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  • How should I pronounce the :: and -> in PHP?

    - by Renesis
    When I read these lines aloud to someone: $controller->process(); UserManager::getInstance(); How should the -> and :: be pronounced? Reading the characters themselves in cumbersome and I don't know of any nicknames for them. Being a developer who is used to C-style syntax, I'd like to say "dot", but I'd like something that is easy to say and people can easily understand. It would also be good to know if there are any pronunciations that have become de-facto standards among teams of developers.

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  • Google analytics goal funnel visualization issues

    - by Lauren
    This is the goal funnel for checkout. Does anyone have any idea where the "/" is coming from? The cart page is at site: game on glove dot com (I don't want this stackoverflow page being indexed in google particularly well). Go to the site, click on the order button, make your selection, and click the button to enter the cart (it resolves to /Cart and /Shop-Cart). I believe I used the regular expression matching to match "cart". So why the "/" (I don't know what is causing the home page to reload when users are on the Cart page within a Colorbox lightbox where the only way back to home or "/" is to hit the exit button in the top right of the lightbox)? Here's my one guess for the former question but it doesn't seem likely: See the "check out with paypal" button? If you hovered over it, it does default to the home page which is what might be the "/"... but it really redirects the user to the paypal.com page so it shouldn't also load the home page.

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  • the web technology stack is too deep [closed]

    - by AgostinoX
    A standard state-of-the-art project requires at least jsf + spring + faces palette + orm. That's a lot of stuff. Also frameworks like spring misses to bring to the point of starting developing. Otherwise, things like spring-roo wuoldn't even exist. The solution to this may be buy support. Have dedicated people doing integration. Switch to ruby on rails. Switch to dot.net. Since this is a problem, I'm intrested in HOW people address this (java ee) specific concern.

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  • How to Fix a Stuck Pixel on an LCD Monitor

    - by Chris Hoffman
    Have you ever noticed that a pixel – a little dot on your computer’s LCD monitor – is staying a single color all of the time? You have a stuck pixel. Luckily, stuck pixels aren’t always permanent. Stuck and dead pixels are hardware problems. They’re often caused by manufacturing flaws – pixels aren’t supposed to get stuck or die over time. Image Credit: Alexi Kostibas on Flickr How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere

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  • 12.10 does not boot sometimes from the hard drive, but it does consistently from the CD

    - by Robert
    I have recently switched from Windows 7 to Ubuntu 12.10. I have installed Ubuntu 12.10 and I cleared everything from my computer, but it randomly stops at different screens. Only a purple screen comes up. I can choose Ubuntu from a list and a blinking white dot appears in the top left corner. The previous things happen and the Ubuntu login screen appears an I can log in. It is random. and I have not changed anything. I can always insert the bootable CD and it will work every time.

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  • Which programming language do you think is the most beautiful and which the ugliest? [closed]

    - by user1598390
    I would like to hear opinions about what programming language do you consider to produce the most legible, self-documenting, intention-transparent, beautiful-looking code ? And which produces the most messy-looking, unintentionally obfuscated, ugly code, regardless of it being good code ? Let me clarify: I'm talking about the syntax, "noise vs signal", structure of the language. Assignment operators. De-referencing. Whether it's dot syntax or "-" syntax. What languages do you think are inherently harder to read than others, given all other things being equal like, say, code quality, absence of code smells, etc. ?

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  • Spherical harmonics lighting - what does it accomplish?

    - by TravisG
    From my understanding, spherical harmonics are sometimes used to approximate certain aspects of lighting (depending on the application). For example, it seems like you can approximate the diffuse lighting cause by a directional light source on a surface point, or parts of it, by calculating the SH coefficients for all bands you're using (for whatever accuracy you desire) in the direction of the surface normal and scaling it with whatever you need to scale it with (e.g. light colored intensity, dot(n,l),etc.). What I don't understand yet is what this is supposed to accomplish. What are the actual advantages of doing it this way as opposed to evaluating the diffuse BRDF the normal way. Do you save calculations somewhere? Is there some additional information contained in the SH representation that you can't get out of the scalar results of the normal evaluation?

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  • Visual Studio 2013 Preview now available as free download

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/06/27/visual-studio-2013-preview-now-available-as-free-download.aspxAt http://www.microsoft.com/visualstudio/eng/2013-downloads, Microsoft have made available Visual Studio 2013 Preview available as a free download.  Four versions plus TFS server are available. The versions are:Ultimate PremiumProfessionalTest ProfessionalInstalling them will install the Dot Net Framework 4.5.1. Somesgar blogged about this at http://blogs.msdn.com/b/somasegar/archive/2013/06/26/visual-studio-2013-preview.aspxThe new features that VS2013 brings in are:Round-tipping projects with VS2012 (requires VS2012 Update 3)Git supportSupport for Windows 8.1Improved asynchronous supportImproved debugging64-bit edit and continue

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • CLR via C# - first post of many!

    - by TATWORTH
    I am currently reading CLR via C# ISBN 978-0-7356-2704-8. Whilst quite correctly described by the publisher as a "Deep Dive", this is a book that C# developers with 6-18 months plus experiance ought to read. Certainly any serious Microsoft programming shop ought to have a copy.  For our VB.NET bretheren, a book of this quality is a good excuse to learn C#. (And before you ask, my favourite language of C# and VB.NET is the one that gets me the next contract!) When I started programming 31 years ago I went through IBM 360 Orientation - this gave me an comprehension of what worked best at the machine code level - this is the first book I have found that explains the the working of the Dot Net framework to explain why particular choices are good, This is my first blog post here. In the coming weeks, I intend to: Carry on with my review of CLR via C# and bring out practical points from that work. Post details of useful utilities Post some "Tales from the coal face.."

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  • Repercussions to sharing .bashrc across machines with Dropbox?

    - by Alan Peabody
    I work on a lot of different machines, all running Ubuntu (not always the same version). I have some really basic customizations to my prompt I would like to have available on all machines. I currently use Dropbox and store all my other "dot files" there, such as my .vim/ .vimrc .gitconfig .ackrc. I then just link them to my home folder from my Dropbox folder. Voilà, all machines in sync. I am unsure what the repercussions of doing something like this with my bashrc is. Can any one offer suggestions? Maybe an easy way to load a separate file in the bashrc?

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  • XNA clip plane effect makes models black

    - by user1990950
    When using this effect file: float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.x = dot(position, ClipPlane0); clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } all models using this are rendered black. Is it possible to render them correctly?

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  • Can not get to login screen, background starts with terminal prompt only

    - by Doug
    my uncle has Ubuntu on his work PC. Basically I came in to work today, and he had lost his UNITY side bar. I told him start with just rebooting it. He rebooted it... now it does not even get to the login screen. It gets to the background with the word UBUNTU, and the 6 or 7 dots, does it's little loading dot thing... then stops, and a black terminal opens on the top left with the background still in place. Personally, I think he screwed it up himself. He always swears he didn't touch anything, but I know better... Either way, I can't get him back into the desktop to even see if the sidebar is back. He's always screwing around pressing the wrong buttons on the login screen, hitting admin things and such... Any ideas?

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Custom Title Not Used on SERP [duplicate]

    - by rahstame
    This question already has an answer here: Title tag different from title appearing in Google? 1 answer I am using Wordpress Yoast plugin, and this is not the first time that I used it. I have used it in four of my sites. Problem: Google is not using my custom defined title on my homepage. The website is aboveinfranet[dot]com. If I search "above infranet solutions inc" If you open the site, it will show you the right title that I wanted to achieve.

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  • How to get a point to the left/right of a vector

    - by MulletDevil
    I have a position vector of a point in space and a quaternion for it's rotation. What i'm trying to calculate is a point too the left and a point to the right. I have the position and rotation(quaternion) of the red dot. What I want is to get the position of the green dots. I have a float value for the distance I want these points to be. With only the position and rotation is it possible to get a unit direction vector pointing left/right which I can multiply by my float value? Edit: I also know the original direction vector.

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  • How should I pronounce the :: and -> in PHP?

    - by NickC
    When I read these lines aloud to someone: $controller->process(); UserManager::getInstance(); How should the -> and :: be pronounced? Reading the characters themselves in cumbersome and I don't know of any nicknames for them. Being a developer who is used to C-style syntax, I'd like to say "dot", but I'd like something that is easy to say and people can easily understand. It would also be good to know if there are any pronunciations that have become de-facto standards among teams of developers.

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  • Google Analytics: Why does "/" appear in goal funnel visualization?

    - by Lauren
    This is the goal funnel for checkout. Does anyone have any idea where the "/" is coming from? The cart page is at site: game on glove dot com (I don't want this stackoverflow page being indexed in google particularly well). Go to the site, click on the order button, make your selection, and click the button to enter the cart (it resolves to /Cart and /Shop-Cart). I believe I used the regular expression matching to match "cart". So why the "/" (I don't know what is causing the home page to reload when users are on the Cart page within a Colorbox lightbox where the only way back to home or "/" is to hit the exit button in the top right of the lightbox)? Here's my one guess for the former question but it doesn't seem likely: See the "check out with paypal" button? If you hovered over it, it does default to the home page which is what might be the "/"... but it really redirects the user to the paypal.com page so it shouldn't also load the home page.

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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • MVC 2 Breaks my Charts?

    - by GeekAgilistMercenary
    I wonder if anyone has had issues with running MSCharts with MVC 2?  I have tried a couple of different issues, but still have not got them to render correctly.  In the end I always end up with broken image links.  Has anyone seen this? I have no errors displaying in my MVC 2 Application build or anything, nothing specific that leads me to any explanation.  If anyone has any ideas, please leave a comment or shoot me an e-mail; adronhall at gmail dot com.  I would greatly appreciate any insight you MSChart Elite may have.  : )

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  • Hiding images in folder without renaming or moving the files

    - by Marcus
    I'm dual booting Ubuntu with Windows and I have all my music on a separate harddrive. In Windows the album art is hidden by default but when I access the folder in Ubuntu there is two album artwork files for every mp3, one small and one large. I would like to hide those images without having to rename them with a dot before or moving them to some other folder becuase then the album artwork would dissapear in Windows. Is there a way to make a .hidden file which hides all images or any other way which hides all images in nautilus?

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  • Nouveau forum d'entraide Qualimétrie : posez vos questions sur les pratiques d'analyse de code et d'

    Bonjour, Le forum Qualimétrie se destine à toutes vos questions concernant les pratiques et outils touchant à la qualité du code et de l'architecture du logiciel. Il se destine également à accueillir vos questions sur l'intégration et l'utilisation (ex. Plugin Maven) des outils de qualimétrie dans les outils de build. N'hésitez pas, avant de poser votre question, à consulter la documentation de l'outil concerné, ainsi que les ressources à votre disposition. Pour toute contribution sur le sujet, vous pouvez contacter l'équipe bénévole par mail via conception [at] redaction [dash] developpez [dot] com...

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  • Apress "Introducing Visual C# 2010" - ISBN 978-1-4302-3171-4 - Conclusion

    - by TATWORTH
    After having spent several weeks reading this book (1230 pages before the index!), I can thoroughly recommend this book as a practical introduction to Visual C# 2010 both to people learning C# and to experianced C# users. It introduces C# through practical examples then gives a good introduction to the Dot Net framework. After dealing with Data Access, it gives a brief introduction to variousUI technologies. The final section deals with advanced topics including a thoroughly practical intruction to windows services. There are copious coding examples and useful tips. Many chapters begin with a quick problem solver solution reference. In short "Introducing Visual C# 2010" in the words of the sub title, is an excellent start to your C# journey with an expert by your side leading by example.

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  • What are the steps taken by this GLSL code?

    - by user827992
    1 void main(void) 2 { 3 vec2 pos = mod(gl_FragCoord.xy, vec2(50.0)) - vec2(25.0); 4 float dist_squared = dot(pos, pos); 5 6 gl_FragColor = (dist_squared < 400.0) 7 ? vec4(.90, .90, .90, 1.0) 8 : vec4(.20, .20, .40, 1.0); 9 } taken from http://people.freedesktop.org/~idr/OpenGL_tutorials/03-fragment-intro.html Now, this looks really trivial and simple, but my problem is with the mod function. This function is taking 2 vec2 as inputs but is supposed to take just 2 atomic arguments according to the official documentation, also this function makes an implicit use of the floor function that only accepts, again, 1 atomic argument. Can someone explain this to me step by step and point out what I'm not getting here? It's some kind of OpenGL trick? OpenGL Math trick? in the GLSL docs i always find and explicit reference to the type accepted by the function and vec2 it's not there.

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