by-step guide to reading an XML file asynchronously. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • unable to change brightness settings in sony vaio e series laptop

    - by yashwanth
    I am using Sony Vaio E Series VPCEH25EN laptop. I installed ubuntu 12.04 64 bit version and I couldn't change my brightness level. Always it is showing max brightness, I tried to change by using echo 0 | sudo tee /sys/class/backlight/acpi_video0/brightness command. When I run the above cmd it showing output as 0 but there is no change in brightness level. please help out how to change brightness levels.

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  • Brightness Crash and Fan issues in 12.04.1

    - by S.A. McIntosh
    I would just like to state beforehand that I am a total novice in using Ubuntu when it comes to the more complex issues. So I thought it would be best to finally come here and ask for help before being re-directed or closed out for a solution. I have already looked high and low on this board for one but nothing came up for my particular case, so I might as well take a shot asking for the first time here. This is what I have at the moment: -Dell Insprion 1764 w/ 64-bit Intel i5 Core -Dual Boot: Windows 7/Ubuntu 12.04.1 32-bit (from 12.04 install) -Unity shell -Linux kernel: 3.2.0-32 generic-pae ...and this is my fglrxinfo: OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: ATI Mobility Radeon HD 5000 Series OpenGL version string: 4.2.11627 Compatibility Profile Context The one issue I have with using Ubuntu is brightness. With the driver in every time I use the slider in the brightness and lock settings or use the keyboard function, it freezes, goes black and comes up with a scrambled colors page like this in the video. So I have looked all over this board and the web for answers looking for a solution that might have an answer. This is what I have done so far to fix this: -First Solution: Looking around, I found this small fix using terminal: sudo gedit /etc/rc.local followed by adding this into "rc.local" echo # > /sys/class/backlight/acpi_video0/brightness This works rarely with the graphics driver still in and I often get lucky say during restart but reboot would only snap back the brightness at max. -Second Solution Simply remove the graphics driver while leaving the solution of first behind. This solves the issue but results in having the monitor flicker and flash at startup which in itself is not a problem to me but maybe not so good for monitor health. Also it causes the fan to speed up throughout the session and render any program that needs the driver useless. -Third Solution This is the most obvious. Just simply use the brightness on AMD Catalyst Control Center software that came with the driver, and I can say that it's form of brightness is HORRIBLE compared to the actual settings. Which leads up to where I am now, back to the driver to stop the fan speed-up and seems that the only solution to the brightness crash is to use the keyboard-controlled brightness at the login screen NOT the desktop if I want the issued effect but will just snap at max bright again if I restart. Fan speed problem is dealt with but now run the risk of crashing my computer if I so much touch the brightness settings. Speaking of which I found this on launchpad and it seems that the issue has been going far since June of 2012. Any help, redirect link or reference would be greatly appreciated. Thank you.

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  • Display Resolution all wrong iin 12.04.1 running in VBox

    - by André Alçada Padez
    I have a Ubuntu 12.04.1 (64bits) system, running perfectly alongside Windows 7. I needed to create a Virtual Machine in VBox running the same 12.04.1 (64bits). I have a 15 inch notebook w/ NVidia Graphics, display running at 1920*1080 on the host system. installed the Guest Additions and restarted the VM Configured the VM for 128 MB (max) of memory for the graphics I can only configure the 4:3 display resolutions: 1280*960 / 1023*768 / 800*600 What can i do to be able to have 16/10 1920*1080?

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  • Using runtime checking of code contracts in Visual Studio 2010

    - by DigiMortal
    In my last posting about code contracts I introduced how to check input parameters of randomizer using static contracts checking. But you can also compile code contracts to your assemblies and use them also in runtime. In this posting I will show you simple example about runtime checking of code contracts. NB! If you want to play with code and try out things described here feel free to download example solution. if you are speaker and want to use this solution as a part of your sessions then feel free to do so, but don’t forget to refer me and this blog as source of this solution. And please let me know about your session. As a speaker I am very interested about it. :) To see how code contracts are checked at runtime we have to enable runtime checking from project properties. Make sure you have checked the box “Perform Runtime Contract Checking” and make sure you select “Full” from dropdown. These parts are in red box on the screenshot below. Visual Studio 2010 settings for code contracts. Runtime Checking is turned on and checks are made only in public surface. Click on image to see it at original size.  Save project settings. Then compile code and run it. As soon as code execution hits the call to GetRandomFromRangeContracted() exception is thrown. If you are not currently playing with solution referred above take a look at the following screenshot. Visual Studio 2010 runtime checking of code contracts. Exception of type ContractException is thrown when contract is violated. Click on image to see it at original size.  The exact type of exception is ContractException and it is defined in System.Diagnostics.Contracts.__ContractsRuntime namespace. In our example the message of exception is following: "Precondition failed: min < max  Min must be less than max" Besides the description we inserted for the case contract violation the message also contains violated contract type. In this case the type of contract is Precondition. Conclusion Using runtime checking of code contracts enables you to take code contracts with your code and have them checked every time when your methods are called. This way you can assure that all conditions are met to run method or exception is thrown and calling system has to handle the situation.

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  • Geek City: Where are LOBs stored?

    - by Kalen Delaney
    When researching a question from one of the students in my class last week, I was reading the documentation for CREATE TABLE about storing LOB columns at http://msdn.microsoft.com/en-us/library/ms174979.aspx . For this discussion LOB columns includes text, image, ntext, xml and the MAX columns when they are over 8000 bytes and stored outside the regular data row. I knew that SQL Server gives us the capability of storing LOB columns in a separate filegroup with the TEXTIMAGE_ON clause, but I was surprised...(read more)

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  • SQL Server Substr Equivalent

    - by Derek D.
    The oracle function equivalent to the SQL Server function of Substr is: Substring. All spelled out. This function is actually identical to Oracle’s function.DECLARE @BaseString varchar(max)SET @BaseString = 'My grandmothers pillows are blue'SELECT SUBSTRING ( @BaseString -- The base string to extract from ,4 -- Start Position ,5 -- Length of Characters )The above query returns the value ‘grand’. Related Posts:»SQL Server Contains [...]

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • Transmission torrent client very inconsistent speeds

    - by mark kirby
    I have inconsistent download speed using the transmission bit torrent client. The speed will vary greatly between 400kb and 1kb per second (My internet is crap 400kb is a acceptable maximum). I also noticed that even though hundreds of peers are available Transmission will only connect to about 20 at any time (I have set the connection limit to 200 per torrent and 500 max). I hope someone know a fix.

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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  • Why "Estimated Avg. CPC" changes when using multiple phrases in Google's Traffic Estimator?

    - by Misha Moroshko
    I use Google's Traffic Estimator to calculate the Estimated Average Cost Per Click. I use the following filters: Locations: Australia Languages: English Max CPC = $10000 (just for this example) When I enter the following phrases: air conditioner melbourne air conditioning melbourne the result is: air conditioning melbourne: AU$6.53 air conditioner melbourne: AU$5.97 But, when I use a single phrase: air conditioner melbourne the result is: air conditioner melbourne: AU$6.22 Why is this difference?

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  • Sub-Select to Delimited List in T-SQL

    - by Doug Lampe
    The following transact-SQL statement can be used with Microsoft SQL Server to create a delimited list from a sub-query.  In this case the delimiter is a comma. SELECT Left(item,LEN(item)-1)as delimited_list FROM (     select       CAST       (          (               select original_item + ','               from TABLE             where condition_field = 'value'             for xml path ('')           )   as varchar(max)      ) as item ) as temp

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  • How to calculate the covariance in T-SQL

    - by Peter Larsson
    DECLARE @Sample TABLE         (             x INT NOT NULL,             y INT NOT NULL         ) INSERT  @Sample VALUES  (3, 9),         (2, 7),         (4, 12),         (5, 15),         (6, 17) ;WITH cteSource(x, xAvg, y, yAvg, n) AS (         SELECT  1E * x,                 AVG(1E * x) OVER (PARTITION BY (SELECT NULL)),                 1E * y,                 AVG(1E * y) OVER (PARTITION BY (SELECT NULL)),                 COUNT(*) OVER (PARTITION BY (SELECT NULL))         FROM    @Sample ) SELECT  SUM((x - xAvg) *(y - yAvg)) / MAX(n) AS [COVAR(x,y)] FROM    cteSource

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  • Need help with a complex 3d scene (using Ogre and bullet)

    - by Matthias
    In my setup there is a box with a hole on one side, and a freely movable "stick" (or bar, tube). This stick can be inserted/moved through the hole into the box. This hole is exactly as wide as the diameter of the stick. In reality, when you would now hold the end of the stick in your hand and move the hand left/right or up/down, the other end of the stick, which is inside the box, would move into the opposite direction of your hand movement (because the stick is affixed at the pivot point where it is entering the box through the hole). (I hope you understand what I mean so far.) Now I need to simulate such a setup in a 3d program. I have already successfully developed an Ogre3d framework for this application, including bullet. But what I don't know is how I can implement in my program what I have described above. This application must include two more features: The scene camera is attached to the end of the stick that is inserted into the box. So when the user would move the mouse (to control "his" end of the stick outside the box), then the camera attached to the stick would move in the opposite direction, as described above. The stick has some length, and the user can push it further into the box, or pull it closer to him again. That means of course that the max. radius on which the end of the stick inside the box can move depends on how far the stick is pushed into the box. Thus, the more the stick is pushed into the box, the larger the max. radius of this end of the stick with the camera will be. I understand this is maybe quite a complex thing, so I don't expect any real source code here. I already have the Ogre and bullet part as said up and running, as well as a camera attached to the stick. This works fine. What I don't know though is how I can simulate the setup described above. Especially the requirement that the stick is affixed at the position of the hole on the box, where it is inserted into the box. Any ideas how I could approach to implement the described setup?

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  • Sound works but cannot change settings or volume

    - by W. Conrad Walden
    Volume is always on max. The volume indicator is showing three dashes and does not show anything when I click on it. Clicking the "sound" button in settings causes it to recursively reopen settings. pulseaudio --start doesn't help. EDIT: This has only started happening after the upgrade to 13.10 EDIT 2: This is in Unity, yes. EDIT 3: killall unity-panel-service works and does reload the panels, but previous problems persist.

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows: --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 --volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then --c1:setFillColor(10,105,0) --c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I'll try to frame the query better :). Thanks in advance.

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  • SELECT TOP 1

    - by Derek Dieter
    There are many good uses of the SELECT TOP 1 method of querying. Essentially, the select top 1 method is used to find the min or max record for a particular value. There is some debate as to whether this is the ‘correct’ method of querying, however it should be known that this [...]

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  • Help with Collision of spawned object(postion fixed) with objects that there are translating on screen

    - by Amrutha
    Hey guys I am creating a game using Corona SDK and so coding it in Lua. So there are 2 separate functions, To translate the hit objects and change their color when they are tapped The link below is the code I am using to for the first function http://developer.anscamobile.com/sample-code/fishies Spawn objects that will hit the translating objects on collision. Alos on collision the spawned object disappears and the translating object bears a color(indicating the collision). In addition the size of this spawned object is dependent on i/p volume level. The function I have written is as follows, --VOICE INPUT CODE local r = media.newRecording() r:startRecording() r:startTuner() --local function newBar() -- local bar = display.newLine( 0, 0, 1, 0 ) -- bar:setColor( 0, 55, 100, 20 ) -- bar.width = 5 -- bar.y=400 -- bar.x=20 -- return bar --end local c1 = display.newImage("str-minion-small.png") c1.isVisible=false local c2 = display.newImage("str-minion-mid.png") c2.isVisible=false local c3 = display.newImage("str-minion-big.png") c3.isVisible=false --SPAWNING local function spawnDisk( event ) local phase = event.phase local volumeBar = display.newLine( 0, 0, 1, 0 ) volumeBar.y = 400 volumeBar.x = 20 -- volumeBar.isVisible=false local v = 20*math.log(r:getTunerVolume()) local MINTHRESH = 30 local LEFTMARGIN = 20 local v2 = MINTHRESH + math.max (v, -MINTHRESH) v2 = (display.contentWidth - 1 * LEFTMARGIN ) * v2 / MINTHRESH volumeBar.xScale = math.max ( 20, v2 ) local l = volumeBar.xScale local cnt1 = 0 local cnt2 = 0 local cnt3 = 0 local ONE =1 local val = event.numTaps --local px=event.x --local py=event.y if "ended" == phase then --audio.play( popSound ) --myLabel.isVisible = false if l > 50 and l <=150 then -- c1:setFillColor(10,105,0) -- c1.isVisible=false c1.x=math.random( 10, 450 ) c1.y=math.random( 10, 300 ) physics.addBody( c1, { density=1, radius=10.0 } ) c1.isVisible=true cnt1= cnt1+ ONE return c1 elseif l > 100 and l <=250 then --c2:setFillColor(200,10,0) c2.x=math.random( 10, 450 ) c2.y=math.random( 10, 300 ) physics.addBody( c2, { density=2, radius=9000.0 } ) c2.isVisible=true cnt2= cnt2+ ONE return c2 elseif l >=250 then c3.x=math.random( 40, 450 ) c3.y=math.random( 40, 300 ) physics.addBody( c3, { density=2, radius=7000.0 , bounce=0.0 } ) c3.isVisible=true cnt3= cnt3+ ONE return c3 end end end buzzR:addEventListener( "touch", spawnDisk ) -- touch the screen to create disks Now both functions work fine independently but there is no collision happening. Its almost as if the translating object and the spawn object are on different layers. The translating object passes through the spawn object freely. Can anyone please tell me how to resolve this problem. And how can I get them to collide. Its my first attempt at game development, that too for a mobile platform so would appreciate all help. Also if I have not been specific do let me know. I ll try to frame the query better :). Thanks in advance.

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  • Introduction To Web And Flash Design

    An Introduction to Flash and Web Design This is the time of the Internet. People from all parts of the world make use of the Internet as a method to sell, buy, learn, advertise, and for many other f... [Author: Max Nielsen - Web Design and Development - August 24, 2009]

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  • Is AdWords ad blocked from top spots of SERPs until it is reviewed?

    - by Omeoe
    I have an AdWords ad and a keyword with a Quality Score of 10. Inferring from CPC from actual clicks, max CPC is set way beyond that of the third advertiser from the SERP for this keyword (there are three ads in the top). Still the ad is shown on the 4th spot which located either on the right or at the bottom of the SERP. The only catch is that the ad's status is "under review". Is it the reason why it's blocked from the top spots?

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  • Connection Closed and Connect Reset By Peer Errors [on hold]

    - by Alex Pineda
    We're running freebsd + jail, and lighttpd + fastcgi + php_cgi. We changed our domain and all of a sudden we are getting SPORADIC connection closes. We recently changed our subdomain from www to shop but really there have been no other major changes. When I modified lighttpd's server.max-read-idle from default 60 to 5 the connection close message comes much more rapidly however it has not corrected the issue.

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  • Issues with LVM partition size in Server 13.04

    - by Michael
    I am new to ubuntu and a little confused about how hard drive partitions and LVM works. I remember setting up Ubuntu server 13.04 and telling to to use 1TB of a 3TB server. Well I have maxed that out with blu-ray rips and want the rest of the drive for space. On log-in it says: System load: 2.24 Processes: 179 Usage of /: 88.7% of 912.89GB Users logged in: 0 Memory usage: 6% IP address for p5p1: 192.168.0.100 Swap usage: 0% => / is using 88.7% of 912.89GB lvdisplay outputs: --- Logical volume --- LV Path /dev/DeathStar-vg/root LV Name root VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 1 LV Size 2.70 TiB Current LE 707789 Segments 2 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:0 --- Logical volume --- LV Path /dev/DeathStar-vg/swap_1 LV Name swap_1 VG Name DeathStar-vg LV Write Access read/write LV Creation host, time DeathStar, 2013-05-18 22:21:11 -0400 LV Status available # open 2 LV Size 3.75 GiB Current LE 959 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 256 Block device 252:1 vgdisplay outputs: VG Name DeathStar-vg System ID Format lvm2 Metadata Areas 1 Metadata Sequence No 4 VG Access read/write VG Status resizable MAX LV 0 Cur LV 2 Open LV 2 Max PV 0 Cur PV 1 Act PV 1 VG Size 2.73 TiB PE Size 4.00 MiB Total PE 715335 Alloc PE / Size 708748 / 2.70 TiB Free PE / Size 6587 / 25.73 GiB df outputs: Filesystem 1K-blocks Used Available Use% Mounted on /dev/mapper/DeathStar--vg-root 957238932 848972636 59634696 94% / none 4 0 4 0% /sys/fs/cgroup udev 1864716 4 1864712 1% /dev tmpfs 374968 1060 373908 1% /run none 5120 4 5116 1% /run/lock none 1874824 148 1874676 1% /run/shm none 102400 24 102376 1% /run/user /dev/sda2 234153 56477 165184 26% /boot And fdisk /dev/sda -l outputs: Disk /dev/sda: 3000.6 GB, 3000592982016 bytes 255 heads, 63 sectors/track, 364801 cylinders, total 5860533168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sda1 1 4294967295 2147483647+ ee GPT Partition 1 does not start on physical sector boundary. I just don't know what to make of all this and am not sure how I can make it use all 2.73TBs. Thanks in advance for any help. EDIT-- Yes I did make changes to the LVM Config, but it didnt do anything. As requested, output of parted -l /dev/sda Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sda: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: gpt Number Start End Size File system Name Flags 1 1049kB 2097kB 1049kB bios_grub 2 2097kB 258MB 256MB ext2 3 258MB 3001GB 3000GB lvm Model: ATA WDC WD30EFRX-68A (scsi) Disk /dev/sdb: 3001GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-swap_1: 4022MB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 4022MB 4022MB linux-swap(v1) Model: Linux device-mapper (linear) (dm) Disk /dev/mapper/DeathStar--vg-root: 2969GB Sector size (logical/physical): 512B/4096B Partition Table: loop Number Start End Size File system Flags 1 0.00B 2969GB 2969GB ext4

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  • Isometric layer moving inside map

    - by gronzzz
    i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see map out of bounds. But i can not understand algorithm of how to do that. It's my layer scale/moving code. - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { _isTouchBegin = YES; } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { NSArray *allTouches = [[event allTouches] allObjects]; UITouch *touchOne = [allTouches objectAtIndex:0]; CGPoint touchLocationOne = [touchOne locationInView: [touchOne view]]; CGPoint previousLocationOne = [touchOne previousLocationInView: [touchOne view]]; // Scaling if ([allTouches count] == 2) { _isDragging = NO; UITouch *touchTwo = [allTouches objectAtIndex:1]; CGPoint touchLocationTwo = [touchTwo locationInView: [touchTwo view]]; CGPoint previousLocationTwo = [touchTwo previousLocationInView: [touchTwo view]]; CGFloat currentDistance = sqrt( pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) + pow(touchLocationOne.y - touchLocationTwo.y, 2.0f)); CGFloat previousDistance = sqrt( pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) + pow(previousLocationOne.y - previousLocationTwo.y, 2.0f)); CGFloat distanceDelta = currentDistance - previousDistance; CGPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo); pinchCenter = [self convertToNodeSpace:pinchCenter]; CGFloat predictionScale = self.scale + (distanceDelta * PINCH_ZOOM_MULTIPLIER); if([self predictionScaleInBounds:predictionScale]) { [self scale:predictionScale scaleCenter:pinchCenter]; } } else { // Dragging _isDragging = YES; CGPoint previous = [[CCDirector sharedDirector] convertToGL:previousLocationOne]; CGPoint current = [[CCDirector sharedDirector] convertToGL:touchLocationOne]; CGPoint delta = ccpSub(current, previous); self.position = ccpAdd(self.position, delta); } } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { _isDragging = NO; _isTouchBegin = NO; // Check if i need to bounce _touchLoc = [touch locationInNode:self]; } #pragma mark - Update - (void)update:(CCTime)delta { CGPoint position = self.position; float scale = self.scale; static float friction = 0.92f; //0.96f; if(_isDragging && !_isScaleBounce) { _velocity = ccp((position.x - _lastPos.x)/2, (position.y - _lastPos.y)/2); _lastPos = position; } else { _velocity = ccp(_velocity.x * friction, _velocity.y *friction); position = ccpAdd(position, _velocity); self.position = position; } if (_isScaleBounce && !_isTouchBegin) { float min = fabsf(self.scale - MIN_SCALE); float max = fabsf(self.scale - MAX_SCALE); int dif = max > min ? 1 : -1; if ((scale > MAX_SCALE - SCALE_BOUNCE_AREA) || (scale < MIN_SCALE + SCALE_BOUNCE_AREA)) { CGFloat newSscale = scale + dif * (delta * friction); [self scale:newSscale scaleCenter:_touchLoc]; } else { _isScaleBounce = NO; } } }

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