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  • 2 Spaces or 1 Tab, what's the standard for indentation in the Rails Community?

    - by viatropos
    I've noticed that most of the HTML/XML/HAML that gets generated from plugins uses 2 spaces instead of 1 tab. I use textmate and have tabs set to 4 spaces for HAML/HTML/XML and 2 spaces for Javascript/Ruby, but I only have to press the tab key once to get nice indentation. Pressing the space bar twice and delete twice seems like too much work :p. Do you manually type two spaces, or is some middle layer converting tabs to two spaces? Or do just a few of you use tabs?

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  • Sane(r) way to get character-encoding of CLI?

    - by danyowdee
    Hi all! I was writing a CLI-Tool for Mac OS X (10.5+) that has to deal with command-line arguments which are very likely to contain non-ASCII characters. For further processing, I convert these arguments using +[NSString stringWithCString:encoding:]. My problem is, that I couldn't find good information on how to determine the character-encoding used by the shell in which said cli-tool is running in. What I came up with as a solution is the following: NSDictionary *environment = [[NSProcessInfo processInfo] environment]; NSString *ianaName = [[environment objectForKey:@"LANG"] pathExtension]; NSStringEncoding encoding = CFStringConvertEncodingToNSStringEncoding( CFStringConvertIANACharSetNameToEncoding( (CFStringRef)ianaName ) ); NSString *someArgument = [NSString stringWithCString:argv[someIndex] encoding:encoding]; I find that a little crude, however -- which makes me think that I missed out something obvious...but what? Is there a saner/cleaner way of achieving essentially the same? Thanks in advance D

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  • How do I turn off the click sound when closing a tab in chrome?

    - by nos
    Every time I close a tab in Chrome, it makes a click sound. How do I turn off that sound? I reported that issue back in Oct 2010. The problem doesn't appear on all clients and the reason is still unclear. Common attempts at solving the issue include simply turning off the sound in Windows. But I would prefer to solve the problem at the source. Why is Chrome even triggering that sound to be played? And why is it delayed? The problem would be far less annoying if the sound could easily be related to the action taken. Installing the Chrome Toolbox and muting all tabs has no effect on this issue. When switching to a different Chrome user profile, the new user profile does exhibit the same issue.

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  • What is the character used to indent the Make file rule recipe?

    - by goldenmean
    Hi, I am using gnu make and in a Makefile I have, I see below rule. I want to add a similar rule with a recipe, but when I add a rule and its receipe on the next line by giving a tab or space for the recipe, I get make error. dummy : @echo $(OBJS) When i turned on the vim command :set list , i see: dummy :$ ^I@echo $(OBJS)$ What exactly are the characters before the recipe line(second line) which indent it from the start of line? How do I enter them using keyboard (without having to copy paste the exisitng rule and then modifying it? Where would I find information for various spaces/indents to be used in creating a Makefile from beginning, by hand(Not a automake/or other tool created makefile)? thanks, -AD.

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  • All browsers hang on windows 7 in tab says 'Waiting for...' need restart

    - by Lakshmila
    I'm having a frustrating problem with browsers on OS windows 7 home premium. IE 10: My web browsing works ok for a while and then pages freeze and tab at top says "Waiting for ...' and never loads. Strangely I can still get to Google search results but if I click anything it freezes. Chrome freezes too and says 'The page has become unresponsive ...kill page' Safari stops also. I have tried clearing cookies, cache, turning off Bitdefender firewall and nothing apart from a restart fixes it. consequently I am forced to restart my computer several times a day to stop this browser hang. I have no idea what could be causing this ..any help greatly appreciated.

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  • Send chrome tab from w7 laptop to w7 HTPC? (Like with iPad to AppleTV)

    - by Justin
    For the last couple days I've been trying to figure out how to get open tabs syncing between chrome installs on different computers to no avail. (if it's supposed to work the way I think it should, that is.) I have a laptop that I do all my web browsing on. Once in a while I'll come across some video that's worthy of the big-screen and the surround sound and want to open that tab (or media) on the HTPC. It'd be nice if I could just 'Right click Send to HTPC' and it opens up there with no further hassle. But even opening chrome on the HTPC and finding all my current tabs waiting would be fine. Alas, open tabs syncing doesn't seem to actually open tabs on other devices for me. Has anyone come up with a way to accomplish anything similar? Thanks all!

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  • How to set a character set per application in *nix?

    - by SimmaDoWN
    I am attempting to set a character set of IBM850 on slackware linux for a particular application (epic5). Im using rxvt-unicode and have setup LANG/LC_*=en_US. Now if I set the encoding to IBM850 in kde's konsole program im able to display certain characters correctly. I'd rather not use IBM850 for everything; is there a way to set/alias a command for a per application execution? Ive tried things like: LC_CTYPE=IBM850 epic5 LC_ALL=IBM850 epic5 No success. Any help would be appreciated

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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  • jQuery - animating 'left' position of absolutely positioned div when sliding panel is revealed

    - by trickymatt
    Hello, I have a hidden panel off the left side of the screen which slides into view on the click of a 'tab' positioned on the left side of the screen. I need the panel to slide over the top of the existing page content, and I need the tab to move with it. and so both are absolutely positioned in css. Everything works fine, apart from I need the tab (and thus the tab-container) to move left with the panel when it is revealed, so it appears to be stuck to the right-hand-side of the panel. Its relatively simple when using floats, but of course this affects the layout of the existing content, hence absolute positioning. I have tried animating the left position of the panel-container (see the documented jquery function), but I cant get it to work. My HTML <div><!--sample page content--> <p> Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et </p> </div> <div id="panel" class="height"> <!--the hidden panel --> <div class="content"> <p>Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore</p> </div> </div> <!--if javascript is disabled use this link--> <div id="tab-container" class="height"> <a href="#" onclick="return()"> <div id="tab"><!-- this will activate the panel. --></div> </a> </div> My jQuery $(document).ready(function(){ $("#panel, .content").hide(); //hides the panel and content from the user $('#tab').toggle(function(){ //adding a toggle function to the #tab $('#panel').stop().animate({width:"400px", opacity:0.8}, 100, //sliding the #panel to 400px // THIS NEXT FUNCTION DOES NOT WORK --> function() { $('#tab-container').animate({left:"400px"} //400px to match the panel width }); function() { $('.content').fadeIn('slow'); //slides the content into view. }); }, function(){ //when the #tab is next cliked $('.content').fadeOut('slow', function() { //fade out the content $('#panel').stop().animate({width:"0", opacity:0.1}, 500); //slide the #panel back to a width of 0 }); }); }); and this is the css #panel { position:absolute; left:0px; top:50px; background-color:#999999; height:500px; display:none;/*hide the panel if Javascript is not running*/ } #panel .content { width:290px; margin-left:30px; } #tab-container{ position:absolute; top:20px; width:50px; height:620px; background:#161616; } #tab { width:50px; height:150px; margin-top:100px; display:block; cursor:pointer; background:#DDD; } Many thanks

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  • How to modify Chrome newtab.css from within a Chrome theme?

    - by user143423
    I want to modify the CSS for new tab page. NOT make new tab page. I already made a new tab page, but many users installing my themes won't also install the new tab page extension. So I want to modify the CSS on the new tab page for those who ONLY want my theme. It is my understanding that chrome://theme/css/newtab.css is the stylesheet I need to change. Feel free to tell other ways to add CSS to the ORIGINAL new tab page in Chrome.

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  • How to Omit the Page Number From the First Page of a Word 2013 Document Without Using Sections

    - by Lori Kaufman
    Normally, the first page, or cover page, of a document does not have a page number or other header or footer text. You can avoid putting a page number on the first page using sections, but there is an easier way to do this. If you don’t plan to use sections in any other part of your document, you may want to avoid using them completely. We will show you how to easily take the page number off the cover page and start the page numbering at one on the second page of your document by simply using a footer (or a header) and changing one setting. Click the Page Layout tab. In the Page Setup section of the Page Layout tab, click the Page Setup dialog box launcher icon in the lower, right corner of the section. On the Page Setup dialog box, click the Layout tab and select the Different first page check box in the Headers and footers section so there is a check mark in the box. Click OK. You’ll notice there is no page number on the first page of your document now. However, you might want the second page to be page one of your document, only to find it is currently page two. To change the page number on the second page to one, click the Insert tab. In the Header & Footer section of the Insert tab, click Page Number and select Format Page Numbers from the drop-down menu. On the Page Number Format dialog box, select Start at in the Page numbering section. Enter 0 in the edit box and click OK. This allows the second page of your document to be labeled as page one. You can use the drop-down menu on the Format Page Numbers button in the Header & Footer section of the Insert tab to add page numbers to your document as well. Easily insert formatted page numbers at the top or bottom of the page or in the page margins. Use the same menu to remove page numbers from your document.     

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  • New Regular Expression Features in Java 8

    - by Jan Goyvaerts
    Java 8 brings a few changes to Java’s regular expression syntax to make it more consistent with Perl 5.14 and later in matching horizontal and vertical whitespace. \h is a new feature. It is a shorthand character class that matches any horizontal whitespace character as defined in the Unicode standard. In Java 4 to 7 \v is a character escape that matches only the vertical tab character. In Java 8 \v is a shorthand character class that matches any vertical whitespace, including the vertical tab. When upgrading to Java 8, make sure that any regexes that use \v still do what you want. Use \x0B or \cK to match just the vertical tab in any version of Java. \R is also a new feature. It matches any line break as defined by the Unicode standard. Windows-style CRLF pairs are always matched as a whole. So \R matches \r\n while \R\R fails to match \r\n. \R is equivalent to (?\r\n|[\n\cK\f\r\u0085\u2028\u2029]) with an atomic group that prevents it from matching only the CR in a CRLF pair. Oracle’s documentation for the Pattern class omits the atomic group when explaining \R, which is incorrect. You cannot use \R inside a character class. RegexBuddy and RegexMagic have been updated to support Java 8. Java 4, 5, 6, and 7 are still supported. When you upgrade to Java 8 you can compare or convert your regular expressions between Java 8 and the Java version you were using previously.

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  • Add an Easy to View Notification Badge to Tabs in Firefox

    - by Asian Angel
    Are you tired of manually switching between tabs to see if you have new e-mails, messages, or items in your RSS feeds? Then say goodbye to the hassle! Tab Badge adds an awesome counter badge to your tabs and lets you see the number of new items with just a glance. Tab Badge displays equally well whether you have a tab set at full size or pinned as an app tab. As you can see above the badge really stands out and the text is easy to read. Installing the add-on does not require a browser restart, so just click and go to start enjoying that tab notification goodness! Note: Works with Firefox 4.0b7 – 4.0.* Add Tab Badge to Firefox (Mozilla Add-ons) [via DownloadSquad] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • How to open the JavaScript console in different browsers?

    - by Šime Vidas
    Updated on October 7th 2012 Chrome: Press either CTRL + SHIFT + J to open the "Console" tab of the Developer Tools. Alternative method: Press either CTRL + SHIFT + I or F12 to open the Developer Tools. Press ESC (or click on "Show console" in the bottom right corner) to slide the console up. Note: In Chrome's dev tools, there is a "Console" tab. However, a smaller "slide-up" console can be opened while any of the other tabs is active. Safari: Press CTRL + ALT + I to open the Web Inspector. See Chrome's step 2. (Chrome and Safari have pretty much identical dev tools.) Note: Step 1 only works if the "Show Develop menu in menu bar" check box in the Advanced tab of the Preferences menu is checked! IE9: Press F12 to open the developer tools. Click the "Console" tab. Firefox: Press CTRL + SHIFT + K to open the Web console. or, if Firebug is installed (recommended): Press F12 to open Firebug. Click on the "Console" tab. Opera: Press CTRL + SHIFT + I to open Dragonfly. Click on the "Console" tab.

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  • Having to check collisions twice per game tic

    - by user22241
    I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, collisions with the main character) I check my vertical collisions after characters vertical movements and then horizontal collisions after horizontal movements. The problem is that I want my platform to kill the player if it squashes him from the top, and also if he's on a moving platform (that is moving up) that squashes him into a solid block. Correct behaviour, player on solid blocks being squashed from above by decending elevator Here is what happens. Gravity pushes character into solid block, solid block collision routine corrects characters position and sits him on the solid block which pushes him into the moving elevator, elevator routine then checks for collision and kills player. This assumes I am checking solid blocks first, then elevator collisions. However, if it's the other way around, this happens.... Incorrect behaviour, player on accending elevator gets pushed into solid blocks above Player is on an elevator moving up, gravity pushes him into the elevator, solid block CD routine detects no collision, no action taken. Elevator CD routine detects character has been pushed into elevator by gravity, corrects this by moving character up and sitting him on the elevator and pushes him into the solid blocks above, however the solid block vertical routine has now already run for this tic, so the game continues and the next solid block collision that is encountered is the horizontal routine. This detects a collision and moves the character out of the collision to the left or right of the block which looks odd to say the least (character should get killed here). The only way I've managed to get this working correctly is by running the solid block CD, then the elevator CD, then the solid block CD again straight after. This is clearly wasteful but I can't figure out how else to do this. Any help would be appreciated.

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  • Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

    - by Macks
    Edit: Problem solved! Big thanks to Jonathan who pointed me in the right direction. Sean describes the method I used in a different thread. Also big thanks to him! :) Here is how I solved my problem: If a collision is registered by my SAT-method, only fire the collision-event on my character if there are no neighbouring solid tiles in the direction of the returned minimum translation vector. I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis theorem, but I've run into a problem that I can't quite wrap my head around. If I press the [up] and [left] arrow-keys simultaneously, my character moves diagonally towards the upper left. If he hits a horizontal wall, he'll just keep moving in x-direction. The same goes for [up] and [left] as well as downward-diagonal movements, it works as intended: http://i.stack.imgur.com/aiZjI.png Diagonal movement works fine for horizontal walls, for both left and right-movement However: this does not work for vertical walls. Instead of keeping movement in y-direction, he'll just stop as soon as he "enters" a new tile on the y-axis. So for some reason SAT thinks my character is colliding vertically with tiles from vertical walls: http://i.stack.imgur.com/XBEKR.png My character stops because he thinks that he is colliding vertically with tiles from the wall on the right. This only occurs, when: Moving into top-right direction towards the right wall Moving into top-left direction towards the left wall Bottom-right and bottom-left movement work: the character keeps moving in y-direction as intended. Is this inherited from the way SAT works or is there a problem with my implementation? What can I do to solve my problem? Oh yeah, my character is displayed as a circle but he's actually a rectangular polygon for the collision detection. Thank you very much for your help.

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  • Calc direction vector based on destination vector and distance from enemy in AS3

    - by Phil
    I'm working on a zombie game in AS3 where I want a character to be able to move away from a zombie depending upon how close the zombie is. The character also has a destination that it's trying to get too on the screen. Ok so I have 2 vectors, one pointing to my destination, and one pointing to the zombie which I then invert to get my "away" vector. I then turn the distance between my character and the zombie into a value between 0 and 1. And then I'm stuck on how to get a resultant vector for my character. How would I use my 0-1 value to calculate how much of the away vector is used and how much of the original destination vector is still left if that makes sense? to end up with 1 direction vector to move my character? So if the zombie is right where my character is, then my direction vector = away vector, and if I'm far away from the zombie than my direction vector = destination vector, but how do I calculate the in-between? Ideally need the answer in AS3.

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  • Preventing item duplication?

    - by PuppyKevin
    For my game, there's two types of items - stackable, and nonstackable. Nonstackable items get assigned a unique ID that stays with it forever. A character ID is assosicated with the item, as is a state (CHANGED, UNCHANGED, NEW, REMOVED). The character ID and state is used for item saving purposes. Stackable items have one unique ID, as in the entire stack has one unique ID. For example: 5 Potions (stacked ontop of each other) has one unique ID. When dropping a nonstackable item, the state gets set to REMOVED, and the unique ID and state don't change. If picked up by another player, the state gets set to NEW, and the character ID gets changed to the new character's ID. When dropping all items in a stack of stackable items (for example, 5 potions out of 5) - it behaves just like a nonstackable item. When dropping some of a stack of stackable items (for example, 3 potions out of 5)... I really have no clue what to do. The 3 dropped potions have the state of REMOVED, but the same unique ID and character ID. If another player picks it up, it has no choice but to obtain a new unique ID, and its state gets changed to NEW and its character ID to the new one. If the dropping player picks it back up, they'd just be readded to the stack. There's two issues with that though. 1. If the player who dropped the 3 potions picks it back up, there's no way to tell if they legitimately dropped the items, or if they're duped items. 2. If another player picks up the 3 potions (assuming they're duped), there's no way to know if they're duped or not. My question is: How can I create a system that detects duplicated items for both nonstackable and stackable items?

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  • How can I pass an external instance to the constructor of an object that's being created using the default XNA XML content loader?

    - by Michael
    I'm trying to understand how to use the XNA XML content importer to instantiate non-trivial objects that are more than a collection of basic properties (e.g., a class that inherits from DrawableGameObject or GameObject and requires other things to be passed into its constructor). Is it possible to pass existing external instances (e.g., an instance of the current Game) to the constructor of an object that's being created using the default XNA XML content loader? For example, imagine that I have the following class, inheriting from DrawableGameComponent: public class Character : DrawableGameComponent { public string Name { get; set; } public Character(Game game) : base(game) { } public override void Update(GameTime gameTime) { } public override void Draw(GameTime gameTime) { } } If I had a simple class that did not need other parameters in its constructor (i.e., the Game instance), then I could simply use this XML: <XnaContent> <Asset Type="MyNamespace.Character"> <Name>John Doe</Name> </Asset> </XnaContent> ...and then create an instance of Character using this code: var character = Content.Load<Character>("MyXmlAssetName"); But that won't work because I need to pass the need to pass the Game into the constructor. What's the best way to handle this situation? Is there a way to pass in things like the current Game using the default XNA XML content loader? Do I need to write my own XML loader? (If so, how?) Is there a better object-oriented design that I should be using for my classes? Note: Although I used Game in this example, I'm really just asking how to pass any type of existing instance to my constructors. (For example, I'm using the Farseer Physics Engine, and some of my classes also need a reference to the Farseer World object too.) Thanks in advance.

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • How do you handle animations that are for transitioning between states?

    - by yaj786
    How does one usually handle animations that are for going between a game object's states? For example, imagine a very simple game in which a character can only crouch or stand normally. Currently, I use a custom Animation class like this: class Animation{ int numFrames; int curFrame; Bitmap spriteSheet; //... various functions for pausing, returning frame, etc. } and an example Character class class Character{ int state; Animation standAni; Animation crouchAni; //... etc, etc. } Thus, I use the state of the character to draw the necessary animation. if(state == STATE_STAND) draw(standAni.updateFrame()); else if(state == STATE_CROUCH) draw(crouchAni.updateFrame()); Now I've come to the point where I want to draw "in-between" animations, because right now the character will just jump immediately into a crouch instead of bending down. What is a good way to handle this? And if the way that I handle storing Animations in the Character class is not a good way, what is? I thought of creating states like STATE_STANDING_TO_CROUCHING but I feel like that may get messy fast.

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  • Make Gameobject Stand On Surface Facing Certain Direction

    - by Julian
    I want to make a biped character stand on any surface I click on. Surfaces have up vectors of any of positive or negative X,Y,Z. So imagine a cube with each face being a gameobject whose up vector pointing directly away from the cube. If my character is facing "forward" and I click on a surface which is to the left or right of me ( left or right walls), I want my character to now be standing on that surface but still be facing in the direction he initially was. If I click on a wall which is in the forward path of my character i want him to now be standing on that surface and his forward to now be what was once "up" relative to my character. Here is the code I am working with now. void Update() { if (Input.GetMouseButtonUp (0)) { RaycastHit hit; var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { Vector3 upVectBefore = transform.up; Vector3 forwardVectBefore = transform.forward; Quaternion rotationVectBefore = transform.rotation; Vector3 hitPosition = hit.transform.position; transform.position = hitPosition; float lookDifference = Vector3.Distance(hit.transform.up, forwardVectBefore); if(Vector3.Distance(hit.transform.up, upVectBefore) < .23) //Same normal { transform.rotation = rotationVectBefore; } else if(lookDifference > 1.412 && lookDifference <= 1.70607) //side wall { transform.up = hit.transform.up; transform.forward = forwardVectBefore; } else //head on wall { transform.up = hit.transform.up; transform.forward = upVectBefore; } } } } The first case "Same normal" works fine, however the other two do not work as I would like them to. Sometimes my character is laying down on the surface or on the wrong side of the surface. Does anyone know nice way of solving this problem?

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  • F5 Networks iRule/Tcl - Escaping UNICODE 6-character escape sequences so they are processed as and r

    - by openid.malcolmgin.com
    We are trying to get an F5 BIG-IP LTM iRule working properly with SharePoint 2007 in an SSL termination role. This architecture offloads all of the SSL processing to the F5 and the F5 forwards interactive requests/responses to the SharePoint front end servers via HTTP only (over a secure network). For the purposes of this discussion, iRules are parsed by a Tcl interpretation engine on the F5 Networks BIG-IP device. As such, the F5 does two things to traffic passing through it: Redirects any request to port 80 (HTTP) to port 443 (HTTPS) through HTTP 302 redirects and URL rewriting. Rewrites any response to the browser to selectively rewrite URLs embedded within the HTML so that they go to port 443 (HTTPS). This prevents the 302 redirects from breaking DHTML generated by SharePoint. We've got part 1 working fine. The main problem with part 2 is that in the response rewrite because of XML namespaces and other similar issues, not ALL matches for "http:" can be changed to "https:". Some have to remain "http:". Additionally, some of the "http:" URLs are difficult in that they live in SharePoint-generated JavaScript and their slashes (i.e. "/") are actually represented in the HTML by the UNICODE 6-character string, "\u002f". For example, in the case of these tricky ones, the literal string in the outgoing HTML is: http:\u002f\u002fservername.company.com\u002f And should be changed to: https:\u002f\u002fservername.company.com\u002f Currently we can't even figure out how to get a match in a search/replace expression on these UNICODE sequence string literals. It seems that no matter how we slice it, the Tcl interpreter is interpreting the "\u002f" string into the "/" translation before it does anything else. We've tried various combinations of Tcl escaping methods we know about (mainly double-quotes and using an extra "\" to escape the "\" in the UNICODE string) but are looking for more methods, preferably ones that work. Does anyone have any ideas or any pointers to where we can effectively self-educate about this? Thanks very much in advance.

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  • How to change mod_rewrite to avoid {REQUEST_FILENAME} in order to get around 255 character URL limit?

    - by Jeremy Reimer
    According to this answer: max length of url 257 characters for mod_rewrite? there is a maximum 255 character hard limit based on the file system for using mod_rewrite. According to the accepted answer, there are two solutions: Change the URL format of your application to a max of 255 characters between each slash. Move the Rewrite rules into the apache virtual host config and remove the REQUEST_FILENAME. I cannot use the first method, so I am trying to figure out the second. I have put the Rewrite rules into the Apache virtual host config as requested. However I cannot figure out how to remove the REQUEST_FILENAME and still have my web application framework (Dragonfly) still work. Here is the portion of the rewrite rules that I moved from .htaccess into the virtual host config file of Apache: RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_FILENAME} !-l RewriteCond %{REQUEST_FILENAME} !-f [OR] # if don't want Dragonfly to process html files comment # out the line below (you may need to remove the [OR] above too). RewriteCond %{REQUEST_FILENAME} \.(html|nl)$ # Main URL rewriting. RewriteRule (.*) index.cgi?$1 [L,QSA] I've tried removing {REQUEST_FILENAME} and it just breaks the framework in various ways. How do I rewrite this without using {REQUEST_FILENAME}?

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  • Why is my program printing out the null termination character?

    - by Tyler Pfaff
    When I run this, it will SOMETIMES print out a null termination character. Most of the time it will, and probably 1/5 times it will print just the characters. void cryptogram::Encrypt(){ cout<<"encrypt"<tempS){ len=tempS.length(); int a=0; for(int j=0;j if(j!=len){ //if the word still has more characters j++; a=0; }else{ //if the word is done being scanned cout<<" "; } } } } } } } So that's it and this is the corresponding EXPECTED output that is printed SOMETIMES xvk bkikhxlr wggbtfkj wiylekgbdhx wjjm hko wigbtubxt xvk iwhj uedjkm glctb gvrmdiwhj iebbdielmeggtbx ctb xvtmk gbtubxvk wjjdxdthgbtubodll khvxvk imkbfdik xt xvk bkudth whj gbtfdjk hko tgxdthm whj tggtbxehdxdkm ctb mxejkhxmibdzdhtltur whj pemxdik mxejdkm mxdh cok wbk wlmt gbkgctb cteb hko zdh cgvrmdikjeiwhj qdhkmdtlturzzkjdydtivkzdmxbrw zdh zdjjlkkjeiwhj w jtixtbdh kjeiwjzdhdmxbittgkbodxv mjme whj eimj This is what normally prints though xvkÈ bkikhxlrÈ wggbtfkjÈ wiylekgbdhxÈ wjjmÈ hkoÈ wigbtubxtÈ xvkÈ iwhjÈ uedjkmÈ glctbÈ gvrmdiwhjÈ iebbdielmeggtbxÈ ctbÈ xvtmkÈ gbtubxvkÈ wjjdxdthgbtubodllÈ khvxvkÈ imkbfdikÈ xtÈ xvkÈ bkudthÈ whjÈ gbtfdjkÈ hkoÈ tgxdthmÈ whjÈ tggtbxehdxdkmÈ ctbÈ mxejkhxmibdzdhtlturÈ whjÈ pemxdikÈ mxejdkmÈ mxdhÈ cokÈ wbkÈ wlmtÈ gbkgctbÈ ctebÈ hkoÈ zdhÈ cgvrmdikjeiwhjÈ qdhkmdtlturzzkjdydtivkzdmxbrwÈ zdhÈ zdjjlkkjeiwhjÈ wÈ jtixtbdhÈ kjeiwjzdhdmxbittgkbodxvÈ mjmeÈ whjÈ eimj or some variation of an odd character at the end of each word This is what the cryptogram array is filled with by the way wyijkcuvdpqlzhtgabmxefonrs

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