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  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

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  • Upgrade from "audit mode" (pre-cloning) Windows 8 to Windows 8.1?

    - by Display Name
    I have a Windows 8 in audit mode with a lot of applications installed, custom configurations done, and an answer file prepared, ready to be sysprepped for cloning. How do I upgrade to Windows 8.1, when I can't go into the store (Metro apps don't work in audit mode)? If I run sysprep then create a normal account so I can get the upgrade from the store, I suppose there's no way to go back to audit mode, and that's a huge problem as I want to retain the particular account settings I have configured for the audit mode account as a default account. What do I do??

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  • What could a kernel mode driver be possibly useful to?

    - by John Pell
    This might sound weird but there's an explanation for my question: I want to write something to impress a potential recruiter, and I want (to strenghten my skills) to create a program which should communicate with kernel mode driver(s). I'm not starting from a goal and trying to design the system to achieve it, I'm doing the opposite: designing the system and trying to justify it with a meaningful goal. So here comes the question: what could a kernel mode driver be possibly useful to? The answers that come to my mind right now are: I might want to communicate with hardware (not really my case, it's a software project mainly) I might want to mess around with the OS (security/hooking?) ?? I need some other examples like those

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  • Can you make desktop shortcuts to Seamless mode Windows apps in VirtualBox on OSX?

    - by Matt
    Running the latest version of VirtualBox on OSX and hosting a Windows virtual machine. Is there a way to put shortcuts on your Mac desktop for the Windows apps that you run in seamless mode? I can't find a way to do this, so every time I want to newly launch a Windows app in seamless mode I have to access the full Windows desktop, start the app and hit HostKey+L. Really a pain for apps that you want to run in seamless mode all time.

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  • How to prevent Vista from entering Sleep mode when certain conditions exist?

    - by idyllhands
    Mainly, I would like to prevent my laptop from entering Sleep mode when I am playing music or streaming video. This is on my laptop, so another option that would work would be to prevent sleep mode whenever the laptop is plugged into my tv via HDMI (ie when HDMI port is in use). Or prevent sleep mode whenever there is audio playing.. I am soon upgrading to Windows 7, so solutions using 7 would be great also/instead. Thanks!

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  • AHCI, Power Mode S3 and HPET 64bit - please help with these settings!

    - by thetattoo
    my problem is the that for a Hackintosh (unofficial PC running OS X) I needed to set AHCI, Power Mode S3 and HPET 64bit. Now, I want to install Ubuntu (when 12.04 comes out) and was wondering if these settings will be right to use for Ubuntu. I read that AHCI is how the hard disks are accessed, Power Mode S3 is how suspend works with the RAM but couldn't figure out if using HPET 64bit makes any difference than HPET 32bit. What I would like is an explanation of what these BIOS settings do and what is best for Ubuntu. Thank you very much

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  • How do I use .htaccess RewriteRule to change underscores to dashes

    - by soopadoubled
    I'm working on a site, and its CMS used to save new page urls using the underscore character as a word seperator. Despite the fact that Google now treats underscore as a word seperator, the SEO powers that be are demanding the site use dashes instead. This is very easy to do within the CMS, and I can of course change all existing URLs saved in the MySQL database that serves the CMS. My problem lies in writing a .htaccess rule that will 301 old style underscore seperated links to the new style hyphenated verstion. I had success using the answers to this Stack Overflow question on other sites, using: RewriteRule ^([^_]*)_([^_]*_.*) $1-$2 [N] RewriteRule ^([^_]*)_([^_]*)$ /$1-$2 [L,R=301] However this CMS site uses a lot of existing rules to produce clean URLs, and I can't get this working in conjunction with the existing rule set. .htaccess currently looks like this: Options FollowSymLinks # RewriteOptions MaxRedirects=50 RewriteEngine On RewriteBase / RewriteCond %{HTTP_HOST} !^www\.mydomain\.co\.uk$ [NC] RewriteRule (.*) http://www.mydomain.co.uk/$1 [R=301,L] #trailing slash enforcement RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_URI} !# RewriteCond %{REQUEST_URI} !(.*)/$ RewriteRule ^(.*)$ http://www.mydomain.co.uk/$1/ [L,R=301] RewriteRule ^test/([0-9]+)(/)?$ test_htaccess.php?year=$1 [nc] RewriteRule ^index(/)?$ index.php RewriteRule ^department/([^/]*)/([^/]*)/([^/]*)(/)?$ ecom/index.php?action=ecom.details&mode=$1&$2=$3 [nc] RewriteRule ^department/([^/]*)(/)?$ ecom/index.php?action=ecom.details&mode=$1 [nc] RewriteRule ^product/([^/]*)/([^/]*)/([^/]*)(/)?$ ecom/index.php?action=ecom.pdetails&mode=$1&$2=$3 [nc] RewriteRule ^product/([^/]*)(/)?$ ecom/index.php?action=ecom.pdetails&mode=$1 [nc] RewriteRule ^content/([^/]*)(/)?$ ecom/index.php?action=ecom.cdetails&mode=$1 [nc] RewriteRule ([^/]*)/action/([^/]*)/([^/]*)/([^/]*)/([^/]*)(/)?$ $1/index.php?action=$2&mode=$3&$4=$5 [nc] RewriteRule ([^/]*)/action/([^/]*)/([^/]*)(/)?$ $1/index.php?action=$2&mode=$3 [nc] RewriteRule ([^/]*)/action/([^/]*)(/)?$ $1/index.php?action=$2 [nc] RewriteRule ^eaction/([^/]*)/([^/]*)/([^/]*)/([^/]*)(/)?$ ecom/index.php?action=$1&mode=$2&$3=$4 [nc] RewriteRule ^eaction/([^/]*)/([^/]*)(/)?$ ecom/index.php?action=$1&mode=$2 [nc] RewriteRule ^action/([^/]*)/([^/]*)(/)?$ index.php?action=$1&mode=$2 [nc] RewriteRule ^sid/([^/]*)(/)?$ index.php?sid=$1 [nc] ## Error Handling ## #RewriteRule ^error/([^/]*)(/)?$ index.php?action=error&mode=$1 [nc] # ----------------------------------- Content Section ------------------------------ # #RewriteRule ^([^/]*)(/)?$ index.php?action=cms&mode=$1 [nc] RewriteRule ^accessibility(/)?$ index.php?action=cms&mode=accessibility RewriteRule ^terms(/)?$ index.php?action=cms&mode=conditions RewriteRule ^privacy(/)?$ index.php?action=cms&mode=privacy RewriteRule ^memberpoints(/)?$ index.php?action=cms&mode=member_points RewriteRule ^contactus(/)?$ index.php?action=contactus RewriteRule ^sitemap(/)?$ index.php?action=sitemap ErrorDocument 404 /index.php?action=error&mode=content ExpiresDefault "access plus 3 days" All page URLS are in one of the 3 following formats: http://www.mydomain.com/department/some_page_address/ http://www.mydomain.com/product/some_page_address/ http://www.mydomain.com/content/some_page_address/ I'm sure I am missing something obvious, but at this level my regex and mod_rewrite skills clearly aren't up to par. Any ideas would be greatly appreciated!

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  • How can I compile some parts of C++/CLI code as Native and some part as Managed?

    - by Usman
    Hello, I am calling LoadTypeLib for loading unmanaged type libraries in C++/CLI. I need to compile some code(some code areas) as managed and some code areas as unmanaged(native) code and form a mixed mode class library as executable. What i need to mention between the lines of code so that whatever the part i need to be compiled as managed should compiled as managed and what part I need to be unmanaged(native) should be compiled as native? Regards Usman

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  • How to synchronize HTML5 local/webStorage and server-side storage?

    - by thSoft
    I'm currently seeking solutions for transparently and automatically synchronizing and replicating across the client-side HTML5 localStorage or web storage and (maybe multiple) server-side storage(s) (the only requirement here that it should be simple and affordable to install on a regular hosting service). So do you have any experience with such libraries/technologies that offer data storage which automate the client-server storage synchronization and allow data to be available either offline or online or both? I think this is a fairly common scenario of web applications supporting offline mode...

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  • How to disable edit mode on cells but checkbox column?

    - by DanSogaard
    My checkbox column doesn't respond when ticked, apparently it was set to read only, so changing state back to false again will make it possible to tick. However, that will turn the whole edit mode to true. I tried to set edit mode to programatically while setting ReadOnly mode to false, but that will disable the checkbox back again. How can I disable edit mode on all cells except checkbox column?

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  • Referencing movie clips from within an actionscript class

    - by Ant
    Hi all, I have been given the task of adding a scoring system to various flash games. This simply involves taking input, adding functionality such as pausing and replaying and then outputting the score, time left etc. at the end. I've so far successfully edited two games. Both these games used the "actions" code on frames. The latest game I'm trying to do uses an actionscript class which makes it both easier and harder. I'm not very adept at flash at all, but I've worked it out so far. I've added various movie clips that are to be used for displaying the pause screen background, buttons for replaying etc. I've been showing and hiding these using: back._visible = true; //movie clip, instance of back (back.png) I doubt it's best practice, but it's quick and has been working. However, now with the change of coding style to classes, this doesn't seem to work. I kinda understand why, but I'm now unsure how to hide/show these elements. Any help would be greatly appreciated :) I've attached the modified AS. class RivalOrbs extends MovieClip { var infinite_levels, orbs_start, orbs_inc, orbs_per_level, show_timer, _parent, one_time_per_level, speed_start, speed_inc_percent, max_speed, percent_starting_on_wrong_side, colorize, colors, secs_per_level; function RivalOrbs() { super(); mc = this; this.init(); } // End of the function function get_num_orbs() { if (infinite_levels) { return (orbs_start + (level - 1) * orbs_inc); } else if (level > orbs_per_level.length) { return (0); } else { return (orbs_per_level[level - 1]); } // end else if } // End of the function function get_timer_str(secs) { var _loc2 = Math.floor(secs / 60); var _loc1 = secs % 60; return ((_loc2 > 0 ? (_loc2) : ("0")) + ":" + (_loc1 >= 10 ? (_loc1) : ("0" + _loc1))); } // End of the function function frame() { //PLACE PAUSE CODE HERE if (!Key.isDown(80) and !Key.isDown(Key.ESCAPE)) { _root.offKey = true; } else if (Key.isDown(80) or Key.isDown(Key.ESCAPE)) { if (_root.offKey and _root.game_mode == "play") { _root.game_mode = "pause"; /* back._visible = true; btn_resume._visible = true; btn_exit._visible = true; txt_pause._visible = true; */ } else if (_root.offKey and _root.game_mode == "pause") { _root.game_mode = "play"; } _root.offKey = false; } if (_root.game_mode == "pause" or paused) { return; } else { /* back._visible = false; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; */ } if (show_timer && total_secs != -1 || show_timer && _parent.timesup) { _loc7 = total_secs - Math.ceil((getTimer() - timer) / 1000); var diff = oldSeconds - (_loc7 + additional); if (diff > 1) additional = additional + diff; _loc7 = _loc7 + additional; oldSeconds = _loc7; trace(oldSeconds); mc.timer_field.text = this.get_timer_str(Math.max(0, _loc7)); if (_loc7 <= -1 || _parent.timesup) { if (one_time_per_level) { _root.gotoAndPlay("Lose"); } else { this.show_dialog(false); return; } // end if } // end if } // end else if var _loc9 = _root._xmouse; var _loc8 = _root._ymouse; var _loc6 = {x: _loc9, y: _loc8}; mc.globalToLocal(_loc6); _loc6.y = Math.max(-mc.bg._height / 2 + gap / 2, _loc6.y); _loc6.y = Math.min(mc.bg._height / 2 - gap / 2, _loc6.y); mc.wall1._y = _loc6.y - gap / 2 - mc.wall1._height / 2; mc.wall2._y = _loc6.y + gap / 2 + mc.wall1._height / 2; var _loc5 = true; for (var _loc4 = 0; _loc4 < this.get_num_orbs(); ++_loc4) { var _loc3 = mc.stage["orb" + _loc4]; _loc3.x_last = _loc3._x; _loc3.y_last = _loc3._y; _loc3._x = _loc3._x + _loc3.x_speed; _loc3._y = _loc3._y + _loc3.y_speed; if (_loc3._x < l_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = l_thresh + (l_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._x > r_thresh) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = r_thresh - (_loc3._x - r_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y < t_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = t_thresh + (t_thresh - _loc3._y); _loc3.gotoAndPlay("hit"); } // end if if (_loc3._y > b_thresh) { _loc3.y_speed = _loc3.y_speed * -1; _loc3._y = b_thresh - (_loc3._y - b_thresh); _loc3.gotoAndPlay("hit"); } // end if if (_loc3.x_speed > 0) { if (_loc3._x >= m1_thresh && _loc3.x_last < m1_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m1_thresh - (_loc3._x - m1_thresh); _loc3.gotoAndPlay("hit"); } // end if } // end if } else if (_loc3._x <= m2_thresh && _loc3.x_last > m2_thresh || _loc3._x >= m1_thresh && _loc3._x <= m2_thresh) { if (_loc3._y <= mc.wall1._y + mc.wall1._height / 2 || _loc3._y >= mc.wall2._y - mc.wall2._height / 2) { _loc3.x_speed = _loc3.x_speed * -1; _loc3._x = m2_thresh + (m2_thresh - _loc3._x); _loc3.gotoAndPlay("hit"); } // end if } // end else if if (_loc3.side == 1 && _loc3._x > 0) { _loc5 = false; } // end if if (_loc3.side == 2 && _loc3._x < 0) { _loc5 = false; } // end if } // end of for if (_loc5) { this.end_level(); } // end if } // End of the function function colorize_hex(mc, hex) { var _loc4 = hex >> 16; var _loc5 = (hex ^ hex >> 16 << 16) >> 8; var _loc3 = hex >> 8 << 8 ^ hex; var _loc2 = new flash.geom.ColorTransform(0, 0, 0, 1, _loc4, _loc5, _loc3, 0); mc.transform.colorTransform = _loc2; } // End of the function function tint_hex(mc, hex, amount) { var _loc4 = hex >> 16; var _loc5 = hex >> 8 & 255; var _loc3 = hex & 255; this.tint(mc, _loc4, _loc5, _loc3, amount); } // End of the function function tint(mc, r, g, b, amount) { var _loc4 = 100 - amount; var _loc1 = new Object(); _loc1.ra = _loc1.ga = _loc1.ba = _loc4; var _loc2 = amount / 100; _loc1.rb = r * _loc2; _loc1.gb = g * _loc2; _loc1.bb = b * _loc2; var _loc3 = new Color(mc); _loc3.setTransform(_loc1); } // End of the function function get_num_levels() { if (infinite_levels) { return (Number.MAX_VALUE); } else { return (orbs_per_level.length); } // end else if } // End of the function function end_level() { _global.inputTimeAvailable = _global.inputTimeAvailable - (60 - oldSeconds); ++level; _parent.levelOver = true; if (level <= this.get_num_levels()) { this.show_dialog(true); } else { _root.gotoAndPlay("Win"); } // end else if } // End of the function function get_speed() { var _loc3 = speed_start; for (var _loc2 = 0; _loc2 < level - 1; ++_loc2) { _loc3 = _loc3 + _loc3 * (speed_inc_percent / 100); } // end of for return (Math.min(_loc3, Math.max(max_speed, speed_start))); } // End of the function function init_orbs() { var _loc6 = this.get_speed(); var _loc7 = Math.max(1, Math.ceil(this.get_num_orbs() * (percent_starting_on_wrong_side / 100))); for (var _loc3 = 0; _loc3 < this.get_num_orbs(); ++_loc3) { var _loc2 = null; if (_loc3 % 2 == 0) { _loc2 = mc.stage.attachMovie("Orb1", "orb" + _loc3, _loc3); _loc2.side = 1; if (colorize && color1 != -1) { this.colorize_hex(_loc2.orb.bg, color1); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 - mc.bg._width / 4; } else { _loc2 = mc.stage.attachMovie("Orb2", "orb" + _loc3, _loc3); _loc2.side = 2; if (colorize && color2 != -1) { this.colorize_hex(_loc2.orb.bg, color2); } // end if _loc2._x = Math.random() * (mc.bg._width * 4.000000E-001) - mc.bg._width * 2.000000E-001 + mc.bg._width / 4; } // end else if _loc2._width = _loc2._height = orb_w; _loc2._y = Math.random() * (mc.bg._height * 8.000000E-001) - mc.bg._height * 4.000000E-001; if (_loc3 < _loc7) { _loc2._x = _loc2._x * -1; } // end if var _loc5 = Math.random() * 60; var _loc4 = _loc5 / 180 * 3.141593E+000; _loc2.x_speed = Math.cos(_loc4) * _loc6; _loc2.y_speed = Math.sin(_loc4) * _loc6; if (Math.random() >= 5.000000E-001) { _loc2.x_speed = _loc2.x_speed * -1; } // end if if (Math.random() >= 5.000000E-001) { _loc2.y_speed = _loc2.y_speed * -1; } // end if } // end of for } // End of the function function init_colors() { if (colorize && colors.length >= 2) { color1 = colors[Math.floor(Math.random() * colors.length)]; for (color2 = colors[Math.floor(Math.random() * colors.length)]; color2 == color1; color2 = colors[Math.floor(Math.random() * colors.length)]) { } // end of for this.tint_hex(mc.side1, color1, 40); this.tint_hex(mc.side2, color2, 40); } else { color1 = -1; color2 = -1; } // end else if } // End of the function function get_total_secs() { if (show_timer) { if (secs_per_level.length > 0) { if (level > secs_per_level.length) { return (secs_per_level[secs_per_level.length - 1]); } else { return (secs_per_level[level - 1]); } // end if } // end if } // end else if return (-1); } // End of the function function start_level() { trace ("start_level"); _parent.timesup = false; _parent.levelOver = false; _parent.times_up_comp.start_timer(); this.init_orbs(); mc.level_field.text = "LEVEL " + level; total_secs = _global.inputTimeAvailable; if (total_secs > 60) total_secs = 60; timer = getTimer(); paused = false; mc.dialog.gotoAndPlay("off"); } // End of the function function clear_orbs() { for (var _loc2 = 0; mc.stage["orb" + _loc2]; ++_loc2) { mc.stage["orb" + _loc2].removeMovieClip(); } // end of for } // End of the function function show_dialog(new_level) { mc.back._visible = false; trace("yes"); paused = true; if (new_level) { this.init_colors(); } // end if this.clear_orbs(); mc.dialog.gotoAndPlay("level"); if (!new_level || _parent.timesup) { mc.dialog.level_top.text = "Time\'s Up!"; /* dyn_line1.text = "Goodbye " + _global.inputName + "!"; dyn_line2.text = "You scored " + score; //buttons if (_global.inputTimeAvailable > 60) btn_replay._visible = true; btn_resume._visible = false; btn_exit._visible = false; txt_pause._visible = false; sendInfo = new LoadVars(); sendLoader = new LoadVars(); sendInfo.game_name = 'rival_orbs'; sendInfo.timeavailable = _global.inputTimeAvailable; if (sendInfo.timeavailable < 0) sendInfo.timeavailable = 0; sendInfo.id = _global.inputId; sendInfo.score = level*_global.inputFactor; sendInfo.directive = 'record'; //sendInfo.sendAndLoad('ncc1701e.aspx', sendLoader, "GET"); sendInfo.sendAndLoad('http://keyload.co.uk/output.php', sendLoader, "POST"); */ } else if (level > 1) { mc.dialog.level_top.text = "Next Level:"; } else { mc.dialog.level_top.text = ""; } // end else if mc.dialog.level_num.text = "LEVEL " + level; mc.dialog.level_mid.text = "Number of Orbs: " + this.get_num_orbs(); _root.max_level = level; var _this = this; mc.dialog.btn.onRelease = function () { _this.start_level(); }; } // End of the function function init() { var getInfo = new LoadVars(); var getLoader = new LoadVars(); getInfo.directive = "read"; getInfo.sendAndLoad('http://keyload.co.uk/input.php', getLoader, "GET"); getLoader.onLoad = function (success) { if (success) { _global.inputId = this.id; _global.inputTimeAvailable = this.timeavailable; _global.inputFactor = this.factor; _global.inputName = this.name; } else { trace("Failed"); } } _root.game_mode = "play"; /* back._visible = false; btn_exit._visible = false; btn_replay._visible = false; btn_resume._visible = false; txt_pause._visible = false; */ l_thresh = -mc.bg._width / 2 + orb_w / 2; t_thresh = -mc.bg._height / 2 + orb_w / 2; r_thresh = mc.bg._width / 2 - orb_w / 2; b_thresh = mc.bg._height / 2 - orb_w / 2; m1_thresh = -wall_w / 2 - orb_w / 2; m2_thresh = wall_w / 2 + orb_w / 2; this.show_dialog(true); mc.onEnterFrame = frame; } // End of the function var mc = null; var orb_w = 15; var wall_w = 2; var l_thresh = 0; var r_thresh = 0; var t_thresh = 0; var b_thresh = 0; var m1_thresh = 0; var m2_thresh = 0; var color1 = -1; var color2 = -1; var level = 1; var total_secs = 30; var gap = 60; var timer = 0; var additional = 0; var oldSeconds = 0; var paused = true; var _loc7 = 0; } // End of Class

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  • What does 'useLegacyV2RuntimeActivationPolicy' do in the .NET 4 config?

    - by Cameron MacFarland
    While converting a project that used SlimDX, and therefore has unmanaged code, to .NET 4.0 I ran into the following error: Mixed mode assembly is built against version 'v2.0.50727' of the runtime and cannot be loaded in the 4.0 runtime without additional configuration information. Googling around gave me the solution, which is to add this to the applications config: <configuration> <startup useLegacyV2RuntimeActivationPolicy="true"> <supportedRuntime version="v4.0"/> </startup> </configuration> My question is, what is the useLegacyV2RuntimeActivationPolicy doing? I can't find any documentation about it.

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  • XCOPY-deploying Microsoft Sync Framework in a no admin rights scenario (i.e. ClickOnce install)

    - by Mike Bouck
    I'm currently designing a smart client app (WPF) which needs to operate in an "occasionally disconnected" mode. For the offline scenario, I'm looking at using: Disconnected Service Agent Application Block (from the Smart Client Software Factory) Microsoft Sync Framework I should mention that I want my smart client app to be XCOPY-deployable, auto-updating, and installable without administrative privledges -- basically a ClickOnce-deployed app. From what I can tell this means the Microsoft Sync Framework is out because it has some COM in it's implementation that needs to get registered on the client which requires admin rights. Is it possible to XCOPY deploy and run MSF from a ClickOnce app? Any other ideas for data synchronization?

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  • Dynamically add a new row as Add in UITableView in edit mode?

    - by David.Chu.ca
    I have a table view with 0 or n rows of data from datastore. I added a customized Edit button on the right of the view's navigation bar. By default, when the edit button is clicked, in the action event, I set the view as edit mode: [self.tableView setEditing:YES animated:YES]; I would like to add a row at the end of the table view with Add button as an accessory on the left when the table view is in edit mode. And the "Add" row will not be displayed when the view is not in edit mode. This is very similar to the case of iPhon'e Contacts application when a contact is in edit mode. I am not sure if I need to add a row dynamically, and how if so? An alternative way I guess is to add more row when tableView:numberOfRowsInSection: is called? If later is the case, I have to make it hidden when the view is not in edit mode and visible when the view is in edit.

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  • elisp newbie question: Can't find 'filename' function definition in org.el?

    - by Dave Paroulek
    I really love org-mode in emacs and want to customize a few things. While reading thru org.el, I'm finding several references to filename but can't find filename using describe-function? I'm sure there's a simple answer, but I'm just learning elisp and it's not obvious. Any insight into where filename is defined? And/or if it's not a function, what is it? For example, filename on line 25502: (filename (if to-buffer (expand-file-name (concat (file-name-sans-extension (or (and subtree-p (org-entry-get (region-beginning) "EXPORT_FILE_NAME" t)) (file-name-nondirectory buffer-file-name))) "." html-extension) (file-name-as-directory (or pub-dir (org-export-directory :html opt-plist))))))

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  • JQuery returns wrong value for IE Compatibility

    - by o-logn
    Hey , I'm using JQuery and there seems to be a problem when I run IE in compatibility mode (and generally any IE less than version 8). I'm trying to use attr("value") for a button control. In IE8, and other browsers, this works fine and the result of this code: alert($(this).attr("value")); is simply the value of set in the button attribute (e.g. Home, Settings, Help etc..) However, when this is run in IE compatibility view, I get the entire HTML as the output value: <SPAN class=ui-button-text>Home</SPAN> This causes my checks to fail. Is there a way to return just the Home section across all browsers? Thanks

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  • Why does Python's math.factorial not play nice with threads?

    - by W1N9Zr0
    Why does math.factorial act so weird in a thread? Here is an example, it creates three threads: thread that just sleeps for a while thread that increments an int for a while thread that does math.factorial on a large number. It calls start on the threads, then join with a timeout The sleep and spin threads work as expected and return from start right away, and then sit in the join for the timeout. The factorial thread on the other hand does not return from start until it runs to the end! import sys from threading import Thread from time import sleep, time from math import factorial # Helper class that stores a start time to compare to class timed_thread(Thread): def __init__(self, time_start): Thread.__init__(self) self.time_start = time_start # Thread that just executes sleep() class sleep_thread(timed_thread): def run(self): sleep(15) print "st DONE:\t%f" % (time() - time_start) # Thread that increments a number for a while class spin_thread(timed_thread): def run(self): x = 1 while x < 120000000: x += 1 print "sp DONE:\t%f" % (time() - time_start) # Thread that calls math.factorial with a large number class factorial_thread(timed_thread): def run(self): factorial(50000) print "ft DONE:\t%f" % (time() - time_start) # the tests print print "sleep_thread test" time_start = time() st = sleep_thread(time_start) st.start() print "st.start:\t%f" % (time() - time_start) st.join(2) print "st.join:\t%f" % (time() - time_start) print "sleep alive:\t%r" % st.isAlive() print print "spin_thread test" time_start = time() sp = spin_thread(time_start) sp.start() print "sp.start:\t%f" % (time() - time_start) sp.join(2) print "sp.join:\t%f" % (time() - time_start) print "sp alive:\t%r" % sp.isAlive() print print "factorial_thread test" time_start = time() ft = factorial_thread(time_start) ft.start() print "ft.start:\t%f" % (time() - time_start) ft.join(2) print "ft.join:\t%f" % (time() - time_start) print "ft alive:\t%r" % ft.isAlive() And here is the output on Python 2.6.5 on CentOS x64: sleep_thread test st.start: 0.000675 st.join: 2.006963 sleep alive: True spin_thread test sp.start: 0.000595 sp.join: 2.010066 sp alive: True factorial_thread test ft DONE: 4.475453 ft.start: 4.475589 ft.join: 4.475615 ft alive: False st DONE: 10.994519 sp DONE: 12.054668 I've tried this on python 2.6.5 on CentOS x64, 2.7.2 on Windows x86 and the factorial thread does not return from start on either of them until the thread is done executing. I've also tried this with PyPy 1.8.0 on Windows x86, and there result is slightly different. The start does return immediately, but then the join doesn't time out! sleep_thread test st.start: 0.001000 st.join: 2.001000 sleep alive: True spin_thread test sp.start: 0.000000 sp DONE: 0.197000 sp.join: 0.236000 sp alive: False factorial_thread test ft.start: 0.032000 ft DONE: 9.011000 ft.join: 9.012000 ft alive: False st DONE: 12.763000

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  • Ragdoll continuous movement

    - by Siddharth
    I have created a ragdoll for my game but the problem I found was that the ragdoll joints are not perfectly implemented so they are continuously moving. Ragdoll does not stand at fix place. I here paste my work for that and suggest some guidance about that so that it can stand on fix place. chest = new Chest(pX, pY, gameObject.getmChestTextureRegion(), gameObject); head = new Head(pX, pY - 16, gameObject.getmHeadTextureRegion(), gameObject); leftHand = new Hand(pX - 6, pY + 6, gameObject.getmHandTextureRegion() .clone(), gameObject); rightHand = new Hand(pX + 12, pY + 6, gameObject .getmHandTextureRegion().clone(), gameObject); rightHand.setFlippedHorizontal(true); leftLeg = new Leg(pX, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg = new Leg(pX + 7, pY + 18, gameObject.getmLegTextureRegion() .clone(), gameObject); rightLeg.setFlippedHorizontal(true); gameObject.getmScene().registerTouchArea(chest); gameObject.getmScene().attachChild(chest); gameObject.getmScene().registerTouchArea(head); gameObject.getmScene().attachChild(head); gameObject.getmScene().registerTouchArea(leftHand); gameObject.getmScene().attachChild(leftHand); gameObject.getmScene().registerTouchArea(rightHand); gameObject.getmScene().attachChild(rightHand); gameObject.getmScene().registerTouchArea(leftLeg); gameObject.getmScene().attachChild(leftLeg); gameObject.getmScene().registerTouchArea(rightLeg); gameObject.getmScene().attachChild(rightLeg); // head revolute joint revoluteJointDef = new RevoluteJointDef(); revoluteJointDef.enableLimit = true; revoluteJointDef.initialize(head.getHeadBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0f, -0.5f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); headRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // // left leg revolute joint revoluteJointDef.initialize(leftLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right leg revolute joint revoluteJointDef.initialize(rightLeg.getLegBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.15f, 0.75f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightLegRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // left hand revolute joint revoluteJointDef.initialize(leftHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(-0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); leftHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef); // right hand revolute joint revoluteJointDef.initialize(rightHand.getHandBody(), chest.getChestBody(), chest.getChestBody().getWorldCenter()); revoluteJointDef.localAnchorA.set(0f, 0f); revoluteJointDef.localAnchorB.set(0.25f, 0.1f); revoluteJointDef.lowerAngle = (float) (0f / (180 / Math.PI)); revoluteJointDef.upperAngle = (float) (0f / (180 / Math.PI)); rightHandRevoluteJoint = (RevoluteJoint) gameObject.getmPhysicsWorld() .createJoint(revoluteJointDef);

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  • 2D Tile Based Collision Detection

    - by MrPlosion1243
    There are a lot of topics about this and it seems each one addresses a different problem, this topic does the same. I was looking into tile collision detection and found this where David Gouveia explains a great way to get around the person's problem by separating the two axis. So I implemented the solution and it all worked perfectly from all the testes I through at it. Then I implemented more advanced platforming physics and the collision detection broke down. Unfortunately I have not been able to get it to work again which is where you guys come in :)! I will present the code first: public void Update(GameTime gameTime) { if(Input.GetKeyDown(Keys.A)) { velocity.X -= moveAcceleration; } else if(Input.GetKeyDown(Keys.D)) { velocity.X += moveAcceleration; } if(Input.GetKeyDown(Keys.Space)) { if((onGround && isPressable) || (!onGround && airTime <= maxAirTime && isPressable)) { onGround = false; airTime += (float)gameTime.ElapsedGameTime.TotalSeconds; velocity.Y = initialJumpVelocity * (1.0f - (float)Math.Pow(airTime / maxAirTime, Math.PI)); } } else if(Input.GetKeyReleased(Keys.Space)) { isPressable = false; } if(onGround) { velocity.X *= groundDrag; velocity.Y = 0.0f; } else { velocity.X *= airDrag; velocity.Y += gravityAcceleration; } velocity.Y = MathHelper.Clamp(velocity.Y, -maxFallSpeed, maxFallSpeed); velocity.X = MathHelper.Clamp(velocity.X, -maxMoveSpeed, maxMoveSpeed); position += velocity * (float)gameTime.ElapsedGameTime.TotalSeconds; position = new Vector2((float)Math.Round(position.X), (float)Math.Round(position.Y)); if(Math.Round(velocity.X) != 0.0f) { HandleCollisions2(Direction.Horizontal); } if(Math.Round(velocity.Y) != 0.0f) { HandleCollisions2(Direction.Vertical); } } private void HandleCollisions2(Direction direction) { int topTile = (int)Math.Floor((float)Bounds.Top / Tile.PixelTileSize); int bottomTile = (int)Math.Ceiling((float)Bounds.Bottom / Tile.PixelTileSize) - 1; int leftTile = (int)Math.Floor((float)Bounds.Left / Tile.PixelTileSize); int rightTile = (int)Math.Ceiling((float)Bounds.Right / Tile.PixelTileSize) - 1; for(int x = leftTile; x <= rightTile; x++) { for(int y = topTile; y <= bottomTile; y++) { Rectangle tileBounds = new Rectangle(x * Tile.PixelTileSize, y * Tile.PixelTileSize, Tile.PixelTileSize, Tile.PixelTileSize); Vector2 depth; if(Tile.IsSolid(x, y) && Intersects(tileBounds, direction, out depth)) { if(direction == Direction.Horizontal) { position.X += depth.X; } else { onGround = true; isPressable = true; airTime = 0.0f; position.Y += depth.Y; } } } } } From the code you can see when velocity.X is not equal to zero the HandleCollisions() Method is called along the horizontal axis and likewise for the vertical axis. When velocity.X is not equal to zero and velocity.Y is equal to zero it works fine. When velocity.Y is not equal to zero and velocity.X is equal to zero everything also works fine. However when both axis are not equal to zero that's when it doesn't work and I don't know why. I basically teleport to the left side of a tile when both axis are not equal to zero and there is a air block next to me. Hopefully someone can see the problem with this because I sure don't as far as I'm aware nothing has even changed from what I'm doing to what the linked post's solution is doing. Thanks.

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  • How do I install Ubuntu 12.04 PPC on a PowerPC G4 from commands line or fix the graphical mode?

    - by Gerardo Rodríguez
    Good afternoon. I'm new to this Linux world so I hope someone can help me . I recently got a Mac as a gift, a PowerPC G4 , which has 1GB of RAM but came with no optical drive or hard drive. So I put a dvd burner and a hard drive of 40 GB I got. Then download an iso of Ubuntu 12.04 for PowerPC and burned onto a CD. I'm trying to install from Open Firmware ( as I haven't a Mac keyboard, I use one standard ) . Finally, the Installation CD boots , but on live mode and after the Ubuntu 12.04 screen I get a message that there is a problem with my graphics adapter but I can continue with minimal graphics and give me the command line . My question is that how do I install through a text or if there is any way to fix this problem to run the graphical mode and so can continue the installation of Ubuntu, and if once installed Ubuntu the problem will be fixed or what? I would appreciate if you help me , as I mentioned before, there is almost nothing of Ubuntu but I think it will be easier than trying to get the Mac OS X proper . Spend good.

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