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  • Leapfrog Crammer won't mount as a USB flash drive

    - by William
    I can't seem to get the Leapfrog Crammer study and sound system to show up as a flash drive under ubuntu so I can transfer stuff to it. I don't want to install the leapfrog bloatware, can someone help me with this? Additional Information: When I plug my crammer into my computer it shows a 1 MB file system with a link to download the crammer software. I want to know how to access the rest of the crammer's file system so I can transfer music to it. The crammer does not show any other partitions in natulius. According to an article on the internet, the crammed is divided into three partitions: One with a link to install the crammer software, one with all content(music, flash cards, etc.) and one for firmware. I want to know how to access the one with the content so I can add music to the player. Can anyone help me with this? Thanks in advance.

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  • YouSendIt Alternative?

    - by user4855
    Looking for a reasonably priced alternative to YouSendIt's exorbitant pricing for an embedded, unbranded (i.e. no "Uploads by SomeCompany" or at the very least, discrete, subtle co-branding) file upload solution for my client's print shop Website. To do what we want to do with YouSendIt, we're looking at a corporate account of $995 USD plus $29.99 USD monthly fee, that is only sold pro-rated, so you have to buy the entire year's worth. To me, this is just unacceptable considering the commodity pricing of storage and bandwidth nowadays. For data, we're looking at roughly 10MB per upload, with perhaps 250-1000 uploads per month, with transient data storage of no more than 30 days (and more than likely 1-2 business days) for a total of 10 GB transfer (upload) and 10 GB transfer (download, to the print shop) at the very max each month. Any ideas? Everything I've found through searching seems to be geared more towards personal file sharing and not for embedding into Websites. Thanks

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  • Moving a LAMP set up from 32 bit to 64 bit

    - by user10157
    Hello everyone... I have setup an Ubuntu server 10.10 32bit on an old Dell D610 Laptop for testing. I have the latest PHP, MySQL and Apache with Wordpress installed. After the testing is over and once I finish adding material to my wordpress I will build a Ubuntu 10.10 64bit VM on Hyper-V. What I am wondering is , if it's best practice to build everything from scratch (which will take me more time and would like to avoid) or transfer the database and all other settings? If I choose to transfer how and what I need to do? Here's where I'd like some help as I am still an intermediate admin (If I can call it that!) I am looking forward for your help. Thanks!

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  • Transfering site from shared to vps account

    - by N e w B e e
    I got a hosting account at HOSTGATOR. it was a shared account and i had three websites present over there. now, i have upgraded my account to VPS at HOSTGATOR and i want to transfer only ONE website over the new VPS. say, mydom.net. this website includes wordpress installation and other custom pages and setup can somebody please guide me How can I transfer the web to my new account? with speed, accuracy, and such that my website remains in working condition.. what will I do about wordpress? simply copy it will work?(I dont thnk so), if not how can I move it? I need guideline. and I am asking the question with a hope that many others will also learn the things just as i am learning,, and one quick thing, answering it like creating a manual can help people a lot...that's my thinking.. thanks to all

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  • Slide 2d Vector to destination over a period of time

    - by SchautDollar
    I am making a library of GUI controls for games I make with XNA. I am currently developing the library as I make a game so I can test the features and find errors/bugs and hopefully smash them right away. My current issue is on a slide feature I want to implement for my base class that all controls inherit. My goal is to get the control to slide to a specified point over a specified amount of time. Here is the #region containing the code #region Slide private bool sliding; private Vector2 endPoint; private float slideTimeLeft; private float speed; private bool wasEnabled; private Vector2 slideDirection; private float slideDistance; public void Slide(Vector2 startPoint, Vector2 endPoint, float slideTime) { this.location = startPoint; Slide(endPoint,slideTime); } public void Slide(Vector2 endPoint, float slideTime) { this.wasEnabled = this.enabled; this.enabled = false; this.sliding = true; Vector2 tempLength = endPoint - this.location; this.slideDistance = tempLength.Length(); //Was this.slideDistance = (float)Math.Sqrt(tempLength.LengthSquared()); this.speed = slideTime / this.slideDistance; this.endPoint = endPoint; this.slideTimeLeft = slideTime; } private void UpdateSlide(GameTime gameTime) { if (this.sliding) { this.slideTimeLeft -= gameTime.ElapsedGameTime.Milliseconds; if (this.slideTimeLeft >= 0 ) { if ((this.endPoint-this.location).Length() != 0){//Was if (this.endPoint.LengthSquared() > 0 || this.location.LengthSquared() > 0) { this.slideDirection = Vector2.Normalize(this.endPoint - this.location); } this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;//This is where I believe the issue is, but I'm not sure. It seems right to me... (Even though it doesn't work) } else { this.enabled = this.wasEnabled; this.location = this.endPoint;//After time, the controls position will get set to be the endpoint. this.sliding = false; } } } #endregion this.location is the location of the control elsewhere defined in the class. I have looked at this blog as a huge reference and have googled around quite and have looked on many forums but can't find anything that shows how to implement it. Please and Thanks for your time! EDIT: I have switched this line "this.location += this.slideDirection * speed * gameTime.ElapsedGameTime.Milliseconds;" several times to see what it does. My issue is getting the control to smoothly move to the end location. It moves after the time has expired, but It doesn't move other then that except flash in my face. EDIT2: I have used the first slide method with 3 parameters and it works except it doesn't do it in a period of time and once it gets to its destination, it starts moving randomly towards the previous location and the end location.

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  • jerky animation using Core Animation

    - by Paul from Boston
    In my iPhone app, I am trying to get some red and white stripes that are scrolling across the screen to animate smoothly when the speed of the stripes gets high. In my app the user starts the animation and changes the scrolling speed by a finger swipe and changes the width of the stripes by a two finger pinch. Animation is stopped in response to a double tap. If the speed gets high or the stripes get narrow the animation is no longer smooth to the eye. The edges of the stripes seem to jump around. The animation is simple. I draw the stripes in a layer that's a bit larger than the screen. I then set up an animation that moves the layer position by exactly the distance from one red stripe to the next. The duration is set by the speed of the finger swipe and the repeat count is 1. When the animation stops the delegate checks a flag to see if the user wants to stop the scrolling. If not, the animation is restarted again for one cycle. Are there better ways of doing this so that the animation is smooth at high speeds or with narrow stripes? Thanks--

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  • How do I use XML prefixes in C#?

    - by Andrew Mock
    EDIT: I have now published my app: http://pastebin.com/PYAxaTHU I was trying to make console-based application that returns my temperature. using System; using System.Xml; namespace GetTemp { class Program { static void Main(string[] args) { XmlDocument doc = new XmlDocument(); doc.LoadXml(downloadWebPage( "http://www.andrewmock.com/uploads/example.xml" )); XmlNamespaceManager man = new XmlNamespaceManager(doc.NameTable); man.AddNamespace("aws", "www.aws.com/aws"); XmlNode weather = doc.SelectSingleNode("aws:weather", man); Console.WriteLine(weather.InnerText); Console.ReadKey(false); } } } Here is the sample XML: <aws:weather xmlns:aws="http://www.aws.com/aws"> <aws:api version="2.0"/> <aws:WebURL>http://weather.weatherbug.com/WA/Kenmore-weather.html?ZCode=Z5546&Units=0&stat=BOTHL</aws:WebURL> <aws:InputLocationURL>http://weather.weatherbug.com/WA/Kenmore-weather.html?ZCode=Z5546&Units=0</aws:InputLocationURL> <aws:station requestedID="BOTHL" id="BOTHL" name="Moorlands ES" city="Kenmore" state=" WA" zipcode="98028" country="USA" latitude="47.7383346557617" longitude="-122.230278015137"/> <aws:current-condition icon="http://deskwx.weatherbug.com/images/Forecast/icons/cond024.gif">Mostly Cloudy</aws:current-condition> <aws:temp units="&deg;F">40.2</aws:temp> <aws:rain-today units=""">0</aws:rain-today> <aws:wind-speed units="mph">0</aws:wind-speed> <aws:wind-direction>WNW</aws:wind-direction> <aws:gust-speed units="mph">5</aws:gust-speed> <aws:gust-direction>NW</aws:gust-direction> </aws:weather> I'm just not sure how to use XML prefixes correctly here. What is wrong with this?

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  • django+uploadify - don't working

    - by Erico
    Hi, I'm trying to use an example posted on the "github" the link is http://github.com/tstone/django-uploadify. And I'm having trouble getting work. can you help me? I followed step by step, but does not work. Accessing the "URL" / upload / the only thing is that returns "True" part of settings.py import os PROJECT_ROOT_PATH = os.path.dirname(os.path.abspath(file)) MEDIA_ROOT = os.path.join(PROJECT_ROOT_PATH, 'media') TEMPLATE_DIRS = ( os.path.join(PROJECT_ROOT_PATH, 'templates')) urls.py from django.conf.urls.defaults import * from django.conf import settings from teste.uploadify.views import * from django.contrib import admin admin.autodiscover() urlpatterns = patterns('', (r'^admin/', include(admin.site.urls)), url(r'upload/$', upload, name='uploadify_upload'), ) views.py from django.http import HttpResponse import django.dispatch upload_received = django.dispatch.Signal(providing_args=['data']) def upload(request, *args, **kwargs): if request.method == 'POST': if request.FILES: upload_received.send(sender='uploadify', data=request.FILES['Filedata']) return HttpResponse('True') models.py from django.db import models def upload_received_handler(sender, data, **kwargs): if file: new_media = Media.objects.create( file = data, new_upload = True, ) new_media.save() upload_received.connect(upload_received_handler, dispatch_uid='uploadify.media.upload_received') class Media(models.Model): file = models.FileField(upload_to='images/upload/', null=True, blank=True) new_upload = models.BooleanField() uploadify_tags.py from django import template from teste import settings register = template.Library() @register.inclusion_tag('uploadify/multi_file_upload.html', takes_context=True) def multi_file_upload(context, upload_complete_url): """ * filesUploaded - The total number of files uploaded * errors - The total number of errors while uploading * allBytesLoaded - The total number of bytes uploaded * speed - The average speed of all uploaded files """ return { 'upload_complete_url' : upload_complete_url, 'uploadify_path' : settings.UPLOADIFY_PATH, # checar essa linha 'upload_path' : settings.UPLOADIFY_UPLOAD_PATH, } template - uploadify/multi_file_upload.html {% load uploadify_tags }{ multi_file_upload '/media/images/upload/' %} <script type="text/javascript" src="{{ MEDIA_URL }}js/swfobject.js"></script> <script type="text/javascript" src="{{ MEDIA_URL }}js/jquery.uploadify.js"></script> <div id="uploadify" class="multi-file-upload"><input id="fileInput" name="fileInput" type="file" /></div> <script type="text/javascript">// <![CDATA[ $(document).ready(function() { $('#fileInput').uploadify({ 'uploader' : '/media/swf/uploadify.swf', 'script' : '{% url uploadify_upload %}', 'cancelImg' : '/media/images/uploadify-remove.png/', 'auto' : true, 'folder' : '/media/images/upload/', 'multi' : true, 'onAllComplete' : allComplete }); }); function allComplete(event, data) { $('#uploadify').load('{{ upload_complete_url }}', { 'filesUploaded' : data.filesUploaded, 'errorCount' : data.errors, 'allBytesLoaded' : data.allBytesLoaded, 'speed' : data.speed }); // raise custom event $('#uploadify') .trigger('allUploadsComplete', data); } // ]]</script>

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  • Custom QAbstractGraphicsShapeItem very slow in Qt Jambi

    - by Mene
    I try to implement an own QAbstractGraphicsShapeItem in Qt Jambi (4.5) but as soon as I implement a custom class (rather than use e.g. QGraphicsEllipseItem) the rendering speed drops by about on order of magnitude. If looked in the original Code of QGraphicsEllipseItem and it seems to do basicly the same. class Circle extends QAbstractGraphicsShapeItem { final private QRectF rect = new QRectF(); public final void setRect(double x, double y, double w, double h) { QRectF newRect = new QRectF(x, y, w, h); if (!newRect.equals(rect)) { prepareGeometryChange(); this.rect.setX(x); this.rect.setY(y); this.rect.setWidth(w); this.rect.setHeight(h); this.update(rect); } } @Override public final QRectF boundingRect() { return rect; } QPainterPath shape; @Override public final QPainterPath shape() { if (shape == null) { QPainterPath path = new QPainterPath(); path.addEllipse(rect); QPainterPathStroker stroker = new QPainterPathStroker(); QPen pen = this.pen(); stroker.setCapStyle(pen.capStyle()); stroker.setWidth(pen.widthF()); shape = stroker.createStroke(path); } return shape; } @Override public final void paint(QPainter painter, QStyleOptionGraphicsItem option, QWidget widget) { painter.setPen(this.pen()); painter.setBrush(this.brush()); painter.drawEllipse(this.rect); } } I need to render a lot of objects and they are mostly moving, so speed is essential. Anyone knows how to speed this up? I underestand that Java might be slower then the nativ code in the library. But the code in the paint method seems not to be the problem, since commenting it out doesn't change the speed notably.

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  • How can I show print statements in debug mode of OPNET Modeler?

    - by Here now
    I'm writing C++ code in OPNET Modeler. I try to simulate my scenario in debugger mode & I need to trace the function that I wrote it. I need to show print statements which I put it in my code. I used in debugger mode: ***ltr function_name()*** then ***c*** But the result looks like: Type 'help' for Command Summary ODB> ltr enqueue_packet() Added trace #0: trace on label (enqueue_packet()) ODB> c |-----------------------------------------------------------------------------| | Progress: Time (1 min. 52 sec.); Events (500,002) | | Speed: Average (82,575 events/sec.); Current (82,575 events/sec.) | | Time : Elapsed (6.1 sec.) | | DES Log: 28 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Progress: Time (1 min. 55 sec.); Events (1,000,002) | | Speed: Average (69,027 events/sec.); Current (59,298 events/sec.) | | Time : Elapsed (14 sec.) | | DES Log: 28 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Progress: Time (1 min. 59 sec.); Events (1,500,002) | | Speed: Average (51,464 events/sec.); Current (34,108 events/sec.) | | Time : Elapsed (29 sec.) | | DES Log: 28 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Simulation Completed - Collating Results. | | Events: Total (1,591,301); Average Speed (48,803 events/sec.) | | Time : Elapsed (33 sec.); Simulated (2 min. 0 sec.) | | DES Log: 29 entries | |-----------------------------------------------------------------------------| |-----------------------------------------------------------------------------| | Reading network model. | |-----------------------------------------------------------------------------| I need to show the print statements in my code. Where it has to be appeared? Is there any step before run the simulation to insure that OPNET debugger using Visual Studio & go through my code??

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  • Random Movement in a Fixed Container

    - by James Barracca
    I'm looking to create something that can move randomly inside of a fixed div container. I love the way the object moves in this example that I found searching this website... http://jsfiddle.net/Xw29r/15/ The code on the jsfiddle contains the following: $(document).ready(function(){ animateDiv(); }); function makeNewPosition(){ // Get viewport dimensions (remove the dimension of the div) var h = $(window).height() - 50; var w = $(window).width() - 50; var nh = Math.floor(Math.random() * h); var nw = Math.floor(Math.random() * w); return [nh,nw]; } function animateDiv(){ var newq = makeNewPosition(); var oldq = $('.a').offset(); var speed = calcSpeed([oldq.top, oldq.left], newq); $('.a').animate({ top: newq[0], left: newq[1] }, speed, function(){ animateDiv(); }); }; function calcSpeed(prev, next) { var x = Math.abs(prev[1] - next[1]); var y = Math.abs(prev[0] - next[0]); var greatest = x > y ? x : y; var speedModifier = 0.1; var speed = Math.ceil(greatest/speedModifier); return speed; }? CSS: div.a { width: 50px; height:50px; background-color:red; position:fixed; }? However, I don't believe the code above constricts that object at all. I need my object to move randomly inside of a container that is let's say for now... 1200px in width and 500px in height. Can someone steer me in the right direction? I'm super new to coding so I'm having a hard time finding an answer on my own. Thanks so much! James

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  • Python - How to wake up a sleeping process- multiprocessing?

    - by user1162512
    I need to wake up a sleeping process ? The time (t) for which it sleeps is calculated as t = D/S . Now since s is varying, can increase or decrease, I need to increase/decrease the sleeping time as well. The speed is received over a UDP procotol. So, how do I change the sleeping time of a process, keeping in mind the following:- If as per the previous speed `S1`, the time to sleep is `(D/S1)` . Now the speed is changed, it should now sleep for the new time,ie (D/S2). Since, it has already slept for D/S1 time, now it should sleep for D/S2 - D/S1. How would I do it? As of right now, I'm just assuming that the speed will remain constant all throughout the program, hence not notifying the process. But how would I do that according to the above condition? def process2(): p = multiprocessing.current_process() time.sleep(secs1) # send some packet1 via UDP time.sleep(secs2) # send some packet2 via UDP time.sleep(secs3) # send some packet3 via UDP Also, as in threads, 1) threading.activeCount(): Returns the number of thread objects that are active. 2) threading.currentThread(): Returns the number of thread objects in the caller's thread control. 3) threading.enumerate(): Returns a list of all thread objects that are currently active. What are the similar functions for getting activecount, enumerate in multiprocessing?

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  • XNA 2D Collision with specific tiles

    - by zenzero
    I am new to game programming and to these sites for help. I am making a 2D game but I can't seem to get the collision between my character and certain tiles. I have a map filled with grass tiles and water tiles and I want to keep my character from walking on the water tiles. I have a Tiles class that I use so that the tiles are objects and also has the collision method in it, a TileEngine class used create the map and it also holds a list of Tiles, and the class James which is for my character. I also have a Camera class that centers the camera on my character if that has anything to do with the problem. The character's movement is intended to be restricted to 4 directions(up, down, left, right). As an extra note, the bottom right water tile does have collision, but the collision does not occur for any of the other water tiles. Here is my TileEngine class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class TileEngine : Microsoft.Xna.Framework.Game { //makes a list of Tiles objects public List<Tiles> tilesList = new List<Tiles>(); public TileEngine() {} public static int tileWidth = 64; public static int tileHeight = 64; public int[,] map = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, }, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,}, }; public void drawMap(SpriteBatch spriteBatch) { for (int y = 0; y < map.GetLength(0); y++) { for (int x = 0; x < map.GetLength(1); x++) { //make a Rectangle tilesList[map[y, x]].rectangle = new Rectangle(x * tileWidth, y * tileHeight, tileWidth, tileHeight); //draw the Tiles objects spriteBatch.Draw(tilesList[map[y, x]].texture, tilesList[map[y, x]].rectangle, Color.White); } } } } } Here is my Tiles class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class Tiles { public Texture2D texture; public Rectangle rectangle; public Tiles(Texture2D texture) { this.texture = texture; } //check to see if james collides with the tile from the right side public void rightCollision(James james) { if (james.GetBounds().Intersects(rectangle)) { james.position.X = rectangle.Left - james.front.Width; } } } } I have a method for rightCollision because I could only figure out how to get the collisions from specifying directions. and here is the James class for my character using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Test2DGame2 { class James { public Texture2D front; public Texture2D back; public Texture2D left; public Texture2D right; public Vector2 center; public Vector2 position; public James(Texture2D front) { position = new Vector2(0, 0); this.front = front; center = new Vector2(front.Width / 2, front.Height / 2); } public James(Texture2D front, Vector2 newPosition) { this.front = front; position = newPosition; center = new Vector2(front.Width / 2, front.Height / 2); } public void move(GameTime gameTime) { KeyboardState keyboard = Keyboard.GetState(); float SCALE = 20.0f; float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f; if (keyboard.IsKeyDown(Keys.Up)) { position.Y -=speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Down)) { position.Y += speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Left)) { position.X -= speed * SCALE; } else if (keyboard.IsKeyDown(Keys.Right)) { position.X += speed * SCALE; } } public void draw(SpriteBatch spriteBatch) { spriteBatch.Draw(front, position, null, Color.White, 0, center, 1.0f, SpriteEffects.None, 0.0f); } //get the boundingbox for James public Rectangle GetBounds() { return new Rectangle( (int)position.X, (int)position.Y, front.Width, front.Height); } } }

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  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

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  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

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  • Populating a drive that was formated to ntsf on seperate computer

    - by Will Love
    I recently downloaded some files that were over 4gb and wouldnt do a straight transfer to a external hd. this is all being done on a serperate computer we shall call computer1. my computer(computer2) is where im trying to get the files too. i used cmd to "Soft format" the drive to NTSF on computer1 so i could then take the drive to transfer the files to computer2. this was suppose to allow the format change without losing the files i had on there already... after the proccess was done i checked the drive on computer1 and all the old files were there and working....when i took the drive back to computer2 to transfer the files i had just downloaded from computer2 my computer...computer1:wont reconize or populate the external drive so it can give it a drive letter and function. the external drive works fine on computer1, but how do i get it to work again on computer2? when i try to populate it, i cant access the properties function in order to make permissions for everyone so it is reconized....any help would be greatfull..... also i am running windows 7 ultimate edition if that helps.

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  • Leopard mail.app quoted-printable weirdness

    - by pehrs
    I am not sure if this is a bug in mail.app, or a configuration I just can't find. It might also be a strange sideffect of GPGmail. Mail.app correctly displays all e-mails on my IMAP server, except for the e-mails in my "Sent Messages" folder. In the sent messages folder it messes up åäö, in typical quoted-printable with wrong char-set fashion. They become ‰ˆ. When looking at the source of the e-mails it seems like the header generated by mail.app is correct: Message-Id: <> From: To: In-Reply-To: <> Content-Type: multipart/signed; protocol="application/pgp-signature"; micalg=pgp-sha1; boundary="Apple-Mail-4--741321197" X-Smtp-Server: smtp.example.com Content-Transfer-Encoding: 7bit Mime-Version: 1.0 (Apple Message framework v936) Subject: Example subject Date: Fri, 26 Mar 2010 10:14:14 +0100 References: <> X-Pgp-Agent: GPGMail 1.2.0 (v56) This is an OpenPGP/MIME signed message (RFC 2440 and 3156) --Apple-Mail-4--741321197 Content-Type: text/plain; charset=ISO-8859-1; format=flowed; delsp=yes Content-Transfer-Encoding: quoted-printable <Text here with =E5=E4=F6> --Apple-Mail-4--741321197 content-type: application/pgp-signature; x-mac-type=70674453; name=PGP.sig content-description: This is a digitally signed message part content-disposition: inline; filename=PGP.sig content-transfer-encoding: 7bit -----BEGIN PGP SIGNATURE----- Version: GnuPG/MacGPG2 v2.0.12 (Darwin) iEYEARECAAYFAkus62kACgkQlIRLofxhDjYnnwCcDmCXuMGsKlh3a418s12coJgn 36sAoKMdkP3+g/OMK+Ps7AbjQq4Nbqzv =XMko -----END PGP SIGNATURE----- --Apple-Mail-4--741321197-- Thunderbird has no problem displaying the messages. So, how can I get mail.app to use the correct charset?

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  • Difference in performance: local machine VS amazon medium instance

    - by user644745
    I see a drastic difference in performance matrix when i run it with apache benchmark (ab) in my local machine VS production hosted in amazon medium instance. Same concurrent requests (5) and same total number of requests (111) has been run against both. Amazon has better memory than my local machine. But there are 2 CPUs in my local machine vs 1 CPU in m1.medium. My internet speed is very low at the moment, I am getting Transfer rate as 25.29KBps. How can I improve the performance ? Do not know how to interpret Connect, Processing, Waiting and total in ab output. Here is Localhost: Server Hostname: localhost Server Port: 9999 Document Path: / Document Length: 7631 bytes Concurrency Level: 5 Time taken for tests: 1.424 seconds Complete requests: 111 Failed requests: 102 (Connect: 0, Receive: 0, Length: 102, Exceptions: 0) Write errors: 0 Total transferred: 860808 bytes HTML transferred: 847155 bytes Requests per second: 77.95 [#/sec] (mean) Time per request: 64.148 [ms] (mean) Time per request: 12.830 [ms] (mean, across all concurrent requests) Transfer rate: 590.30 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 0 0 0.5 0 1 Processing: 14 63 99.9 43 562 Waiting: 14 60 96.7 39 560 Total: 14 63 99.9 43 563 And this is production: Document Path: / Document Length: 7783 bytes Concurrency Level: 5 Time taken for tests: 33.883 seconds Complete requests: 111 Failed requests: 0 Write errors: 0 Total transferred: 877566 bytes HTML transferred: 863913 bytes Requests per second: 3.28 [#/sec] (mean) Time per request: 1526.258 [ms] (mean) Time per request: 305.252 [ms] (mean, across all concurrent requests) Transfer rate: 25.29 [Kbytes/sec] received Connection Times (ms) min mean[+/-sd] median max Connect: 290 297 14.0 293 413 Processing: 897 1178 63.4 1176 1391 Waiting: 296 606 135.6 588 1171 Total: 1191 1475 66.0 1471 1684

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  • Trying to understand Wireless N vs Wireless AC

    - by EGHDK
    Whenever a new wireless standard gets approved you expect faster speeds and longer range. From everything that I've read about it, it seems that AC will only transfer over the 5GHz band and up to 3Gbps. Studying the new AC routers on the market, it seems that they will transfer over 5GHz and 2.4GHz. And 5GHz will only transfer at 1.3Gbps. Which isn't what AC is supposed to be. I know there is a difference between what the standard actually says, and what products will actually do, but is there any reason for this? Is there any other main differences between AC and N? I've heard people discussing AC and saying that it's finally "fixing" what N was supposed to fix... what do they mean by that? Any security benefits? I have seen this image online: Will AC really do that? Will that require an AC network card in my laptop for that to actually happen? Lastly, will the router only be able to communicate with AC devices if I have beamforming technology on? I know it's a ton of questions, but most articles online seem to be outdated, and don't provide too much reliability.

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  • Which is the fastest way to move 1Petabyte from one storage to a new one?

    - by marc.riera
    First of all, thanks for reading, and sorry for asking something related to my job. I understand that this is something that I should solve by myself but as you will see its something a bit difficult. A small description: Now Storage = 1PB using DDN S2A9900 storage for the OSTs, 4 OSS , 10 GigE network. (lustre 1.6) 100 compute nodes with 2x Infiniband 1 infiniband switch with 36 ports After Storage = Previous storage + another 1PB using DDN S2A 990 or LSI E5400 (still to decide) (lustre 2.0) 8 OSS , 10GigE network 100 compute nodes with 2x Infiniband Previous experience: transfered 120 TB in less than 3 days using following command: tar -C /old --record-size 2048 -b 2048 -cf - dir | tar -C /new --record-size 2048 -b 2048 -xvf - 2>&1 | tee /tmp/dir.log So , big problem here, using big mathematical equations I conclude that we are going to need 1 month to transfer the data from one side to the new one. During this time the researchers will need to step back, and I'm personally not happy with this. I'm telling you that we have infiniband connections because I think that may be there is a chance to use it to transfer the data using 18 compute nodes (18 * 2 IB = 36 ports) to transfer the data from one storage to the other. I'm trying to figure out if the IB switch will handle all the traffic but in case it just burn up will go faster than using 10GigE. Also, having lustre 1.6 and 2.0 agents on same server works quite well, with this there is no need to go by 1.8 to upgrade the metadata servers with two steps. Any ideas? Many thanks Note 1: Zoredache, we can divide it in two blocks (A)600Tb and (B)400Tb. The idea is to move (A) to new storage which is lustre2.0 formated, then format where (A) was with lustre2.0 and move (B) to this lustre2.0 block and extend with the space where (B) was. This way we will end with (A) and (B) on separate filesystems, with 1PB each.

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  • Seizing naming master from child domain server

    - by meera
    when I am trying to seize the role from my child domain server the naming master I get the following error fsmo maintenance: seize naming master Attempting safe transfer of domain naming FSMO before seizure. ldap_modify_sW error 0x34(52 (Unavailable). Ldap extended error message is 000020AF: SvcErr: DSID-03210380, problem 5002 (UN AVAILABLE), data 8438 Win32 error returned is 0x20af(The requested FSMO operation failed. The current FSMO holder could not be contacted.) ) Depending on the error code this may indicate a connection, ldap, or role transfer error. Transfer of domain naming FSMO failed, proceeding with seizure ... Server "win-fb20ixk90mu" knows about 5 roles Schema - CN=NTDS Settings,CN=WIN-3918XHC5STU,CN=Servers,CN=Default-First-Site-Na me,CN=Sites,CN=Configuration,DC=HCL,DC=com Naming Master - CN=NTDS Settings,CN=WIN-FB20IXK90MU,CN=Servers,CN=Default-First- Site-Name,CN=Sites,CN=Configuration,DC=HCL,DC=com PDC - CN=NTDS Settings,CN=WIN-FB20IXK90MU,CN=Servers,CN=Default-First-Site-Name, CN=Sites,CN=Configuration,DC=HCL,DC=com RID - CN=NTDS Settings,CN=WIN-FB20IXK90MU,CN=Servers,CN=Default-First-Site-Name, CN=Sites,CN=Configuration,DC=HCL,DC=com Infrastructure - CN=NTDS Settings,CN=WIN-FB20IXK90MU,CN=Servers,CN=Default-First -Site-Name,CN=Sites,CN=Configuration,DC=HCL,DC=com

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  • daily rsync backups with hard links, checksums, and a new computer

    - by user75058
    I backup my laptop to a Fedora desktop daily using rsync with hard links. This has worked great for almost a year. I recently purchased a new computer, transferred over my data, and would like to continue backing up this computer daily. However, due to the data transfer from the old laptop to the new laptop, the timestamps have obviously changed, and will thus cause my daily rsync backup to re-transfer all of the data. I thought that by adding the -c (checksum) switch to my rsync backup it would match files based on checksum, instead of timestamp and size, and only transfer those files that are different or not present. This appeared to work, but upon examining the new backup, hard links are not being created, and it appears the files that should be hard linked are simply being copied to the new backup directory from the previous backup directory on the backup server. This is very peculiar behavior to me, and I am having trouble figuring out why this is occurring. Checksums match for files that I think should be hard linked. I have looked through the rsync man page and Google'd around a bit and have been unable to find anything for me to better understand this behavior.

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  • ftp.exe does not convert end of line characters while transferring to FreeBSD ftp server

    - by Jagger
    I am having problems transferring a text file from Windows 7 using ftp.exe to a FreeBSD server. After the file transfer the end-of-line characters are not changed from \r\n to \n, Instead they remain with the carriage return character which can be seen in for example mcedit as ^M. The file is transferred in ascii mode. Has anybody run into similar problems in the past? As far as I know using the ascii mode during FTP transfer should convert those characters automatically. Does it depend on the server configuration? EDIT: The file can be seen here. EDIT: I have also tried with ncftp.exe under Cygwin but the result is the same. The carriage return character has not been removed even if the transfer type was ASCII. EDIT: It does not work the other way round either. I created a text file in FreeBSD and then downloaded it is ASCII mode to my Windows machine. The end of line characters remained LF as they were in FreeBSD.

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  • Connect USB hard drive to wireless router on RJ45 port? Possible?

    - by lawphotog
    just a quick story behind. I was trying to set up wireless networked hard drive at home. My wireless router doesn't take USB. I am considering few options. First i was considering to get something like WD My Cloud. My router is an old one provided by service provider. It only has 10/100 Ethernet. WD My Cloud has Gigabit interface. So unless i changed a new router, data transfer will be slow. So upgrading the router is a must if i want fast transfer speed. Plus I already own an external hard drive with USB 3.0 interface. So if I get a router like Netgear D6300, i can get a decent speed wireless shared drive at home. And i can use my existing HDD instead of WD My Cloud. But the router isn't cheap so I am saving up for that. In the meantime I found out the existence of USB to RJ45 adaptor. I read the reviews and some say it works for them and for some don't. They didn't really say what they were trying to do so I'm confused. So if i bought an adaptor like this, can i connect my existing HDD (USB) with my existing router (RJ45) and use it as a shared drive for data transfer? I know it will be slow as the adaptor will only have USB 2.0 and 10/100 for Ethernet. But it's fine as it's for temporary until i got my new router.

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  • FTP Scripting Capabilities

    - by lmg
    I am looking for an FTP client that will allow me to do the following Include a GUI for setting up a number of FTP connections Support FTPS Run unattended on Windows Server 2008 Retry failed transactions Support email Support custom scripts I need to pull files from a few different servers and there are certain calculations that need to be done depending on which server the files come from. I've looked at SmartFTP and it looks like pretty much what I need except I can't get it to run as a Windows Scheduled Task (I currently have some support threads open in their forum). I've also looked at a few other FTP clients (Filezilla, RoboFTP, and AutoFTP (you can find the Windows 7 BSOD in this one!)) that haven't had the capabilities I'm looking for. Right now, I'm looking at WS_FTP and its scripting capabilities. It appears I can create a script to run as a scheduled task, but I can't add the script to a file transfer task. Does anyone have suggestions on how I can do post-transfer processing on the files or better yet how to integrate scripting into the file transfer task? I'm also open to other suggestions for FTP clients as well if you have them! If I can't find a suitable FTP client, custom scripting will just have to do the trick.

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