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  • Deploy code to Windows Azure from Dropbox

    - by Gopinath
    There is a lot of innovation happening at Windows Azure team these days under the leadership of ScottGu. The recent updates to Windows Azure published couple of days ago allows us to deploy code to Windows Azure websites straight from Dropbox. It’s very easy and simple to use. Authorize Windows Azure account to talk to Dropbox and whenever you want to deploy latest code from Dropbox just click it button. Boom! The latest code from Dropbox will be automatically deployed on Windows Azure. Everything works like magic. Wow, isn’t this a cool feature for those who don’t want to maintain their version control systems like Git, Svn or TFS? This is a big deal to many developers who maintain their personal websites source code on Dropbox. Wondering why developers maintain their source code in Dropbox? It’s easy to use Dropbox(zero learning curve) and setting up a source control systems demands lot of administrative activities as well as money for hosting them. Here is a quick walk through of deploying code to Windows Azure from Dropbox. Though I’m not going to user this feature for deploying code of my website coziie.com (I’ve a personal SVN server hosted), I’m going to recommend to all my friends who maintain their source code on Dropbox.  For more details read the detailed post on ScottGu’s blog.

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  • Extreme Optimization –Mathematical Constants and Basic Functions

    - by JoshReuben
    Machine constants The MachineConstants class - contains constants for floating-point arithmetic because the CLS System.Single and Double floating-point types do not follow the standard conventions and are useless. machine constants for the Double type: machine precision: Epsilon , SqrtEpsilon CubeRootEpsilon largest possible value: MaxDouble , SqrtMaxDouble, LogMaxDouble smallest Double-precision floating point number that is greater than zero: MinDouble , SqrtMinDouble , LogMinDouble A similar set of constants is available for the Single Datatype  Mathematical Constants The Constants class contains static fields for many mathematical constants and common expressions involving small integers – if you are doing thousands of iterations, you wouldn't want to calculate OneOverSqrtTwoPi , Sqrt17 or Log17 !!! Fundamental constants E - The base for the natural logarithm, e (2.718...). EulersConstant - (0.577...). GoldenRatio - (1.618...). Pi - the ratio between the circumference and the diameter of a circle (3.1415...). Expressions involving fundamental constants: TwoPi, PiOverTwo, PiOverFour, LogTwoPi, PiSquared, SqrPi, SqrtTwoPi, OneOverSqrtPi, OneOverSqrtTwoPi Square roots of small integers: Sqrt2, Sqrt3, Sqrt5, Sqrt7, Sqrt17 Logarithms of small integers: Log2, Log3, Log10, Log17, InvLog10  Elementary Functions The IterativeAlgorithm<T> class in the Extreme.Mathematics namespace defines many elementary functions that are missing from System.Math. Hyperbolic Trig Functions: Cosh, Coth, Csch, Sinh, Sech, Tanh Inverse Hyperbolic Trig Functions: Acosh, Acoth, Acsch, Asinh, Asech, Atanh Exponential, Logarithmic and Miscellaneous Functions: ExpMinus1 - The exponential function minus one, ex-1. Hypot - The hypotenuse of a right-angled triangle with specified sides. LambertW - Lambert's W function, the (real) solution W of x=WeW. Log1PlusX - The natural logarithm of 1+x. Pow - A number raised to an integer power.

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  • When i trid to install ubuntu 11.10 i get an error '"Windows Backend object has no attribute 'iso-path' - see log for details.'

    - by Raja
    I am trying to install Ubuntu 11.10 in windows XP, Everything went as before until the countdown clock reached zero, then I got "Windows Backend object has no attribute 'iso-path' - see log for details. It's done it three times now. (Formatting in between) The end of the log says 11-01 17:20 DEBUG TaskList: New task check_iso 11-01 17:20 DEBUG TaskList: ### Running check_iso... 11-01 17:20 DEBUG CommonBackend: Checking Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: checking Ubuntu ISO Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: wrong size: 8094031872 900000000 11-01 17:20 DEBUG TaskList: ### Finished check_iso 11-01 17:20 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in call File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 11-01 17:20 DEBUG TaskList: # Cancelling tasklist 11-01 17:20 DEBUG TaskList: # Finished tasklist 11-01 17:20 ERROR root: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in call File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path'

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  • GetData() error creating framebuffer

    - by Lelezeus
    I'm currently porting a game written in C# with XNA library to Android with Monogame. I have a Texture2D and i'm trying to get an array of uint in this way: Texture2d textureDeform = game.Content.Load<Texture2D>("Texture/terrain"); uint[] pixelDeformData = new uint[textureDeform.Width * textureDeform.Height]; textureDeform.GetData(pixelDeformData, 0, textureDeform.Width * textureDeform.Height); I get the following exception: System.Exception: Error creating framebuffer: Zero at Microsoft.Xna.Framework.Graphics.Texture2D.GetTextureData (Int32 ThreadPriorityLevel) [0x00000] in :0 I found that the problem is in private byte[] GetTextureData(int ThreadPriorityLevel) creating the framebuffer: private byte[] GetTextureData(int ThreadPriorityLevel) { int framebufferId = -1; int renderBufferID = -1; GL.GenFramebuffers(1, ref framebufferId); // framebufferId is still -1 , why can't be created? GraphicsExtensions.CheckGLError(); GL.BindFramebuffer(All.Framebuffer, framebufferId); GraphicsExtensions.CheckGLError(); //renderBufferIDs = new int[currentRenderTargets]; GL.GenRenderbuffers(1, ref renderBufferID); GraphicsExtensions.CheckGLError(); // attach the texture to FBO color attachment point GL.FramebufferTexture2D(All.Framebuffer, All.ColorAttachment0, All.Texture2D, this.glTexture, 0); GraphicsExtensions.CheckGLError(); // create a renderbuffer object to store depth info GL.BindRenderbuffer(All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); GL.RenderbufferStorage(All.Renderbuffer, All.DepthComponent24Oes, Width, Height); GraphicsExtensions.CheckGLError(); // attach the renderbuffer to depth attachment point GL.FramebufferRenderbuffer(All.Framebuffer, All.DepthAttachment, All.Renderbuffer, renderBufferID); GraphicsExtensions.CheckGLError(); All status = GL.CheckFramebufferStatus(All.Framebuffer); if (status != All.FramebufferComplete) throw new Exception("Error creating framebuffer: " + status); ... } The frameBufferId is still -1, seems that framebuffer could not be generated and I don't know why. Any help would be appreciated, thank you in advance.

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  • Clipping polygons in XNA with stencil (not using spritebatch)

    - by Blau
    The problem... i'm drawing polygons, in this case boxes, and i want clip children polygons with its parent's client area. // Class Region public void Render(GraphicsDevice Device, Camera Camera) { int StencilLevel = 0; Device.Clear( ClearOptions.Stencil, Vector4.Zero, 0, StencilLevel ); Render( Device, Camera, StencilLevel ); } private void Render(GraphicsDevice Device, Camera Camera, int StencilLevel) { Device.SamplerStates[0] = this.SamplerState; Device.Textures[0] = this.Texture; Device.RasterizerState = RasterizerState.CullNone; Device.BlendState = BlendState.AlphaBlend; Device.DepthStencilState = DepthStencilState.Default; Effect.Prepare(this, Camera ); Device.DepthStencilState = GlobalContext.GraphicsStates.IncMask; Device.ReferenceStencil = StencilLevel; foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } foreach ( Region child in ChildrenRegions ) { child.Render( Device, Camera, StencilLevel + 1 ); } Effect.Prepare( this, Camera ); // This does not works Device.BlendState = GlobalContext.GraphicsStates.NoWriteColor; Device.DepthStencilState = GlobalContext.GraphicsStates.DecMask; Device.ReferenceStencil = StencilLevel; // This should be +1, but in that case the last drrawed is blue and overlap all foreach ( EffectPass pass in Effect.Techniques[Technique].Passes ) { pass.Apply( ); Device.DrawUserIndexedPrimitives<VertexPositionColorTexture>( PrimitiveType.TriangleList, VertexData, 0, VertexData.Length, IndexData, 0, PrimitiveCount ); } } public static class GraphicsStates { public static BlendState NoWriteColor = new BlendState( ) { ColorSourceBlend = Blend.One, AlphaSourceBlend = Blend.One, ColorDestinationBlend = Blend.InverseSourceAlpha, AlphaDestinationBlend = Blend.InverseSourceAlpha, ColorWriteChannels1 = ColorWriteChannels.None }; public static DepthStencilState IncMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.IncrementSaturation, }; public static DepthStencilState DecMask = new DepthStencilState( ) { StencilEnable = true, StencilFunction = CompareFunction.Equal, StencilPass = StencilOperation.DecrementSaturation, }; } How can achieve this? EDIT: I've just relized that the NoWriteColors.ColorWriteChannels1 should be NoWriteColors.ColorWriteChannels. :) Now it's clipping right. Any other approach?

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  • I have a bad install of Windows on another hard drive and it won't let me install a fresh copy. How do I fix it in Ubuntu 12.04?

    - by Dana LaBerge
    Basically, there was a security issue in the drivers for my graphics card. It was a 64-bit card and I installed 32-bit Windows. Apparently, before SP1 was available, which fixed that issue, 6 trojan horses got in. They stopped SP1 from installing. After going through the ringer several times, I finally talked to a person who knew the problem. It was something about how the drivers tried to transfer between the 32-bit OS and the 64-bit card that left me open. Ever since, my computer has been slow and has had weird issues. Like tinypic wouldn't ever load. Also, certain programs wouldn't install. So I eventually talk to the dude that knew the problem and he takes the reigns and does some diagnostics. He tells me that to fix it I have to format the hard drive and do a fresh install. I'm okay with that because I was planning on it anyway, to upgrade to the 64-bit version. The problem is, how do I do that? I have the disk to install the new copy, but when I go to install it, it tells me I can't and to check the log file. However, I don't know where that log file is, and it wiped my install of Windows out. How do I find the file and as a different route to get to the goal, how do I zero out the drive from Ubuntu 12.04? (I installed the 64-bit version just the other day)

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  • Very slow write access to SSD disks on some Asus P8Z77 motherboards

    - by lenik
    I have Asus P8Z77-V LK motherboard, that ran Mint 13 (based on Ubuntu 12.04) just perfectly, but recently I've tried to install Mint 17 and noticed abysmal write performance. Write speed on SSD disk was about 1.5MB/sec, when it's supposed to be in 150-250MB/sec range. For write testing I've used dd if=/dev/zero of=/dev/sda bs=10M count=10 while booted up from LiveCD. I have also tested the read speed with hdparm -tT /dev/sda and got about 440MB/sec -- that's normal. I can tell, the read performance has not degraded at all and is not an issue here. Since I had a few different SSD disks and few motherboards, I've tested and tested and here are results: Asus P8H77 works fine with Mint13, has very slow write speed starting from Mint14. Asus P8Z77-V LK works with Mint13, has very slow write speed starting from Mint14. Asus P8Z77-V PRO works with Mint13, and works just fine with Mint14, 15, 16 and 17. The only difference between "PRO" version and others is that it has extra SATA controller onboard (in addition to the Z77 chipset SATA controller) providing extra 2 SATA ports. SSD disks work fine with "PRO" version when connected to the native SATA ports as well as to the ports provided by extra SATA controller, so this does not look like a hardware issue. As far as I can tell, there's something changed in the kernel while going from 3.2 to 3.5, that affects the detection of onboard SATA controller for Asus P8*77 motherboards, that screws up the write speed for SSD drives. Could anyone shed some light on how to fix this issue or, possibly, give a pointer to a more suitable place to ask this question?

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  • Where to find Hg/Git technical support?

    - by Rook
    Posting this as a kind of a favour for a former coleague, so I don't know the exact circumstances, but I'll try to provide as much info as I can ... A friend from my old place of employment (maritime research institute; half government/commercial funding) has asked me if I could find out who provides technical support (commercial) for two major DVCS's of today - Git and Mercurial. They have been using VCS for years now (Subversion while I was there, don't know what they're using now - probably the same), and now they're renewing their software licences (they have to give a plan some time in advance for everything ... then it goes "through the system") and although they will be keeping Subversion as well, they would like to justify beginning of DVCS as an alternative system (most people root for Mercurial since it seems simpler; mostly engineers and physicians there who are not that interested in checking Git repos for corruption and the finer workings of Git, but I believe any one of the two could "pass") - but it has to have a price (can be zero; no problem there) and some sort of official technical support. It is a pro forma matter, but it has to be specified. Most of the people there are using one of the two already, but this has to be specified to be official. So, I'm asking you - do you know where could one go for Git or Mercurial technical support (can be commercial)? Technical forums and the like are out of the question. It has to work on the principle: - I have a problem. - I post a question with the details. - I get an answer in specified time. It can be "we cannot do that." but it has to be an official answer and given in agreed time. I'm sure by now most of you understand what I'm asking, but if not - post a comment or similar. Also, if you think of any reasons which could decide justification of introducing Git/Hg from an technical and administrative viewpoint, feel free to write them down also.

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  • '"Windows Backend object has no attribute 'iso-path' - see log for details.' error when trying to install

    - by Raja
    I am trying to install Ubuntu 11.10 in windows XP, Everything went as before until the countdown clock reached zero, then I got "Windows Backend object has no attribute 'iso-path' - see log for details. It's done it three times now. (Formatting in between) The end of the log says ====== 11-01 17:20 DEBUG TaskList: New task check_iso 11-01 17:20 DEBUG TaskList: ### Running check_iso... 11-01 17:20 DEBUG CommonBackend: Checking Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: checking Ubuntu ISO Y:\ubuntu\install\installation.iso 11-01 17:20 DEBUG Distro: wrong size: 8094031872 > 900000000 11-01 17:20 DEBUG TaskList: ### Finished check_iso 11-01 17:20 ERROR TaskList: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path' 11-01 17:20 DEBUG TaskList: # Cancelling tasklist 11-01 17:20 DEBUG TaskList: # Finished tasklist 11-01 17:20 ERROR root: 'WindowsBackend' object has no attribute 'iso_path' Traceback (most recent call last): File "\lib\wubi\application.py", line 58, in run File "\lib\wubi\application.py", line 130, in select_task File "\lib\wubi\application.py", line 205, in run_cd_menu File "\lib\wubi\application.py", line 120, in select_task File "\lib\wubi\application.py", line 158, in run_installer File "\lib\wubi\backends\common\tasklist.py", line 197, in __call__ File "\lib\wubi\backends\common\backend.py", line 579, in get_iso File "\lib\wubi\backends\common\backend.py", line 565, in use_iso AttributeError: 'WindowsBackend' object has no attribute 'iso_path'

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  • Managing user privileges, best practices [on hold]

    - by Loïc N.
    I'm am new to web development. I'm creating a website where different user can have different privileges, such as creating/editing/deleting a news, or adding/editing/deleting whatever kind of content on the website. I started by creating a "user type" that would indicate the user's privileges (such as "user", "newser", "moderator", "admin", and so on), but I quickly started noticing issues that made me think that this might be a naive approach to this issue. What if I want to give a regular user the right to edit a news (for whatever reason)? Then the user would be half "user", half "newser". But the system I use can only handle one user-type. So what would be the best practice here? I was thinking of removing the concept of roles (or "user-types" such as newser) and only have the concept of "privilege", where every user could have zero to many privileges. So, to re-use the above example, if I wanted a user to have the right to edit some news, I would only have to give him a "edit news" privilege. Is this the way to go?

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  • 2D XNA C#: Texture2D Wrapping Issue

    - by Kieran
    Working in C#/XNA for a Windows game: I'm using Texture2D to draw sprites. All of my sprites are 16 x 32. The sprites move around the screen as you would expect, by changing the top X/Y position of them when they're being drawn by the spritebatch. Most of the time when I run the game, the sprites appear like this: and when moved, they move as I expect, as one element. Infrequently they appear like this: and when moved it's like there are two sprites with a gap in between them - it's hard to describe. It only seems to happen sometimes - is there something I'm missing? I'd really like to know why this is happening. [Edit:] Adding Draw code as requested: This is the main draw routine - it first draws the sprite to a RenderTarget then blows it up by a scale of 4: protected override void Draw(GameTime gameTime) { // Draw to render target GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.CornflowerBlue); Texture2D imSprite = null; spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointWrap, null, null); ManSprite.Draw(spriteBatch); base.Draw(gameTime); spriteBatch.End(); // Draw render target to screen GraphicsDevice.SetRenderTarget(null); imageFrame = (Texture2D)renderTarget; GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.DarkSlateBlue, 1.0f, 0); spriteBatch.Begin(SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, null, null); spriteBatch.Draw(imageFrame, new Vector2(0, 0), null, Color.White, 0, new Vector2(0, 0), IM_SCALE, SpriteEffects.None, 0); spriteBatch.End(); } This is the draw routine for the Sprite class: public virtual void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Texture, new Vector2(PositionX, PositionY), null, Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0.3f); }

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  • Spotlight on mkyong

    - by MarkH
    Occasionally, I'd like to share a blog I've discovered or that someone has passed along to me. Criteria are few, but in a nutshell, it must be: Java-related. (Doh!) Interesting. A good blog is exciting to read at some level, whether due to perspective, eye-catching writing, or technical insight. It doesn't have to read like a Stephen King novel, but it should grab you somehow. Technically deep or technically broad. A site that dives deeply, quickly is a great reference for particular topics/tasks. On the other hand, one that covers a lot of ground at a high-but-still-technical level can be a handy site to visit occasionally as well. Both are what I consider "bookmarkable", but for different reasons. Drumroll, please... With that in mind, this Blog Spotlight is cast upon mkyong.com, a site I stumbled across that offers a little bit of everything for various Java dev audiences. The title indicates the site is for "Java web development tutorials", and indeed it does have these: JSF, Spring, Struts, Hibernate, JAX-WS, JAX-RS, and numerous other topics are addressed to varying degrees. The site isn't devoted exclusively to server-side tutorials, though. Recent posts include mobile development topics, and the links at the bottom of the page connect you to reference pages and other useful sites. I've poked around through a couple of the tutorials and, while they won't take you from "zero to hero", they do seem to provide a nice overview of the subject at hand. They also offer an occasional explanatory comment that is missing from far too many texts, sites, and doc pages. It's not a perfect site, but I like it. The Bottom Line mkyong.com offers a nice "summary site" of server-side tutorials, mobile dev posts, and reference links. Check it out! All the best,Mark 

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  • general questions about link spam

    - by hen3ry
    Hello, A CMS-based site I manage is suffering from a small but ominously growing number of almost certainly bot-emplaced, invisible spam links placed in registered-user-only shoutboxes and user forums. "Link Spam", yes? Until recently, I've kept my eyes on narrow tech issues, and I'm having trouble understanding what's going on. I understand that we need to tighten up our registration procedures, but more generally... Do I understand correctly that our primary interest in combatting link spam on our site is that major search engines reduce or zero the search visibility of sites that contain link spam? Although we're non-commercial, we don't want to be at the bottom of the rankings, or eliminated altogether. Are the linked-to sites the direct beneficiaries of the spam links, or is there some kind of indirection? What is the likely relationship between the link-spammers and the owners of the (directly or indirectly) linked-to sites? Are the owners of the linked-to sites paying the link-spammers for higher visibility? Are the owners aware that this method is being used? It is my impression that major search engines are capable these days of detecting that given sites are being promoted by link spam, and that these sites may consequently be reduced in search rank or dropped altogether. Do these sanctions occur frequently? Is there any potential value in sending notifications to the owners of the linked-to sites that their visibility is at risk? TIA, hen3ry

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  • Advantages of Hudson and Sonar over manual process or homegrown scripts.

    - by Tom G
    My coworker and I recently got into a debate over a proposed plan at our workplace. We've more or less finished transitioning our Java codebase into one managed and built with Maven. Now, I'd like for us to integrate with Hudson and Sonar or something similar. My reasons for this are that it'll provide a 'zero-click' build step to provide testers with new experimental builds, that it will let us deploy applications to a server more easily, that tools such as Sonar will provide us with well-needed metrics on code coverage, Javadoc, package dependencies and the like. He thinks that the overhead of getting up to speed with two new frameworks is unacceptable, and that we should simply double down on documentation and create our own scripts for deployment. Since we plan on some aggressive rewrites to pay down the technical debt previous developers incurred (gratuitous use of Java's Serializable interface as a file storage mechanism that has predictably bit us in the ass) he argues that we can document as we go, and that we'll end up changing a large swath of code in the process anyways. I contend that having accurate metrics that Sonar (or fill in your favorite similar tool) provide gives us a good place to start for any refactoring efforts, not to mention general maintenance -- after all, knowing which classes are the most poorly documented, even if it's just a starting point, is better than seat-of-the-pants guessing. Am I wrong, and trying to introduce more overhead than we really need? Some more background: an alumni of our company is working at a Navy research lab now and suggested these two tools in particular as one they've had great success with using. My coworker and I have also had our share of friendly disagreements before -- he's more of the "CLI for all, compiles Gentoo in his spare time and uses Git" and I'm more of a "Give me an intuitive GUI, plays with XNA and is fine with SVN" type, so there's definitely some element of culture clash here.

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  • Moving my sprite in XNA using classes

    - by Tom
    Hey, im a newbie at this programming lark and its really frustrating me. I'm trying to move a snake in all directions while using classes. Ive created a vector2 for speed and ive attempted creating a method which moves the snake within the snake class. Now I'm confused and not sure what to do next. Appreciate any help. Thanks :D This is what i've done in terms of the method... public Vector2 direction() { Vector2 inputDirection = Vector2.Zero; if (Keyboard.GetState().IsKeyDown(Keys.Left)) inputDirection.X -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Right)) inputDirection.X += 1; if (Keyboard.GetState().IsKeyDown(Keys.Up)) inputDirection.Y -= -1; if (Keyboard.GetState().IsKeyDown(Keys.Down)) inputDirection.Y += 1; return inputDirection * snakeSpeed; } Appreciate any help. Thanks :D EDIT: Well let me make everything clear. Im making a small basic game for an assignment. The game is similar to the old snake game on the old Nokia phones. I've created a snake class (even though I'm not sure whether this is needed because im only going to be having one moving sprite within the game). After I written the code above (in the snake class), the game ran with no errors but I couldn't actually move the image :( EDIT2: Thanks so much for everyones responses!!

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  • Implementing Light Volume Front Faces

    - by cubrman
    I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that I failed to understand. It in fact is one of the most interesting ones, as it explains how to implement transparency with this approach: Typically when rendering light volumes in deferred rendering, only surfaces that intersect the light volume are marked and lit. This is generally accomplished by a “shadow volume like” technique of rendering back faces – incrementing stencil where depth is greater than – then rendering front faces and only accepting when depth is less than and stencil is not zero. By only rendering front faces where depth is less than, all future lookups by fragments in the forward rendering pass will get all possible lights that could hit the fragment. Can anyone explain how exactly you need to render only front faces? Another question is why do you need the front faces at all? Why can't we simply render all the lights and store the ones that overlap at this pixel in a texture? Does this approach serves as a cut-off plane to discard lights blocked by opaque geometry?

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  • unable to upgrade to 12.10 beta 2 from 12.04 [closed]

    - by user85959
    Possible Duplicate: There's an issue with an Alpha/Beta Release of Ubuntu, what should I do? authenticate 'quantal.tar.gz' against 'quantal.tar.gz.gpg' exception from gpg: GnuPG exited non-zero, with code 2 Debug information: gpg: Signature made Fri 28 Sep 2012 03:55:55 AM IST using DSA key ID 437D05B5 gpg: /tmp/update-manager-bpIptI/trustdb.gpg: trustdb created gpg: Good signature from "Ubuntu Archive Automatic Signing Key " gpg: WARNING: This key is not certified with a trusted signature! gpg: There is no indication that the signature belongs to the owner. Primary key fingerprint: 6302 39CC 130E 1A7F D81A 27B1 4097 6EAF 437D 05B5 gpg: Signature made Fri 28 Sep 2012 03:55:55 AM IST using RSA key ID C0B21F32 gpg: Can't check signature: public key not found Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/UpdateManager/UpdateManager.py", line 1110, in on_button_dist_upgrade_clicked fetcher.run() File "/usr/lib/python2.7/dist-packages/UpdateManager/Core/DistUpgradeFetcherCore.py", line 253, in run _("Authenticating the upgrade failed. There may be a problem " File "/usr/lib/python2.7/dist-packages/UpdateManager/DistUpgradeFetcher.py", line 41, in error return error(self.window_main, summary, message) File "/usr/lib/python2.7/dist-packages/UpdateManager/Core/utils.py", line 384, in error d.window.set_functions(Gdk.FUNC_MOVE) RuntimeError: unable to get the value gpg: /tmp/tmplqoLDu/trustdb.gpg: trustdb created

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  • ArchBeat Link-o-Rama for 2012-09-20

    - by Bob Rhubart
    Attend OTN Architect Day – by Architects, for Architects – October 25 You won't need 3D glasses to take in these live presentations (8 sessions, two tracks) on Cloud computing, SOA, and engineered systems. And the ticket price is: Zero. Nothing. Absolutely free. Register now for Oracle Technology Network Architect Day in Los Angeles. Thursday October 25, 2012, 8:00am – 5:00pm Sofitel Los Angeles8555 Beverly BoulevardLos Angeles, CA 90048 Loving VirtualBox 4.2… | The ORACLE-BASE Blog Is it wrong for a man to love a technology? Oracle ACE Director Tim Hall has several very good reasons for his feelings… Running RichFaces on WebLogic 12c | Markus Eisele "With all the JMS magic and the different provider checks in the showcase this has become some kind of a challenge to simply build and deploy it," says Oracle ACE Director Markus Eisele. His detailed post will help you to meet that challenge. Oracle ADF Coverage at OOW | Frank Nimphius Frank Nimphius shares a comprehensive and well-organized list of Oracle ADF sessions and activities scheduled for Oracle OpenWorld in San Francisco. OIM 11g R2 Catalog Customization Example | Daniel Gralewski Oracle Fusion Middleware A-Team member Daniel Gralewski's post shows "how OIM catalog can be customized by using OIM UI capabilities such as managed beans and EL expressions. The post first describes the use case and the solution to address the use case; then it describes the solution details as well as provides links to the artifacts." New Book: Oracle BPM Suite 11g: Advanced BPMN Topics | Mark Nelson Redstack blogger Mark Nelson shares an overview of Oracle BPM Suite 11g: Advanced BPMN Topics, the new book he co-authored with Tanya Williams. Nelson describes the book as "a concise presentation of both theory and practical examples of the areas of BPMN where we have encountered the most widespread confusion and misunderstanding." Thought for the Day "I strive for an architecture from which nothing can be taken away." — Helmut Jahn Source: Brainy Quote

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  • Scale a game object to Bounds

    - by Spikeh
    I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far: private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) { var currentScale = objectToScale.transform.localScale; var currentSize = objectToScale.GetMeshHierarchyBounds().size; var targetSize = (sphere.radius * 2); var newScale = new Vector3 { x = targetSize * currentScale.x / currentSize.x, y = targetSize * currentScale.y / currentSize.y, z = targetSize * currentScale.z / currentSize.z }; Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}", objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x); //DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114 //RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017 objectToScale.transform.localScale = newScale; } And the supporting extension method: public static Bounds GetMeshHierarchyBounds(this GameObject go) { var bounds = new Bounds(); // Not used, but a struct needs to be instantiated if (go.renderer != null) { bounds = go.renderer.bounds; // Make sure the parent is included Debug.Log("Found parent bounds: " + bounds); //bounds.Encapsulate(go.renderer.bounds); } foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) { Debug.Log("Found {0} bounds are {1}", c.name, c.bounds); if (bounds.size == Vector3.zero) { bounds = c.bounds; } else { bounds.Encapsulate(c.bounds); } } return bounds; } After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :| Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!

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  • New York Alt.NET Dinner

    - by Liam McLennan
    While I was in the New York area Stephen Bohlen graciously organised an Alt.NET dinner. I left Rockville Centre on the 17:15 train, thinking I had plenty of time to get to Toloache Mexican Bistro on W 50th St. However, when I changed at Penn Station I took the service downtown, instead of uptown. I corrected that mistake and made it to 51st St, but then ended up in completely the wrong place because I did not understand the street numbering system. For future reference I now have the following rules for NYC navigation: Uptown means North, Downtown means South Streets run East-West, Avenues North-South Street number are symmetrical on the 5th Avenue axis. That is, street numbers increase from zero both east and west of 5th Av. Having gotten totally confused I called Steve, who helped me find the restaurant. I still had my luggage, which we stowed in a corner. Over some descent Mexican food we had some great discussions about Alt.NET, the 2010 conference, and other things of interest to Alt.NET folks. Thanks to Steve for organising and to all the guys who turned up.

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  • Bullet Physic: Transform body after adding

    - by Mathias Hölzl
    I would like to transform a rigidbody after adding it to the btDiscreteDynamicsWorld. When I use the CF_KINEMATIC_OBJECT flag I am able to transform it but it's static (no collision response/gravity). When I don't use the CF_KINEMATIC_OBJECT flag the transform doesn't gets applied. So how to I transform non-static objects in bullet? DemoCode: btBoxShape* colShape = new btBoxShape(btVector3(SCALING*1,SCALING*1,SCALING*1)); /// Create Dynamic Objects btTransform startTransform; startTransform.setIdentity(); btScalar mass(1.f); //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = (mass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) colShape->calculateLocalInertia(mass,localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia); btRigidBody* body = new btRigidBody(rbInfo); body->setCollisionFlags(body->getCollisionFlags()|btCollisionObject::CF_KINEMATIC_OBJECT); body->setActivationState(DISABLE_DEACTIVATION); m_dynamicsWorld->addRigidBody(body); startTransform.setOrigin(SCALING*btVector3( btScalar(0), btScalar(20), btScalar(0) )); body->getMotionState()->setWorldTransform(startTransform);

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  • Client-side code and UPK

    - by [email protected]
    There is a long running discussion in UPK Development regarding the use of any client side code as part of the end-user playback. By this I mean anything which requires an install including ActiveX controls, browser helper objects, stand-alone applications, things that run in the task bar, etc. We all have grown to love zero-footprint applications over the past ten years, but there are some things which are not technically feasible using HTML alone. One example of this is the functionality provided by our SmartHelp in-application support component. This allows the user to launch context sensitive help without making modifications to the target application. (If you are unfamiliar with SmartHelp, more information can be found in the "In-Application Support Guide" in the UPK manual directory) We always try to implement everything we can using only HTML but there are many features which have been requested over the years that would require some client-side code in order to work. When these come up for discussion, there is always a spirited debate about the acceptability of a client side solution. I thought it would be interesting to ask for feedback from a wider audience. What do you think about client-side components? Would your organization consider them? Do you already deploy SmartHelp? Is there a large hurdle to clear for these to be worth the deployment costs? Let us know. Mark Overton, VP Development for UPK

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  • Does Unity's "Transparent Bumped Specular" translate to "semi-shiny must be semi-transparent"?

    - by Shivan Dragon
    Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but that doesn't apply to the question): Transparent Properties This shader can make mesh geometry partially or fully transparent by reading the alpha channel of the main texture. In the alpha, 0 (black) is completely transparent while 255 (white) is completely opaque. If your main texture does not have an alpha channel, the object will appear completely opaque. (...) Specular Properties (...) Additionally, the alpha channel of the main texture acts as a Specular Map (sometimes called "gloss map"), defining which areas of the object are more reflective than others. Black areas of the alpha will be zero specular reflection, while white areas will be full specular reflection. To me this translates to: I have a mesh representig a car tire The texture need to be very shiny on the rims parts, and almost not shiny at all for the rubber parts Also since the rim is really complex, (with like cut-out decoretions and such), I will not build that into the mesh, but fake it with transparency in the texture I can't do all this using Unity's "Transparent Bumped Specular" shader, because the "rubber" part of the texture will become semi transparent due to me painting the alpha channel dark-grey (because I want it to also be less shiny). Is this correct? If not, how can I make this work?

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  • ATI Catalyst driver 12.8 is not using hardware acceleration on Precise

    - by Jack Wright
    I've been using Ubuntu and ATI Catalyst for years. On my clean install of Ubuntu 12.04 I've noticed that Catalyst 12.6 and then 12.8 are not actually using my HD5750 GPU for hardware acceleration - high CPU usage, zero GPU load. Everything installed correctly with no hassles, fglrxinfo and vainfo are correct as per this HowTo for Precise. I have an Ubuntu 10.04 with Catalyst 12.6 installation on the same hardware which does use the GPU - low CPU usage, high GPU load when transcodeing video files or playing video content. The VA-API drivers are not installed on the 10.04 build. They are not mentioned in this HowTo for Lucid. fgl_glxgears frame rates on Precise are a fifth of the rates on Lucid. LUCID jw@Kworld:~$ fgl_glxgears Using GLX_SGIX_pbuffer 16867 frames in 5.0 seconds = 3373.400 FPS 12523 frames in 5.0 seconds = 2504.600 FPS 13763 frames in 5.0 seconds = 2752.600 FPS PRECISE jw@NewWorld12:~$ fgl_glxgears Using GLX_SGIX_pbuffer 12905 frames in 5.0 seconds = 2581.000 FPS 3230 frames in 5.0 seconds = 646.000 FPS 517 frames in 5.0 seconds = 103.400 FPS 518 frames in 5.0 seconds = 103.600 FPS 6489 frames in 5.0 seconds = 1297.800 FPS This is glxgears running in fullscreen. In Lucid (10.04) I can't see the gears, they are spinning so fast, but in Precise (12.04) they are really sluggish. Has anyone else noticed a problem like this? Cheers, Jack.

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  • Cannot copy MP3 files from a CD

    - by MountainX
    I purchased a set of spoken word audio CD's that have MP3 and FLAC audio files; I think they also play as regular audio CD's because I see a CDA directory and .cda files. But I'm only interested in playing the MP3 files by copying them to my phone. Dolphin file manager shows all the files on the CD. However, it will not copy any of them to my hard drive, which is what my goal is. Dolphin shows no error, but the copy progress is zero. Amarok will play the files but not easily. I only tried the flac files. To play a file, I click the file in Dolphin, then I have to cancel a job using KDE's notification system, then Amarok proceeds to copy the file to a tmp directory which takes a long time, then it finally plays. kb3 will rip the audio, but I would prefer to copy the files directly from the CD. Since Dolphin would not copy the files, I thought I would try the terminal, but I can't get that to work either. mount -t auto -o ro /dev/sr0 /mnt/temp that gives the error: wrong fs type, bad option, bad superblock, etc. I get the same error using -t iso9660 and -t udf. so I started troubleshooting: ~$ wodim --devices wodim: Overview of accessible drives (1 found) : ------------------------------------------------------------------------- 0 dev='/dev/sg1' rwrw-- : 'MATSHITA' 'DVD-RAM UJ8A0AS' ------------------------------------------------------------------------- /dev/sg1 is not a block device sudo file -s /dev/sr0 ERROR: cannot read /dev/sr0 (input/output error) sudo file -s /dev/sg1 just hangs How can I copy these files to my computer hard disk?

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