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  • How do I detect if I'm in a 'full screen' bash shell or GUI terminal window?

    - by Nick T
    I have some code in my .bashrc that sets the terminal window title using the currently running command and it works great in Unity, where the terminal is in a window. However, when I'm logging in with the Ctrl + Alt + F1 terminal (whatever it's called), my prompt gets filled with garbage that is various escape sequences that set the (nonexistent) window title. How can I detect from within a bash script if I'm in one or the other?

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  • Suitability of ground fog using layered alpha quads?

    - by Nick Wiggill
    A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite effectively from high up, looking down, and somewhat less effectively when inside the fog and looking toward the horizon (see image below). Alternatively, a shader-heavy approach would instead calculate density as function of view distance into the ground fog substrate, and output the fragment value based on that. Without having to performance-test each approach myself, I would like first to hear others' experiences (not speculation!) on what sort of performance impact the layered alpha texture approach is likely to have. I ask specifically due to the oft-cited impacts of overdraw (not sure how fill-rate bound your average desktop system is). A list of games using this approach, particularly older games, would be immensely useful: if this was viable on pre DX9/OpenGL2 hardware, it is likely to work fine for me. One big question is in regards to this sort of effect: (Image credit goes to Lume of lume.com) Notice how the vertical fog gradation is continuous / smooth. OTOH, using textured quad layers, I can only assume that layers would be mighty obvious when walking through them -- the more sparse they were, the more obvious this would be. This is in contrast to where fog planes are aligned to face the player every frame, where this coarseness would be much less obvious.

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  • Are there any companies using BDD in a .NET environment?

    - by Nick
    I've seen BDD in action (in this case using SpecFlow and Selenium in a .NET environment) for a small test project. I was very impressed - mainly due to the fact that the language used to specify the acceptance tests meant they engaged with the product owner much more easily. I'm now keen to bring this into my current organisation. However I'm asked 'who else uses this?' and 'show me some case-studies'. Unfortunately I cannot find any 'big names' (or even 'small names' for that matter!) of companies who are actively using BDD. I have two questions really: Is BDD adopted by companies out there? Who are they? How can BDD be implemented in an agile .NET environment and are there any significant drawbacks to doing it?

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  • Orthographic Projection Issue

    - by Nick
    I have a problem with my Ortho Matrix. The engine uses the perspective projection fine but for some reason the Ortho matrix is messed up. (See screenshots below). Can anyone understand what is happening here? At the min I am taking the Projection matrix * Transform (Translate, rotate, scale) and passing to the Vertex shader to multiply the Vertices by it. VIDEO Shows the same scene, rotating on the Y axis. http://youtu.be/2feiZAIM9Y0 void Matrix4f::InitOrthoProjTransform(float left, float right, float top, float bottom, float zNear, float zFar) { m[0][0] = 2 / (right - left); m[0][1] = 0; m[0][2] = 0; m[0][3] = 0; m[1][0] = 0; m[1][1] = 2 / (top - bottom); m[1][2] = 0; m[1][3] = 0; m[2][0] = 0; m[2][1] = 0; m[2][2] = -1 / (zFar - zNear); m[2][3] = 0; m[3][0] = -(right + left) / (right - left); m[3][1] = -(top + bottom) / (top - bottom); m[3][2] = -zNear / (zFar - zNear); m[3][3] = 1; } This is what happens with Ortho Matrix: This is the Perspective Matrix:

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  • Corona SDK: Quality of support and resources?

    - by Nick Wiggill
    I've not used Corona SDK before and am looking into it for a friend. (He is also considering Unity.) I wonder what the support is like for Corona? While Unity has a great many customers and so the Unity team can often not address issues directly, the community at large is very helpful and there are many excellent resources: tutorials, forum posts, code resources. What is Corona like in this regard, and by comparison?

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  • Is there a constant for "end of time"?

    - by Nick Rosencrantz
    For some systems, the time value 9999-12-31 is used as the "end of time" as the end of the time that the computer can calculate. But what if it changes? Wouldn't it be better to define this time as a builtin variable? In C and other programming languages there usually is a variable such as MAX_INT or similar to get the largest value an integer could have. Why is there not a similar function for MAX_TIME i.e. set the variable to the "end of time" which for many systems usually is 9999-12-31. To avoid the problem of hardcoding to a wrong year (9999) could these systems introduce a variable for the "end of time"?

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  • Death March

    - by Nick Harrison
    It is a horrible sight to watch a project fail. There are few things as bad. Watching a project fail regardless of the reason is almost like sitting in a room with a "Dementor" from Harry Potter. It will literally suck all of the life and joy out of the room. Nearly every project that I have seen fail has failed because of political challenges or management challenges. Sometimes there are technical challenges that bring a project to its knees, but usually projects fail for less technical reasons. Here a few observations about projects failing for political reasons. Both the client and the consultants have to be committed to seeing the project succeed. Put simply, you cannot solve a problem when the primary stake holders do not truly want it solved. This could come from a consultant being more interested in extended the engagement. It could come from a client being afraid of what will happen to them once the problem is solved. It could come from disenfranchised stake holders. Sometimes a project is beset on all sides. When you find yourself working on a project that has this kind of threat, do all that you can to constrain the disruptive influences of the bad apples. If their influence cannot be constrained, you truly have no choice but to move on to a new project. Tough choices have to be made to make a project successful. These choices will affect everyone involved in the project. These choices may involve users not getting a change request through that they want. Developers may not get to use the tools that they want. Everyone may have to put in more hours that they originally planned. Steps may be skipped. Compromises will be made, but if everyone stays committed to the end goal, you can still be successful. If individuals start feeling disgruntled or resentful of the compromises reached, the project can easily be derailed. When everyone is not working towards a common goal, it is like driving with one foot on the break and one foot on the accelerator. Not only will you not get to where you are planning, you will also damage the car and possibly the passengers as well.   It is important to always keep the end result in mind. Regardless of the development methodology being followed, the end goal is not comprehensive documentation. In all cases, it is working software. Comprehensive documentation is nice but useless if the software doesn't work.   You can never get so distracted by the next goal that you fail to meet the current goal. Most projects are ultimately marathons. This means that the pace must be sustainable. Regardless of the temptations, you cannot burn the team alive. Processes will fail. Technology will get outdated. Requirements will change, but your people will adapt and learn and grow. If everyone on the team from the most senior analyst to the most junior recruit trusts and respects each other, there is no challenge that they cannot overcome. When everyone involved faces challenges with the attitude "This is my project and I will not let it fail" "You are my teammate and I will not let you fail", you will in fact not fail. When you find a team that embraces this attitude, protect it at all cost. Edward Yourdon wrote a book called Death March. In it, he included a graph for categorizing Death March project types based on the Happiness of the Team and the Chances of Success.   Chances are we have all worked on Death March projects. We will all most likely work on more Death March projects in the future. To a certain extent, they seem to be inevitable, but they should never be suicide or ugly. Ideally, they can all be "Mission Impossible" where everyone works hard, has fun, and knows that there is good chance that they will succeed. If you are ever lucky enough to work on such a project, you will know that sense of pride that comes from the eventual success. You will recognize a profound bond with the team that you worked with. Chances are it will change your life or at least your outlook on life. If you have not already read this book, get a copy and study it closely. It will help you survive and make the most out of your next Death March project.

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  • multipass shadow mapping renderer in XNA

    - by Nick
    I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow mapping support I run into an issue with switching render targets to draw the shadow maps. When I switch render targets, I lose the contents of the backbuffer which ruins the whole additive blending idea. For example: Draw() { DrawAmbientLighting() foreach (DirectionalLight) { DrawDirectionalShadowMap() // <-- I lose all previous lighting contributions when I switch to the shadow map render target here DrawDirectionalLighting() } } Is there any way around my issue? (I could render all the shadow maps first, but then I have to make and hold onto a render target for each light that casts a shadow--is this the only way?)

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  • How to make an object stay relative to another object

    - by Nick
    In the following example there is a guy and a boat. They have both a position, orientation and velocity. The guy is standing on the shore and would like to board. He changes his position so he is now standing on the boat. The boat changes velocity and orientation and heads off. My character however has a velocity of 0,0,0 but I would like him to stay onboard. When I move my character around, I would like to move as if the boat was the ground I was standing on. How do keep my character aligned properly with the boat? It is exactly like in World Of Warcraft, when you board a boat or zeppelin. This is my physics code for the guy and boat: this.velocity.addSelf(acceleration.multiplyScalar(dTime)); this.position.addSelf(this.velocity.clone().multiplyScalar(dTime)); The guy already has a reference to the boat he's standing on, and thus knows the boat's position, velocity, orientation (even matrices or quaternions can be used).

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  • Win32 and Win64 programming in C sources?

    - by Nick Rosencrantz
    I'm learning OpenGL with C and that makes me include the windows.h file in my project. I'd like to look at some more specific windows functions and I wonder if you can cite some good sources for learning the basics of Win32 and Win64 programming in C (or C++). I use MS Visual C++ and I prefer to stick with C even though much of the Windows API seems to be C++. I'd like my program to be portable and using some platform-indepedent graphics library like OpenGL I could make my program portable with some slight changes for window management. Could you direct me with some pointers to books or www links where I can find more info? I've already studied the OpenGL red book and the C programming language, what I'm looking for is the platform-dependent stuff and how to handle that since I run both Linux and Windows where I find the development environment Visual Studio is pretty good but the debugger gdb is not available on windows so it's a trade off which environment i'll choose in the end - Linux with gcc or Windows with MSVC. Here is the program that draws a graphics primitive with some use of windows.h This program is also runnable on Linux without changing the code that actually draws the graphics primitive: #include <windows.h> #include <gl/gl.h> LRESULT CALLBACK WindowProc(HWND, UINT, WPARAM, LPARAM); void EnableOpenGL(HWND hwnd, HDC*, HGLRC*); void DisableOpenGL(HWND, HDC, HGLRC); int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wcex; HWND hwnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_OWNDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wcex.lpszMenuName = NULL; wcex.lpszClassName = "GLSample"; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);; if (!RegisterClassEx(&wcex)) return 0; /* create main window */ hwnd = CreateWindowEx(0, "GLSample", "OpenGL Sample", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 256, 256, NULL, NULL, hInstance, NULL); ShowWindow(hwnd, nCmdShow); /* enable OpenGL for the window */ EnableOpenGL(hwnd, &hDC, &hRC); /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else { /* OpenGL animation code goes here */ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glRotatef(theta, 0.0f, 0.0f, 1.0f); glBegin(GL_TRIANGLES); glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f); glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.87f, -0.5f); glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(-0.87f, -0.5f); glEnd(); glPopMatrix(); SwapBuffers(hDC); theta += 1.0f; Sleep (1); } } /* shutdown OpenGL */ DisableOpenGL(hwnd, hDC, hRC); /* destroy the window explicitly */ DestroyWindow(hwnd); return msg.wParam; } LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: return 0; case WM_KEYDOWN: { switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); break; } } break; default: return DefWindowProc(hwnd, uMsg, wParam, lParam); } return 0; } void EnableOpenGL(HWND hwnd, HDC* hDC, HGLRC* hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC(hwnd); /* set the pixel format for the DC */ ZeroMemory(&pfd, sizeof(pfd)); pfd.nSize = sizeof(pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat(*hDC, &pfd); SetPixelFormat(*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext(*hDC); wglMakeCurrent(*hDC, *hRC); } void DisableOpenGL (HWND hwnd, HDC hDC, HGLRC hRC) { wglMakeCurrent(NULL, NULL); wglDeleteContext(hRC); ReleaseDC(hwnd, hDC); }

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  • How to structure a project that supports multiple versions of a service?

    - by Nick Canzoneri
    I'm hoping for some tips on creating a project (ASP.NET MVC, but I guess it doesn't really matter) against multiples versions of a service (in this case, actually multiple sets of WCF services). Right now, the web app uses only some of the services, but the eventual goal would be to use the features of all of the services. The code used to implement a service feature would likely be very similar between versions in most cases (but, of course, everything varies). So, how would you structure a project like this? Separate source control branches for each different version? Kind of shying away from this because I don't feel like branch merging should be something that we're going to be doing really often. Different project/solution files in the same branch? Could link the same shared projects easily Build some type of abstraction layer on top of the services, so that no matter what service is being used, it is the same to the web application?

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  • Xna Equivalent of Viewport.Unproject in a draw call as a matrix transformation

    - by Nick Crowther
    I am making a 2D sidescroller and I would like to draw my sprite to world space instead of client space so I do not have to lock it to the center of the screen and when the camera stops the sprite will walk off screen instead of being stuck at the center. In order to do this I wanted to make a transformation matrix that goes in my draw call. I have seen something like this: http://stackoverflow.com/questions/3570192/xna-viewport-projection-and-spritebatch I have seen Matrix.CreateOrthographic() used to go from Worldspace to client space but, how would I go about using it to go from clientspace to worldspace? I was going to try putting my returns from the viewport.unproject method I have into a scale matrix such as: blah = Matrix.CreateScale(unproject.X,unproject.Y,0); however, that doesn't seem to work correctly. Here is what I'm calling in my draw method(where X is the coordinate my camera should follow): Vector3 test = screentoworld(X, graphics); var clienttoworld = Matrix.CreateScale(test.X,test.Y, 0); animationPlayer.Draw(theSpriteBatch, new Vector2(X.X,X.Y),false,false,0,Color.White,new Vector2(1,1),clienttoworld); Here is my code in my unproject method: Vector3 screentoworld(Vector2 some, GraphicsDevice graphics): Vector2 Position =(some.X,some.Y); var project = Matrix.CreateOrthographic(5*graphicsdevice.Viewport.Width, graphicsdevice.Viewport.Height, 0, 1); var viewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, -4.3f), new Vector3(X.X,X.Y,0), Vector3.Up); //I have also tried substituting (cam.Position.X,cam.Position.Y,0) in for the (0,0,-4.3f) Vector3 nearSource = new Vector3(Position, 0f); Vector3 nearPoint = graphicsdevice.Viewport.Unproject(nearSource, project, viewMatrix, Matrix.Identity); return nearPoint;

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  • Webmaster Tools: root and subdirectories?

    - by nick
    We have all our international sites on our .com domain like this: site.com/uk site.com/us etc... When creating the sites in Webmaster Tools I've created different sites and submitted sitemaps for each directory so that we can appropriately geotarget the site. Is it also recommended to add the root .com with its geotargeting set to international? If so should I also add all the seperate site maps (like the /us/sitemap.xml) even though they have been added to the directory level sites?

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  • Ubuntu 13.04 on Dell Inspiron 1520 (WiFi not working)

    - by Nick J.
    I have a Dell Inspiron 1520 that is rather finicky and had Windows XP installed on it. I recently installed Ubuntu 13.04 "Raring Ringtail", and since, I haven't been able to get the WiFi to work. It has a Dell 1390 wlan mini card for WiFi. Any ideas are appreciated, I have spent hours searching this and many other forums for a solution, and haven't found any that will work. Thanks, New Ubuntu User

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  • How can I host a website on a dynamically-assigned IP address?

    - by nick
    I recently upgraded my internet to the point that it is much faster and more reliable than my current webhost. I would like to move my current domain to be hosted at home, but my IP address is dynamic. As far as I know, I only get a new IP when I restart my modem and or router (which is almost never) or when cable one (my ISP) pushes out a firmware update (rarely). There are a few ways I can see doing this: Convince my ISP to give me a static IP Assign my router my current IP to force a static IP (which might work?) Set my DNS record to my current IP address and update it on the rare occasions that it changes. Obviously I'm hoping that the first one works, but I don't want to pay a lot of extra money (if that's what it takes) to get a static IP address. Which of these options will work most reliably?

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  • Screen Lag/Running Slow

    - by Nick M
    I am having trouble with Ubuntu 12.10. Everything is working fine, although there is a slight problem. It seems to lag every once in a while, as in I will move the mouse, then about two seconds later the cursor will actually move on the screen. Is there any way to fix this? This is my first day using Ubuntu and I put it on a computer I built myself. I don't have much experience so a detailed answer would be very much appreciated.

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  • Toon/cel shading with variable line width?

    - by Nick Wiggill
    I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge detection Stencil buffer approaches to edge detection Geometry (or vertex) shader approaches that calculate face and edge normals Am I correct in assuming the geometry-centric approach gives the greatest amount of control over lighting and line thickness, as well eg. for terrain where you might see the silhouette line of a hill merging gradually into a plain? What if I didn't need pixel lighting on my terrain surfaces? (And I probably won't as I plan to use cell-based vertex- or texturemap-based lighting/shadowing.) Would I then be better off sticking with the geometry-type approach, or go for a screen space / fragment approach instead to keep things simpler? If so, how would I get the "inking" of hills within the mesh silhouette, rather than only the outline of the entire mesh (with no "ink" details inside that outline? Lastly, is it possible to cheaply emulate the flipped-normals approach, using a geometry shader? Is that exactly what the GS approaches do? What I want - varying line thickness with intrusive lines inside the silhouette... What I don't want...

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  • Why isn't reflection on the SCJP / OCJP?

    - by Nick Rosencrantz
    I read through Kathy Sierra's SCJP study guide and I will read it again more throughly to improve myself as a Java programmer and be able to take the certification either Java 6 or wait for the Java 7 exam (I'm already employed as Java developer so I'm in no hurry to take the exam.) Now I wonder why reflection is not on the exam? The book it seems covers everything that should be on the exam and AFAIK reflection is at least as important as threads if not more used inpractice since many frameworks use reflection. Do you know why reflection is not part of the SCJP? Do you agree that it's at least important to know reflection as threads? Thanks for any answer

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  • Vertex fog producing black artifacts

    - by Nick
    I originally posted this question on the XNA forums but got no replies, so maybe someone here can help: I am rendering a textured model using the XNA BasicEffect. When I enable fog, the model outline is still visible as many small black dots when it should be "in the fog". Why is this happening? Here's what it looks like for me -- http://tinypic.com/r/fnh440/6 Here is a minimal example showing my problem: (the ship model that this example uses is from the chase camera sample on this site -- http://xbox.create.msdn.com/en-US/education/catalog/sample/chasecamera -- in case anyone wants to try it out ;)) public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Model model; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here model = Content.Load<Model>("ship"); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect be in mesh.Effects) { be.EnableDefaultLighting(); be.FogEnabled = true; be.FogColor = Color.CornflowerBlue.ToVector3(); be.FogStart = 10; be.FogEnd = 30; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here model.Draw(Matrix.Identity * Matrix.CreateScale(0.01f) * Matrix.CreateRotationY(3 * MathHelper.PiOver4), Matrix.CreateLookAt(new Vector3(0, 0, 30), Vector3.Zero, Vector3.Up), Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 16f/9f, 1, 100)); base.Draw(gameTime); } }

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  • Have you used nDepend?

    - by Nick Harrison
    Have you Used NDepend? I have often wanted to use it, but never spent the money on it.   I have developed many tools that try to do pieces of what NDepend does, but never with as much success as they reach. Put simply, it is a tool that will allow you to udnerstand and monitor the architecture of your software, and it does it in some pretty amazing ways. One of the most impressive features is something that they call Code Query Language.   It allows you to write queries very similar to SQL to track the performance of various software metrics and use this to identify areas that are out of compliance with your standards and architecture. For instance, once you have analyzed your project, you can write queries such as : SELECT METHODS WHERE IsPublic AND CouldBePrivate  You can also set up such queries to provide warnings if there are records returned.    You can incorporae this into your daily build and compare build against build. There are over 82 metrics included to allow you to view your code in a variety of angles. I have often advocated for a "Code Inventory" database to track the state of software and the ROI on software investments.    This tool alone will take you about 90% of the way there. If you are not using it yet,  I strongly recommend that you do!

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  • Opensource, noncommercial License ?

    - by nick-russler
    Hey, i want to publish my software under a opensource license with the following conditions: you are allowed to: Share — to copy, distribute and transmit the work use a modified version of the code in your application you are not allowed to: publish modified versions of the code use the code in anything commercial is there a software license out there that fits my needs ? (crosspost: http://stackoverflow.com/questions/4558546/opensource-noncommercial-license)

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  • How to get working cups command line tools on Server 14.04

    - by Nick
    It looks like some of the commands like lpr and lprm have broken versions that don't work with cups. These commands worked properly on 10.04. lpr for cups has an -o option, but no lpr is intalled when cups is installed, and the lpr installed with apt-get install lpr does not have the -o option and does not appear to be the cups version of lpr. man lpr shows BSD General Commands Manual at the top, where man lpr on the Ubuntu 10.04 server said Apple, inc in the same spot. which leads me to believe the "wrong" lpr is in the "lpr" package or package names got moved around. There is also a lprng package, but trying to install it wants to remove cups and cups-client. lprm also returns lprm: PrinterName: unknown printer when PrinterName is in fact a valid printer installed with cups and does appear in lpstat -t. How do I get the proper cups versions of lpr working on Server 14.04?

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  • SEO best practices for a web feature that uses geolocation by IP Address

    - by Nick
    I'm working on a feature that tailors content based on a geo location lookup by IP address in order to provide information based on the general area where this visitor is from. I'm concerned that content will be interpreted as focused solely on the search engine spider's geo origin when it is indexed. Are there SEO best practices for geo location by ip address features? I appreciate any specific tips or words of wisdom.

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  • How to find the window size in XNA

    - by Nick Van Hoogenstyn
    I just wanted to know if there was a way to find out the size of the window in XNA. I don't want to set it to a specific size; I would like to know what dimensions it currently displays as automatically. Is there a way to find this information out? I realize I probably should have found this information out (or set it myself manually) before working on the game, but I'm a novice and am now hoping to work within the dimensions I have already become invested in. Thanks!

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  • Instruction vs data cache usage

    - by Nick Rosencrantz
    Say I've got a cache memory where instruction and data have different cache memories ("Harvard architecture"). Which cache, instruction or data, is used most often? I mean "most often" as in time, not amount of data since data memory might be used "more" in terms of amount of data while instruction cache might be used "more often" especially depending on the program. Are there different answers a) in general and b) for a specific program?

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