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  • Why can Perforce be a better version control system? [closed]

    - by dukeofgaming
    I've seen some people love and some loathe Perforce. As users or administrators with experience with other version control systems (free cookie to the ones with DVCS experience [git, Mercurial]), what is the main reason/feature that makes you love Perforce over other version control systems? Edit: No, I don't sell Perforce... this is just part of my ongoing research to pitch DVCS at my company (see my question history)

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  • HLSL/XNA Ambient light texture mixed up with multi pass lighting

    - by Manu-EPITA
    I've been having some troubles lately with lighting. I have found a source on google which is working pretty good on the example. However, when I try to implement it to my current project, I am getting some very weird bugs. The main one is that my textures are "mixed up" when I only activate the ambient light, which means that a model gets the texture of another one . I am using the same effect for every meshes of my models. I guess this could be the problem, but I don't really know how to "reset" an effect for a new model. Is it possible? Here is my shader: float4x4 WVP; float4x4 WVP; float3x3 World; float3 Ke; float3 Ka; float3 Kd; float3 Ks; float specularPower; float3 globalAmbient; float3 lightColor; float3 eyePosition; float3 lightDirection; float3 lightPosition; float spotPower; texture2D Texture; sampler2D texSampler = sampler_state { Texture = <Texture>; MinFilter = anisotropic; MagFilter = anisotropic; MipFilter = linear; MaxAnisotropy = 16; }; struct VertexShaderInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; float3 PositionO: TEXCOORD1; float3 Normal : NORMAL0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WVP); output.Normal = input.Normal; output.PositionO = input.Position.xyz; output.Texture = input.Texture; return output; } float4 PSAmbient(VertexShaderOutput input) : COLOR0 { return float4(Ka*globalAmbient + Ke,1) * tex2D(texSampler,input.Texture); } float4 PSDirectionalLight(VertexShaderOutput input) : COLOR0 { //Difuze float3 L = normalize(-lightDirection); float diffuseLight = max(dot(input.Normal,L), 0); float3 diffuse = Kd*lightColor*diffuseLight; //Specular float3 V = normalize(eyePosition - input.PositionO); float3 H = normalize(L + V); float specularLight = pow(max(dot(input.Normal,H),0),specularPower); if(diffuseLight<=0) specularLight=0; float3 specular = Ks * lightColor * specularLight; //sum all light components float3 light = diffuse + specular; return float4(light,1) * tex2D(texSampler,input.Texture); } technique MultiPassLight { pass Ambient { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PSAmbient(); } pass Directional { PixelShader = compile ps_3_0 PSDirectionalLight(); } } And here is how I actually apply my effects: public void ApplyLights(ModelMesh mesh, Matrix world, Texture2D modelTexture, Camera camera, Effect effect, GraphicsDevice graphicsDevice) { graphicsDevice.BlendState = BlendState.Opaque; effect.CurrentTechnique.Passes["Ambient"].Apply(); foreach (ModelMeshPart part in mesh.MeshParts) { graphicsDevice.SetVertexBuffer(part.VertexBuffer); graphicsDevice.Indices = part.IndexBuffer; // Texturing graphicsDevice.BlendState = BlendState.AlphaBlend; if (modelTexture != null) { effect.Parameters["Texture"].SetValue( modelTexture ); } graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); // Applying our shader to all the mesh parts effect.Parameters["WVP"].SetValue( world * camera.View * camera.Projection ); effect.Parameters["World"].SetValue(world); effect.Parameters["eyePosition"].SetValue( camera.Position ); graphicsDevice.BlendState = BlendState.Additive; // Drawing lights foreach (DirectionalLight light in DirectionalLights) { effect.Parameters["lightColor"].SetValue(light.Color.ToVector3()); effect.Parameters["lightDirection"].SetValue(light.Direction); // Applying changes and drawing them effect.CurrentTechnique.Passes["Directional"].Apply(); graphicsDevice.DrawIndexedPrimitives( PrimitiveType.TriangleList, part.VertexOffset, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount ); } } I am also applying this when loading the effect: effect.Parameters["lightColor"].SetValue(Color.White.ToVector3()); effect.Parameters["globalAmbient"].SetValue(Color.White.ToVector3()); effect.Parameters["Ke"].SetValue(0.0f); effect.Parameters["Ka"].SetValue(0.01f); effect.Parameters["Kd"].SetValue(1.0f); effect.Parameters["Ks"].SetValue(0.3f); effect.Parameters["specularPower"].SetValue(100); Thank you very much UPDATE: I tried to load an effect for each model when drawing, but it doesn't seem to have changed anything. I suppose it is because XNA detects that the effect has already been loaded before and doesn't want to load a new one. Any idea why?

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  • problem after login in wordpress site

    - by pankaj sharma
    I have installed WordPress first installation on Apache server Its opening fine but when i logged in with my user id and password http://examplesite.com/wp-login.php It is showing blank in Firefox and in IE page not open with no errors. I cleared all my browsers cache history still not able to open the page after login. There is no errors logs generated. wordpress version3.4.2 php 5.3.3 mysql 5.1.6

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  • SSIS Dashboard 0.5.2 and Live Demo Website

    - by Davide Mauri
    In the last days I’ve worked again on the SQL Server Integration Service Dashboard and I did some updates: Beta Added support for "*" wildcard in project names. Now you can filter a specific project name using an url like: http://<yourserver>/project/MyPro* Added initial support for Package Execution History. Just click on a package name and you'll see its latest 15 executions and I’ve also created a live demo website for all those who want to give it a try before downloading and using it: http://ssis-dashboard.azurewebsites.net/

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  • historical weather data APIs

    - by AJ.
    I am building a web application where I need to display whole year's month wise weather conditions. So that users get an idea of what the weather conditions are like and plan their trips accordingly. I am using WunderGround's History feature but it does not give this data for smaller towns and destinations, even some very popular tourist destinations. Are there any alternatives which could provide me the same information.

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  • Git, auto updating, security and tampering?

    - by acidzombie24
    I was thinking about hosting my private project on my server (i may use 'gitolite') and have a copy on my local machine as backup (git clone then automated git fetch every few minute). I want to know what happens if there is a bug gitolite or somewhere else on my server and the source code and git repository has been tampered with? Will my backup also be corrupted? will i easily be able to revert the source using the history?

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • How to cleanly add after-the-fact commits from the same feature into git tree

    - by Dennis
    I am one of two developers on a system. I make most of the commits at this time period. My current git workflow is as such: there is master branch only (no develop/release) I make a new branch when I want to do a feature, do lots of commits, and then when I'm done, I merge that branch back into master, and usually push it to remote. ...except, I am usually not done. I often come back to alter one thing or another and every time I think it is done, but it can be 3-4 commits before I am really done and move onto something else. Problem The problem I have now is that .. my feature branch tree is merged and pushed into master and remote master, and then I realize that I am not really done with that feature, as in I have finishing touches I want to add, where finishing touches may be cosmetic only, or may be significant, but they still belong to that one feature I just worked on. What I do now Currently, when I have extra after-the-fact commits like this, I solve this problem by rolling back my merge, and re-merging my feature branch into master with my new commits, and I do that so that git tree looks clean. One clean feature branch branched out of master and merged back into it. I then push --force my changes to origin, since my origin doesn't see much traffic at the moment, so I can almost count that things will be safe, or I can even talk to other dev if I have to coordinate. But I know it is not a good way to do this in general, as it rewrites what others may have already pulled, causing potential issues. And it did happen even with my dev, where git had to do an extra weird merge when our trees diverged. Other ways to solve this which I deem to be not so great Next best way is to just make those extra commits to the master branch directly, be it fast-forward merge, or not. It doesn't make the tree look as pretty as in my current way I'm solving this, but then it's not rewriting history. Yet another way is to wait. Maybe wait 24 hours and not push things to origin. That way I can rewrite things as I see fit. The con of this approach is time wasted waiting, when people may be waiting for a fix now. Yet another way is to make a "new" feature branch every time I realize I need to fix something extra. I may end up with things like feature-branch feature-branch-html-fix, feature-branch-checkbox-fix, and so on, kind of polluting the git tree somewhat. Is there a way to manage what I am trying to do without the drawbacks I described? I'm going for clean-looking history here, but maybe I need to drop this goal, if technically it is not a possibility.

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  • Laptop's battery is stuck on "estimating"?

    - by xd1936
    Hello! After installing Ubuntu 10.10, the battery indicator worked fine (both percent remaining and estimation on time). I then installed and configured some software (Skype, Pidgin, Thunderbird, removed Empathy and Evolution, ect) and the battery meter, when clicked, always says "(estimating...)" I've tried running the battery down to zero and charging it fully again. If I go into the history or details, the percentage is recorded correctly. Any ideas?

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  • Planning for Recovery

    Uncertainty sets the tone of business planning these days and past precedents, 'rules of thumb' and trading history provide little comfort when assessing future prospects. After 18 years of constant growth in GDP, planning is no longer about extrapolating past performance and adjusting for growth. It is now about constantly testing the temperature of the water, formulating scenarios, assessing risk and assigning probabilities. So how does one plan for recovery and improve forecast accuracy in such a volatile environment?

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  • OpenSUSE Says Farewell To RadeonHD Driver

    <b>Phoronix:</b> "The RadeonHD Linux driver that came about in 2007 following the announcement of AMD's open-source driver strategy has had an interesting history. This driver was developed by Novell's developers, but now they are even dropping it from their openSUSE distribution."

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  • Chrome : 4 ans seulement et déjà 500 "Experiments", Google sort une WebApps pour e-musiciens faite avec Go et des technos webs

    Chrome : 4 ans seulement et déjà 500 Experiments Google fait une WebApps avec Go et des technos webs pour e-musiciens Chrome est certainement un des succès les plus remarquables de Google. Lorsque le navigateur a été lancé il y a à peine 4 ans, beaucoup se demandaient l'intérêt d'un tel projet. Et s'il allait réussir à se faire une place sur le marché entre Internet Explorer et Firefox. [IMG]http://ftp-developpez.com/gordon-fowler/History%20of%20Browsers.png[/IMG] "Evolution of The Web", une ligne chronologique en technos Web (Google...

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  • Logitech Performance Mouse MX (and More) Review

    The glass-topped desk -- which has stymied optical and laser mice for years -- has been conquered at last by Logitech's ultimate tracking technology. The annoyance of needing separate USB receivers for your cordless mouse and keyboard is history, too.

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  • Using some kind of version control when working alone and with small projects?

    - by Roflcoptr
    Very often I'm working on small projects only for myself. I'm working on one machine, but recently I thought about using some kind of version control nevertheless. This would have some benefits as for example: I don't have to care anymore for local backup Mistakes can easily made undone History can be maintained But on the other hand it has also some drawbacks like for example: Additional resources required Time to setup, get used to it, etc. From your experience, is it a good thing to use revision control when your working alone?

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  • Git, auto updating, security and tampering?

    - by acidzombie24
    I was thinking about hosting my private project on my server (i may use 'gitolite') and have a copy on my local machine as backup (git clone then automated git fetch every few minute). I want to know what happens if there is a bug gitolite or somewhere else on my server and the source code and git repository has been tampered with? Will my backup also be corrupted? will i easily be able to revert the source using the history?

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  • Regularly Audit Your Website to Apply Improved SEO Techniques

    An SEO audit report helps you understand your exact search engine results position internet. It offers you complete review of the website's SEO history, present performance and suggestions for future growth. On analyzing your existing SEO process it renders you with efficient services to gain top organic search engine rankings.

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  • Information About Mambo and Joomla

    JOOMLA and MAMBO was originally developed by a team called Mambo. In 2005, the main developers of Mambo left the team and build the JOOMLA system. Regardless of the history of these two systems, they have turn into a leading hosting system in the industry. These two CMS platform software is the most easiest to use and manage content management that is why it is the most preferred CMS software by most web developer.

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  • The Truth About Flash - Apple Vs Adobe

    Every emerging technology generation seems to result in a battle of platforms and ideologies - a war between companies for the hearts, minds, dollars and loyalty of consumers for their system of choice. Memories of Microsoft's Internet Explorer finally landing the fatal blow to Netscape, or Google's meteoric rise to power over Yahoo (and the world), are now but footnotes in the history of humanities technological revolution. But no sooner are they forgotten are we plunked into the middle of another war - perhaps the most vicious yet, and the one that may just have the most impact on our...

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  • Discover 25 Years of SPARC Innovation

    - by Cinzia Mascanzoni
    Over the last 25 years SPARC technology has led the field in enterprise IT innovation – providing world record performance to data centers across the globe. Discover how the history of SPARC has formed the IT landscape of today, and how upcoming improvements to this industry-leading technology will continue to shape the future. Register Now to hear the story of SPARC from the people who shaped the past, present, and future of this remarkable technology

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  • Labeling algorithm for points

    - by Qwertie
    I need an algorithm to place horizontal text labels for multiple series of points on the screen (basically I need to show timestamps and other information for a history of moving objects on a map; in general there are multiple data points per object). The text labels should appear close to their points--above, below, or on the right side--but should not overlap other points or text labels. Does anyone know an algorithm/heuristic for this?

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