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  • jQuery AJAX Validation Using The Validity Plugin

    - by schnieds
    Input validation is one of those areas that most developers view as a necessary evil. We know that it is necessary and we really do want to ensure that we get good input from our users. But most of us are lazy (me included) and input validation is one of those things that gets done but usually is a quick and dirty implementation. This is partly due to laziness and partly do to input validation being painful. Thanks to the amazing jQuery Validity plug in, input validation can be really slick, easy and robust enough to work any any scenario. I specifically like the Validity plugin because it supports jQuery AJAX input validation. Other input validation implementations that I have worked with require a form post to take place. However, if you are using jQuery.ajax methods then there isn’t a form and you need to validate the formless input. [Read More] Aaron Schniederhttp://www.churchofficeonline.com

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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  • Is there a standard way to store 3D meshes to easily communicate between libraries?

    - by awiebe
    In a 3D game lots of different systems need to know about geometry data, however the only way they seem to be able to agree to on in representing it by an array of triangles. Can anyone recommend a good geometry manipulation library that will allow me to easily integrate the drawing library(OpenGL), the physics engine(Bullet), Serialization(Several 3D file formats) and my own code(objective-c++). Focus on the a representation between the drawing library and the physics engine. Also if the library can triangulate a mesh definition that would be very helpful. My code can work around what exists already.

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • How to filter a mysql database with user input on a website and then spit the filtered table back to the website? [migrated]

    - by Luke
    I've been researching this on google for literally 3 weeks, racking my brain and still not quite finding anything. I can't believe this is so elusive. (I'm a complete beginner so if my terminology sounds stupid then that's why.) I have a database in mysql/phpmyadmin on my web host. I'm trying to create a front end that will allow a user to specify criteria for querying the database in a way that they don't have to know sql, basically just combo boxes and checkboxes on a form. Then have this form 'submit' a query to the database, and show the filtered tables. This is how the SQL looks in Microsoft Access: PARAMETERS TEXTINPUT1 Text ( 255 ), NUMBERINPUT1 IEEEDouble; // pops up a list of parameters for the user to input SELECT DISTINCT Table1.Column1, Table1.Column2, Table1.Column3,* // selects only the unique rows in these three columns FROM Table1 // the table where this query is happening WHERE (((Table1.Column1) Like TEXTINPUT1] AND ((Table1.Column2)<=[NUMBERINPUT1] AND ((Table1.Column3)>=[NUMBERINPUT1])); // the criteria for the filter, it's comparing the user input parameters to the data in the rows and only selecting matches according to the equal sign, or greater than + equal sign, or less than + equal sign What I don't get: WHAT IN THE WORLD AM I SUPPOSED TO USE (that isn't totally hard)!? I've tried google fusion tables - doesn't filter right with numerical data or empty cells in rows, can't relate tables I've tried DataTables.net, can't filter right with numerical data and can't use SQL without a bunch of indepth knowledge, not even sure it can if you have that.. I've looked into using jQuery with google spreadsheets, doesn't work at all either I have no idea how I'm supposed to build a front end with my database. Every place that looks promising (like zohocreator) is asking for money, and is far too simplified to be able to do the LIKE criteria or SELECT DISTINCT stuff.

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  • lost the vertical scroll function in touchpad after upgrading from 13.04 to 13.10

    - by Lars Lundblad
    just upgraded from Ubuntu 13.04 to Ubuntu 13.10, my Laptop is a Sony SVE1512c6ew, scrolling worked perfectly in Ubuntu 13.04, doesnt work at all in 13.10 Runs Ubuntu 13.10 64bits (btw, tested it i Windows 8 environment works there)Hardware OK, have seen a number of other users with the same problem, well for starters have followed the tip on using the dconf editor, following the path: org gnome settings-daemon peripherals touchpad boxed in all for sure... still cant get vertical scroll...... Any ideas??? Thanks in advance Lars Lundblad / please feel free to mail answers to [email protected] Input device information according to Udev: Input device Subsystem: input Devtype: n/a Name: input7 Number: 7 Sysfs_path: /sys/devices/platform/i8042/serio1/input/input7 Driver: n/a Action: n/a Seqnum: n/a Device type: n/a Device number: 0 Device file: n/a Device file symlinks: n/a Touchpad device Subsystem: input Devtype: n/a Name: mouse1 Number: 1 Sysfs_path: /sys/devices/platform/i8042/serio1/input/input7/mouse1 Driver: n/a Action: n/a Seqnum: n/a Device type: char Device number: 3361 Device file: /dev/input/mouse1 Device file symlinks: /dev/input/by-path/platform-i8042-serio-1-mouse

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  • How do the environments of a standard Terminal command-line and a bash script differ?

    - by fred.bear
    I know there is something different about the environment of the Terminal command-line and the environment in a bash script, but I don't know what that difference is... Here is the example which finally led me to ask this quesiton; it may flush out some of the differences. I am trying to strip leading '0's from a number, with this command. var="000123"; var="${var##+(0)}" ; echo $var When I run this command from the Terminal's command-line, I get: 123 However, when I run it from within a script, it doesn't work; I get: 000123 I'm using Ubuntu 10.04, and tried all the following with the sam results: GNOME Terminal 2.30.2 Konsole 2.4.5 #!/bin/bash #!/bin/sh What is causing this difference? Even if some upgrade will make it work in scripts... I am trying to find out the what and why, so in future, I'll know what to look out for .

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  • What does the `dmesg` error: "composite sync not supported" mean?

    - by M. Tibbits
    Question: I see [ 20.473125] composite sync not supported and several such entries when I run dmesg. What do they mean? Background: I'm trying to debug a problem where my laptop won't suspend. Since acpi seems happy and I can suspend easily from the command line, I've turned to tracking down all boot-up errors/warnings. So I run dmesg | grep not and, amongst other shtuff, I get: 728:[ 17.267120] composite sync not supported 733:[ 18.009061] composite sync not supported 740:[ 18.159289] registered panic notifier 749:[ 18.162500] vga16fb: not registering due to another framebuffer present 757:[ 18.598251] composite sync not supported 776:[ 20.473125] composite sync not supported 777:[ 20.932266] composite sync not supported 778:[ 28.350231] composite sync not supported 779:[ 28.924913] composite sync not supported 780:[ 35.480658] composite sync not supported And the full log for the few lines right around that first appearance (line 728) is listed at the bottom of my post (I'd happily include anything else). Any ideas what could be causing this? I've read several sites: Ubuntuforums #1 IRC Chat #1 One post talks about ??Adobe flash?? causing this error? Some others also suggest that it might be an nvidia related problem, but I've got a Dell Latitude D630 with an integrated Intel graphics -- so nvidia isn't the problem. [ 17.207142] phy0: Selected rate control algorithm 'minstrel' [ 17.207833] Registered led device: b43-phy0::tx [ 17.207849] Registered led device: b43-phy0::rx [ 17.207865] Registered led device: b43-phy0::radio [ 17.207927] Broadcom 43xx driver loaded [ Features: PL, Firmware-ID: FW13 ] [ 17.267120] composite sync not supported [ 17.415795] EXT4-fs (sda2): mounted filesystem with ordered data mode [ 17.602131] [drm] initialized overlay support [ 17.620201] input: DualPoint Stick as /devices/platform/i8042/serio1/input/input7 [ 17.641192] input: AlpsPS/2 ALPS DualPoint TouchPad as /devices/platform/i8042/serio1/input/input8 [ 18.009061] composite sync not supported [ 18.106042] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x100-0x3af: clean. [ 18.108115] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x3e0-0x4ff: clean. [ 18.108941] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x820-0x8ff: clean. [ 18.109676] pcmcia_socket pcmcia_socket0: cs: IO port probe 0xc00-0xcf7: clean. [ 18.110356] pcmcia_socket pcmcia_socket0: cs: IO port probe 0xa00-0xaff: clean. [ 18.159286] fb0: inteldrmfb frame buffer device [ 18.159289] registered panic notifier [ 18.160218] input: Video Bus as /devices/LNXSYSTM:00/LNXSYBUS:00/PNP0A03:00/LNXVIDEO:01/input/input9 [ 18.160286] ACPI: Video Device [VID1] (multi-head: yes rom: no post: no) [ 18.160334] ACPI Warning for \_SB_.PCI0.VID2._DOD: Return Package has no elements (empty) (20090903/nspredef-433) [ 18.160432] input: Video Bus as /devices/LNXSYSTM:00/LNXSYBUS:00/PNP0A03:00/LNXVIDEO:02/input/input10 [ 18.160491] ACPI: Video Device [VID2] (multi-head: yes rom: no post: no) [ 18.160539] [drm] Initialized i915 1.6.0 20080730 for 0000:00:02.0 on minor 0 [ 18.162494] vga16fb: initializing [ 18.162497] vga16fb: mapped to 0xc00a0000 [ 18.162500] vga16fb: not registering due to another framebuffer present [ 18.176091] HDA Intel 0000:00:1b.0: PCI INT A -> GSI 21 (level, low) -> IRQ 21 [ 18.176123] HDA Intel 0000:00:1b.0: setting latency timer to 64 [ 18.285752] input: HDA Digital PCBeep as /devices/pci0000:00/0000:00:1b.0/input/input11 [ 18.312497] input: HDA Intel Mic at Ext Left Jack as /devices/pci0000:00/0000:00:1b.0/sound/card0/input12 [ 18.312586] input: HDA Intel HP Out at Ext Left Jack as /devices/pci0000:00/0000:00:1b.0/sound/card0/input13 [ 18.328043] usbcore: registered new interface driver ndiswrapper [ 18.460909] Console: switching to colour frame buffer device 180x56 [ 18.598251] composite sync not supported

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  • How to get multiple open-source projects to use a standard way of doing something.

    - by Marco
    Problem In the last couple weeks, I've used 3 different "repository" tools (listed in alphabetical order): gradle ivy maven I'm calling them "repository" tools because I've also used sbt -- which fortunately uses ivy to manage it's cache or local repository. Each of these tools will create it's own repository. The defaults are: ~/.m2/repository for maven ~/.gradle/cache ~/.ivy2/cache Why can't they all use the same cache? Goal I'd like to change the world so that all three build tools could use the same cache. I'm looking for advice about issues I'm likely to run into and smart ways to get around them. By "use the same cache", I do not mean "retrieve from another build tool's cache". I mean "retrieve from and store in another build tool's cache". While I could go ahead and submit issues to the three projects, I know from experience (as a developer on an open source project), that if you want something done, you're best off getting it done yourself. Also, it seems like I need to get all 3 communities on board to some degree. What is the recommended approach for getting this kind of thing done? How do I approach the different communities? Do I work on patches for the 3 different projects, or would it be better off to create my own "interface" project that deals with these issues and have the 3 tools interface with that? Is this a standards question that I need to address on that front? Lastly, if I'm missing something and this is possible (in an globally configurable fashion), then please let me know.

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  • Cannot log in to the desktop on ubuntu 11.10?

    - by Jichao
    The problem is, I could log in under the terminal, i could ifup eth0, i could do anything I want in the terminal, but if I use ctrl+alt+f7 goto the gnome login screen, after I input the correct password, the system just send me back to same login screen again. I have created a new user, but it didn't work. I have change all the files under ~/ to jichao:jichao(which is my username) with chown -hR jichao:jichao /home/jichao, but it didn't work too. I searched the internet, somebody said I should see the logs under /var/log/gdm, but there is not a /var/log/gdm directory in my box. Here are the tail of files under /var/log/ tail X.org.log [ 3263.348] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 3263.348] (**) Dell Dell USB Keyboard: always reports core events [ 3263.348] (**) Dell Dell USB Keyboard: Device: "/dev/input/event5" [ 3263.348] (--) Dell Dell USB Keyboard: Found keys [ 3263.348] (II) Dell Dell USB Keyboard: Configuring as keyboard [ 3263.348] (**) Option "config_info" "udev:/sys/devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.4/2-1.4:1.0/input/input29/event5" [ 3263.348] (II) XINPUT: Adding extended input device "Dell Dell USB Keyboard" (type: KEYBOARD) [ 3263.348] (**) Option "xkb_rules" "evdev" [ 3263.348] (**) Option "xkb_model" "pc105" [ 3263.348] (**) Option "xkb_layout" "us" kern.log Mar 20 09:32:58 jichao-MS-730 kernel: [ 3182.701247] input: Dell Dell USB Keyboard as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.4/2-1.4:1.0/input/input27 Mar 20 09:32:58 jichao-MS-730 kernel: [ 3182.701392] generic-usb 0003:413C:2003.0018: input,hidraw1: USB HID v1.10 Keyboard [Dell Dell USB Keyboard] on usb-0000:00:1d.0-1.4/input0 Mar 20 09:33:02 jichao-MS-730 kernel: [ 3186.642572] usb 2-1.3: new low speed USB device number 17 using ehci_hcd Mar 20 09:33:02 jichao-MS-730 kernel: [ 3186.741892] input: Microsoft Microsoft 5-Button Mouse with IntelliEye(TM) as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.3/2-1.3:1.0/input/input28 Mar 20 09:33:02 jichao-MS-730 kernel: [ 3186.742080] generic-usb 0003:045E:0047.0019: input,hidraw2: USB HID v1.10 Mouse [Microsoft Microsoft 5-Button Mouse with IntelliEye(TM)] on usb-0000:00:1d.0-1.3/input0 Mar 20 09:33:27 jichao-MS-730 kernel: [ 3212.473901] usb 2-1.3: USB disconnect, device number 17 Mar 20 09:33:28 jichao-MS-730 kernel: [ 3212.702031] usb 2-1.4: USB disconnect, device number 16 Mar 20 09:34:08 jichao-MS-730 kernel: [ 3253.022655] usb 2-1.4: new low speed USB device number 18 using ehci_hcd Mar 20 09:34:08 jichao-MS-730 kernel: [ 3253.124278] input: Dell Dell USB Keyboard as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.4/2-1.4:1.0/input/input29 Mar 20 09:34:08 jichao-MS-730 kernel: [ 3253.124423] generic-usb 0003:413C:2003.001A: input,hidraw1: USB HID v1.10 Keyboard [Dell Dell USB Keyboard] on usb-0000:00:1d.0-1.4/input0 Mar 20 09:33:02 jichao-MS-730 kernel: [ 3186.741892] input: Microsoft Microsoft 5-Button Mouse with IntelliEye(TM) as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.3/2-1.3:1.0/input/input28 Mar 20 09:33:02 jichao-MS-730 kernel: [ 3186.742080] generic-usb 0003:045E:0047.0019: input,hidraw2: USB HID v1.10 Mouse [Microsoft Microsoft 5-Button Mouse with IntelliEye(TM)] on usb-0000:00:1d.0-1.3/input0 syslog Mar 20 09:33:02 jichao-MS-730 mtp-probe: bus: 2, device: 17 was not an MTP device Mar 20 09:33:27 jichao-MS-730 kernel: [ 3212.473901] usb 2-1.3: USB disconnect, device number 17 Mar 20 09:33:28 jichao-MS-730 kernel: [ 3212.702031] usb 2-1.4: USB disconnect, device number 16 Mar 20 09:34:08 jichao-MS-730 kernel: [ 3253.022655] usb 2-1.4: new low speed USB device number 18 using ehci_hcd Mar 20 09:34:08 jichao-MS-730 mtp-probe: checking bus 2, device 18: "/sys/devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.4" Mar 20 09:34:08 jichao-MS-730 mtp-probe: bus: 2, device: 18 was not an MTP device Mar 20 09:34:08 jichao-MS-730 kernel: [ 3253.124278] input: Dell Dell USB Keyboard as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.4/2-1.4:1.0/input/input29 Mar 20 09:34:08 jichao-MS-730 kernel: [ 3253.124423] generic-usb 0003:413C:2003.001A: input,hidraw1: USB HID v1.10 Keyboard [Dell Dell USB Keyboard] on usb-0000:00:1d.0-1.4/input0 auth.log Mar 20 09:18:52 jichao-MS-730 lightdm: pam_ck_connector(lightdm-autologin:session): nox11 mode, ignoring PAM_TTY :0 Mar 20 09:18:53 jichao-MS-730 lightdm: pam_succeed_if(lightdm:auth): requirement "user ingroup nopasswdlogin" not met by user "jichao" Mar 20 09:18:53 jichao-MS-730 dbus[835]: [system] Rejected send message, 2 matched rules; type="method_call", sender=":1.240" (uid=104 pid=6457 comm="/usr/lib/indicator-datetime/indicator-datetime-ser") interface="org.freedesktop.DBus.Properties" member="GetAll" error name="(unset)" requested_reply="0" destination=":1.11" (uid=0 pid=1156 comm="/usr/sbin/console-kit-daemon --no-daemon ") Mar 20 09:19:38 jichao-MS-730 sudo: jichao : TTY=tty6 ; PWD=/home ; USER=root ; COMMAND=/bin/chown -hR jichao:jichao jicha Mar 20 09:19:39 jichao-MS-730 sudo: jichao : TTY=tty6 ; PWD=/home ; USER=root ; COMMAND=/bin/chown -hR jichao:jichao jichao Mar 20 09:20:10 jichao-MS-730 lightdm: pam_unix(lightdm-autologin:session): session closed for user lightdm Mar 20 09:20:11 jichao-MS-730 lightdm: pam_unix(lightdm-autologin:session): session opened for user lightdm by (uid=0) Mar 20 09:20:11 jichao-MS-730 lightdm: pam_ck_connector(lightdm-autologin:session): nox11 mode, ignoring PAM_TTY :0 Mar 20 09:20:12 jichao-MS-730 lightdm: pam_succeed_if(lightdm:auth): requirement "user ingroup nopasswdlogin" not met by user "jichao" Mar 20 09:20:12 jichao-MS-730 dbus[835]: [system] Rejected send message, 2 matched rules; type="method_call", sender=":1.247" (uid=104 pid=6572 comm="/usr/lib/indicator-datetime/indicator-datetime-ser") interface="org.freedesktop.DBus.Properties" member="GetAll" error name="(unset)" requested_reply="0" destination=":1.11" (uid=0 pid=1156 comm="/usr/sbin/console-kit-daemon --no-daemon ") It seems that my .xsession-errors does not grow since yesterday. Here is my .xsession-error: (gnome-settings-daemon:1550): Gdk-WARNING **: The program 'gnome-settings-daemon' received an X Window System error. This probably reflects a bug in the program. The error was 'BadWindow (invalid Window parameter)'. (Details: serial 26702 error_code 3 request_code 2 minor_code 0) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.) (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed (nautilus:3106): GLib-GObject-CRITICAL **: g_value_get_object: assertion `G_VALUE_HOLDS_OBJECT (value)' failed WARN 2012-03-17 19:28:46 glib <unknown>:0 Unable to fetch children: Method "Children" with signature "" on interface "org.ayatana.bamf.view" doesn't exist WARN 2012-03-17 19:28:46 glib <unknown>:0 Unable to fetch children: Method "Children" with signature "" on interface "org.ayatana.bamf.view" doesn't exist (yunio:2430): Gtk-WARNING **: ??????????????:“pixmap”, (yunio:2430): Gtk-WARNING **: ??????????????:“pixmap”, (polkit-gnome-authentication-agent-1:1601): Gtk-WARNING **: ??????????????:“pixmap”, (yunio:2430): Gtk-WARNING **: ??????????????:“pixmap”, (yunio:2430): Gtk-WARNING **: ??????????????:“pixmap”, (polkit-gnome-authentication-agent-1:1601): Gtk-WARNING **: ??????????????:“pixmap”, (polkit-gnome-authentication-agent-1:1601): Gtk-WARNING **: ??????????????:“pixmap”, (polkit-gnome-authentication-agent-1:1601): Gtk-WARNING **: ??????????????:“pixmap”, /usr/share/system-config-printer/applet.py:336: GtkWarning: ??????????????:“pixmap”, self.loop.run () (unity-window-decorator:1652): Gtk-WARNING **: ??????????????:“pixmap”, (unity-window-decorator:1652): Gtk-WARNING **: ??????????????:“pixmap”, (unity-window-decorator:1652): Gtk-WARNING **: ??????????????:“pixmap”, (unity-window-decorator:1652): Gtk-WARNING **: ??????????????:“pixmap”, common-plugin-Message: checking whether we have a device for 4: yes common-plugin-Message: checking whether we have a device for 5: yes common-plugin-Message: checking whether we have a device for 6: yes common-plugin-Message: checking whether we have a device for 7: yes common-plugin-Message: checking whether we have a device for 10: yes common-plugin-Message: checking whether we have a device for 8: yes common-plugin-Message: checking whether we have a device for 9: yes (gnome-settings-daemon:13791): GLib-GObject-CRITICAL **: g_object_unref: assertion `G_IS_OBJECT (object)' failed [1331983727,000,xklavier.c:xkl_engine_start_listen/] The backend does not require manual layout management - but it is provided by the application ** (gnome-fallback-mount-helper:1584): DEBUG: ConsoleKit session is active 0 (gnome-fallback-mount-helper:1584): Gdk-WARNING **: gnome-fallback-mount-helper: Fatal IO error 11 (???????) on X server :0. (gdu-notification-daemon:1708): Gdk-WARNING **: gdu-notification-daemon: Fatal IO error 11 (???????) on X server :0. unity-window-decorator: Fatal IO error 11 (???????) on X server :0.0. (bluetooth-applet:1583): Gdk-WARNING **: bluetooth-applet: Fatal IO error 11 (???????) on X server :0. (nm-applet:1596): Gdk-WARNING **: nm-applet: Fatal IO error 11 (???????) on X server :0. (nautilus:3106): IBUS-WARNING **: _connection_closed_cb: Underlying GIOStream returned 0 bytes on an async read (update-notifier:1821): Gdk-WARNING **: update-notifier: Fatal IO error 11 (???????) on X server :0. applet.py: Fatal IO error 11 (???????) on X server :0. (nautilus:3106): Gdk-WARNING **: nautilus: Fatal IO error 11 (???????) on X server :0. Could you help me, Thanks.

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  • What are the standard practices for database access in .net?

    - by Gulshan
    I have seen weird database access practices in .net. I have seen stored procedures for every database tasks. I have seen every database property name is preceded by it's table name. I have seen fully separate layer/.dll for very few or no business logic. I have seen along with ORMs, there are separate data access layer playing the same role. And with them, I have always heard- "These are the standards you have to maintain". So, what are the real standards for data access in .net? What are the rules you follow?

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  • Draw Rectangle To All Dimensions of Image

    - by opiop65
    I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle player = Game.Playerbounds(); Rectangle female = Game.Femalebounds(); if(player.intersects(female)){ isColliding = true; }else{ isColliding = false; } } } And this is the rectangle code: public static Rectangle Playerbounds() { return(new Rectangle(posX, posY, 25, 25)); } public static Rectangle Femalebounds() { return(new Rectangle(femaleX, femaleY, 25, 25)); } My InputHandling class: public static void movePlayer(GameContainer gc, int delta){ Input input = gc.getInput(); if(input.isKeyDown(input.KEY_W)){ Game.posY -= walkSpeed * delta; walkUp = true; if(Collision.isColliding == true){ Game.posY += walkSpeed * delta; } } if(input.isKeyDown(input.KEY_S)){ Game.posY += walkSpeed * delta; walkDown = true; if(Collision.isColliding == true){ Game.posY -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_D)){ Game.posX += walkSpeed * delta; walkRight = true; if(Collision.isColliding == true){ Game.posX -= walkSpeed * delta; } } if(input.isKeyDown(input.KEY_A)){ Game.posX -= walkSpeed * delta; walkLeft = true; if(Collision.isColliding == true){ Game.posX += walkSpeed * delta; } } } The code works partially. Only the right and top side of the images collide. How do I correct the rectangle so it will draw on all sides? Thanks for any suggestions!

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  • Who could ask for more with LESS CSS? (Part 3 of 3&ndash;Clrizr)

    - by ToString(theory);
    Welcome back!  In the first two posts in this series, I covered some of the awesome features in CSS precompilers such as SASS and LESS, as well as how to get an initial project setup up and running in ASP.Net MVC 4. In this post, I will cover an actual advanced example of using LESS in a project, and show some of the great productivity features we gain from its usage. Introduction In the first post, I mentioned two subjects that I will be using in this example – constants, and color functions.  I’ve always enjoyed using online color scheme utilities such as Adobe Kuler or Color Scheme Designer to come up with a scheme based off of one primary color.  Using these tools, and requesting a complementary scheme you can get a couple of shades of your primary color, and a couple of shades of a complementary/accent color to display. Because there is no way in regular css to do color operations or store variables, there was no way to accomplish something like defining a primary color, and have a site theme cascade off of that.  However with tools such as LESS, that impossibility becomes a reality!  So, if you haven’t guessed it by now, this post is on the creation of a plugin/module/less file to drop into your project, plugin one color, and have your primary theme cascade from it.  I only went through the trouble of creating a module for getting Complementary colors.  However, it wouldn’t be too much trouble to go through other options such as Triad or Monochromatic to get a module that you could use off of that. Step 1 – Analysis I decided to mimic Adobe Kuler’s Complementary theme algorithm as I liked its simplicity and aesthetics.  Color Scheme Designer is great, but I do believe it can give you too many color options, which can lead to chaos and overload.  The first thing I had to check was if the complementary values for the color schemes were actually hues rotated by 180 degrees at all times – they aren’t.  Apparently Adobe applies some variance to the complementary colors to get colors that are actually more aesthetically appealing to users.  So, I opened up Excel and began to plot complementary hues based on rotation in increments of 10: Long story short, I completed the same calculations for Hue, Saturation, and Lightness.  For Hue, I only had to record the Complementary hue values, however for saturation and lightness, I had to record the values for ALL of the shades.  Since the functions were too complicated to put into LESS since they aren’t constant/linear, but rather interval functions, I instead opted to extrapolate the HSL values using the trendline function for each major interval, onto intervals of spacing 1. For example, using the hue extraction, I got the following values: Interval Function 0-60 60-140 140-270 270-360 Saturation and Lightness were much worse, but in the end, I finally had functions for all of the intervals, and then went the route of just grabbing each shades value in intervals of 1.  Step 2 – Mapping I declared variable names for each of these sections as something that shouldn’t ever conflict with a variable someone would define in their own file.  After I had each of the values, I extracted the values and put them into files of their own for hue variables, saturation variables, and lightness variables…  Example: /*HUE CONVERSIONS*/@clrizr-hue-source-0deg: 133.43;@clrizr-hue-source-1deg: 135.601;@clrizr-hue-source-2deg: 137.772;@clrizr-hue-source-3deg: 139.943;@clrizr-hue-source-4deg: 142.114;.../*SATURATION CONVERSIONS*/@clrizr-saturation-s2SV0px: 0;@clrizr-saturation-s2SV1px: 0;@clrizr-saturation-s2SV2px: 0;@clrizr-saturation-s2SV3px: 0;@clrizr-saturation-s2SV4px: 0;.../*LIGHTNESS CONVERSIONS*/@clrizr-lightness-s2LV0px: 30;@clrizr-lightness-s2LV1px: 31;@clrizr-lightness-s2LV2px: 32;@clrizr-lightness-s2LV3px: 33;@clrizr-lightness-s2LV4px: 34;...   In the end, I have 973 lines of mapping/conversion from source HSL to shade HSL for two extra primary shades, and two complementary shades. The last bit of the work was the file to compose each of the shades from these mappings. Step 3 – Clrizr Mapper The final step was the hardest to overcome as I was still trying to understand LESS to its fullest extent.  Imports As mentioned previously, I had separated the HSL mappings into different files, so the first necessary step is to import those for use into the Clrizr plugin: @import url("hue.less");@import url("saturation.less");@import url("lightness.less"); Extract Component Values For Each Shade Next, I extracted the necessary information for each shade HSL before shade composition: @clrizr-input-saturation: 1px+floor(saturation(@clrizr-input))-1;@clrizr-input-lightness: 1px+floor(lightness(@clrizr-input))-1; @clrizr-complementary-hue: formatstring("clrizr-hue-source-{0}", ceil(hue(@clrizr-input))); @clrizr-primary-2-saturation: formatstring("clrizr-saturation-s2SV{0}",@clrizr-input-saturation);@clrizr-primary-1-saturation: formatstring("clrizr-saturation-s1SV{0}",@clrizr-input-saturation);@clrizr-complementary-1-saturation: formatstring("clrizr-saturation-c1SV{0}",@clrizr-input-saturation); @clrizr-primary-2-lightness: formatstring("clrizr-lightness-s2LV{0}",@clrizr-input-lightness);@clrizr-primary-1-lightness: formatstring("clrizr-lightness-s1LV{0}",@clrizr-input-lightness);@clrizr-complementary-1-lightness: formatstring("clrizr-lightness-c1LV{0}",@clrizr-input-lightness); Here, you can see a couple of odd things…  On the first line, I am using operations to add units to the saturation and lightness.  This is due to some limitations in the operations that would give me saturation or lightness in %, which can’t be in a variable name.  So, I use first add 1px to it, which casts the result of the following functions as px instead of %, and then at the end, I remove that pixel.  You can also see here the formatstring method which is exactly what it sounds like – something like String.Format(string str, params object[] obj). Get Primary & Complementary Shades Now that I have components for each of the different shades, I can now compose them into each of their pieces.  For this, I use the @@ operator which will look for a variable with the name specified in a string, and then call that variable: @clrizr-primary-2: hsl(hue(@clrizr-input), @@clrizr-primary-2-saturation, @@clrizr-primary-2-lightness);@clrizr-primary-1: hsl(hue(@clrizr-input), @@clrizr-primary-1-saturation, @@clrizr-primary-1-lightness);@clrizr-primary: @clrizr-input;@clrizr-complementary-1: hsl(@@clrizr-complementary-hue, @@clrizr-complementary-1-saturation, @@clrizr-complementary-1-lightness);@clrizr-complementary-2: hsl(@@clrizr-complementary-hue, saturation(@clrizr-input), lightness(@clrizr-input)); That’s is it, for the most part.  These variables now hold the theme for the one input color – @clrizr-input.  However, I have one last addition… Perceptive Luminance Well, after I got the colors, I decided I wanted to also get the best font color that would go on top of it.  Black or white depending on light or dark color.  Now I couldn’t just go with checking the lightness, as that is half the story.  You see, the human eye doesn’t see ALL colors equally well but rather has more cells for interpreting green light compared to blue or red.  So, using the ratio, we can calculate the perceptive luminance of each of the shades, and get the font color that best matches it! @clrizr-perceptive-luminance-ps2: round(1 - ( (0.299 * red(@clrizr-primary-2) ) + ( 0.587 * green(@clrizr-primary-2) ) + (0.114 * blue(@clrizr-primary-2)))/255)*255;@clrizr-perceptive-luminance-ps1: round(1 - ( (0.299 * red(@clrizr-primary-1) ) + ( 0.587 * green(@clrizr-primary-1) ) + (0.114 * blue(@clrizr-primary-1)))/255)*255;@clrizr-perceptive-luminance-ps: round(1 - ( (0.299 * red(@clrizr-primary) ) + ( 0.587 * green(@clrizr-primary) ) + (0.114 * blue(@clrizr-primary)))/255)*255;@clrizr-perceptive-luminance-pc1: round(1 - ( (0.299 * red(@clrizr-complementary-1)) + ( 0.587 * green(@clrizr-complementary-1)) + (0.114 * blue(@clrizr-complementary-1)))/255)*255;@clrizr-perceptive-luminance-pc2: round(1 - ( (0.299 * red(@clrizr-complementary-2)) + ( 0.587 * green(@clrizr-complementary-2)) + (0.114 * blue(@clrizr-complementary-2)))/255)*255; @clrizr-col-font-on-primary-2: rgb(@clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2, @clrizr-perceptive-luminance-ps2);@clrizr-col-font-on-primary-1: rgb(@clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1, @clrizr-perceptive-luminance-ps1);@clrizr-col-font-on-primary: rgb(@clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps, @clrizr-perceptive-luminance-ps);@clrizr-col-font-on-complementary-1: rgb(@clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1, @clrizr-perceptive-luminance-pc1);@clrizr-col-font-on-complementary-2: rgb(@clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2, @clrizr-perceptive-luminance-pc2); Conclusion That’s it!  I have posted a project on clrizr.codePlex.com for this, and included a testing page for you to test out how it works.  Feel free to use it in your own project, and if you have any questions, comments or suggestions, please feel free to leave them here as a comment, or on the contact page!

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  • What dangers await if I block non-standard, non-major-usa search engine bots from my USA only website?

    - by Ryan
    I noticed tons of bandwidth being used by non-USA search engine bots, so I began blocking them in an effort to save bandwidth and cpu cycles for actual users and the search engines they come from (Google, Bing, Yahoo, Ask, etc.). Other than potentially losing some international traffic (which isn't really important to us since all of our content is very USA-centric), what additional dangers should I be concerned about? I'm using a modified version of Jeff Starr's User Agent Blocklist

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  • Is the wireless driver from Live USB different from the standard install?

    - by Rafael Magalhães
    Linux newbie here. I've been trying to use Ubuntu (x64) as my main OS since 11.10, but my wireless connection on it has been very unstable, droping every other 5-10 mins. For this reason I see myself forced to use Windows 7 (dual booting), where connection works flawlessly -- which really bothers me. My card is an Atheros 9k, which claims a reasonable amount of wireless complaints on Ubuntu forums. I've tried every suggestion given on past questions to this site but to no avail. However, while running Ubuntu Live USB for some of the tests, I noticed that my wireless connection never failed on it and wondered if its network configuration differs from the one on the default Ubuntu install. If this is the case, how could I reproduce the Live USB network environment on my hard drive install?

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  • C: What is a good source to teach standard/basic code conventions to someone newly learning the language ?

    - by shan23
    I'm tutoring someone who can be described as a rank newcomer in C. Understandably, she does not know much about coding conventions generally practiced, and hence all her programs tend to use single letter vars, mismatched spacing/indentation and the like, making it very difficult to read/debug her endeavors. My question is, is there a link/set of guidelines and examples which she can use for adopting basic code conventions ? It should not be too arcane as to scare her off, yet inclusive enough to have the basics covered (so that no one woulc wince looking at the code). Any suggestions ?

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  • Should a server "be lenient" in what it accepts and "discard faulty input silently"?

    - by romkyns
    I was under the impression that by now everyone agrees this maxim was a mistake. But I recently saw this answer which has a "be lenient" comment upvoted 137 times (as of today). In my opinion, the leniency in what browsers accept was the direct cause of the utter mess that HTML and some other web standards were a few years ago, and have only recently begun to properly crystallize out of that mess. The way I see it, being lenient in what you accept will lead to this. The second part of the maxim is "discard faulty input silently, without returning an error message unless this is required by the specification", and this feels borderline offensive. Any programmer who has banged their head on the wall when something fails silently will know what I mean. So, am I completely wrong about this? Should my program be lenient in what it accepts and swallow errors silently? Or am I mis-interpreting what this is supposed to mean? The original question said "program", and I take everyone's point about that. It can make sense for programs to be lenient. What I really meant, however, is APIs: interfaces exposed to other programs, rather than people. HTTP is an example. The protocol is an interface that only other programs use. People never directly provide the dates that go into headers like "If-Modified-Since". So, the question is: should the server implementing a standard be lenient and allow dates in several other formats, in addition to the one that's actually required by the standard? I believe the "be lenient" is supposed to apply to this situation, rather than human interfaces. If the server is lenient, it might seem like an overall improvement, but I think in practice it only leads to client implementations that end up relying on the leniency and thus failing to work with another server that's lenient in slightly different ways. So, should a server exposing some API be lenient or is that a very bad idea? Now onto lenient handling of user input. Consider YouTrack (a bug tracking software). It uses a language for text entry that is reminiscent of Markdown. Except that it's "lenient". For example, writing - foo - bar - baz is not a documented way of creating a bulleted list, and yet it worked. Consequently, it ended up being used a lot throughout our internal bugtracker. Next version comes out, and this lenient feature starts working slightly differently, breaking a bunch of lists that (mis)used this (non)feature. The documented way to create bulleted lists still works, of course. So, should my software be lenient in what user inputs it accepts?

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  • Is there a perf hit using mule as a container vs. standard JEE container like Weblogic?

    - by Victor Grazi
    Our team is considering using Mule in a large scale medium volume internal facing transactional banking application. At first Mule would just be used as an application server although it is possible some of its esb/orchestration features would be used in the future. I have no experience with mule, being new on the team. But my gut says Mule would not be as performant as Weblogic or Glassfish as a deployment container. Does anyone have any comparison stories to share that might shed light?

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  • How do I allow a standard user to update the kernel modules for VMware?

    - by GUI Junkie
    I've set up VMWare Player for my wife. Every once in a while (notably after a kernel update), the VMWare Player needs to be compiled into the kernel. My spouse does not have su- activated (if anybody screws up the OS, it's going to be me). I'd like to give her permission to do this, but only for that program. Is this possible? Can it be done safely (for the OS)? How can it be done? Edit: I tried to add the following to visudo guijunkette ALL=(ALL) NOPASSWD: /usr/bin/vmware-modconfig When running with her user, after typing her password, the following error occurred: So, in the end, no cigar. Edit: I've given up on VMWare Player and moved to VirtualBox. Made a clean install.

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  • C: What is a good source to teach standard/basic code conventions to someone newly learning the language?

    - by shan23
    I'm tutoring someone who can be described as a rank newcomer in C. Understandably, she does not know much about coding conventions generally practiced, and hence all her programs tend to use single letter vars, mismatched spacing/indentation and the like, making it very difficult to read/debug her endeavors. My question is, is there a link/set of guidelines and examples which she can use for adopting basic code conventions ? It should not be too arcane as to scare her off, yet inclusive enough to have the basics covered (so that no one woulc wince looking at the code). Any suggestions ?

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  • Custom HTML Tags: Are there any specifications stating a standard way to handle them?

    - by blesh
    It seems like for years they've just been given default styling and inline display. Is there a spec somewhere that has dictated this? I've looked over the RFC's but I'm not particularly good with RFC-ese, and I didn't notice anything anywhere. For example <body> Some content <mycustomtag>something else</mycustomtag> more content. </body> I can still style it with CSS, and the browser doesn't outright vomit... so it seems like there is some sort of expected behavior. Was that dictated by a specification?

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  • Including Microsoft.XNA.Framework.Input.Touch in a project?

    - by steven_desu
    So after running through tutorials by both Microsoft and www.xnadevelopment.com I feel very confident in my ability to get to work on my first game using the XNA Framework. I've manipulated sprites, added audio, changed game states, and even went a step further to apply the knowledge I had and figure out how to make animations and basic 2-dimensional physics (including impulses, force, acceleration, and speed calculations) But then shortly into the project I hit a curious bump that I've been unable to figure out. In wanting to implement menus, pause screens, and several different aspects of play (a "pre-level" prep screen, the level itself, and a screen after the level to review how well you did) I took a look at Microsoft's Game State Management sample. I understood the concept, although it was admittedly quite a lot to take in. Not wanting to recreate the entire concept by scratch (after all- what purpose would that serve?) I tried copying and pasting the sample code into my own ScreenManager class (as well as InputState and GameScreen classes) to try and borrow their ingenuity. When I did this, however, my project stopped compiling. I was getting the following error: The type or namespace name 'Touch' does not exist in the namespace 'Microsoft.Xna.Framework.Input' (are you missing an assembly reference?) Having read through their sample code already, I realized that this namespace and every function and class within it could be safely ripped from the code without losing functionality. It's a namespace simply for integrating with touchscreen devices (presumably Windows Phone 7, but maybe also tablets). But then I began to wonder- how come Microsoft's sample compiled but mine didn't? I copied their code exactly so there must be a setting somewhere that I need to change in Visual Studio in order to correct this. I tried creating a new project as a Windows Phone 7 game rather than a Windows game, however that only forced it to compile to a Windows Phone emulator and denied me the ability to change the resolution and other features which I clearly had the power to do in the sample code. So my question is simple - how do I properly use the namespace Microsoft.XNA.Framework.Input.Touch?

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  • Are these non-standard applications of rendering practical in games?

    - by maul
    I've recently got into 3D and I came up with a few different "tricky" rendering techniques. Unfortunately I don't have the time to work on this myself, but I'd like to know if these are known methods and if they can be used in practice. Hybrid rendering Now I know that ray-tracing is still not fast enough for real-time rendering, at least on home computers. I also know that hybrid rendering (a combination of rasterization and ray-tracing) is a well known theory. However I had the following idea: one could separate a scene into "important" and "not important" objects. First you render the "not important" objects using traditional rasterization. In this pass you also render the "important" objects using a special shader that simply marks these parts on the image using a special color, or some stencil/depth buffer trickery. Then in the second pass you read back the results of the first pass and start ray tracing, but only from the pixels that were marked by the "important" object's shader. This would allow you to only ray-trace exactly what you need to. Could this be fast enough for real-time effects? Rendered physics I'm specifically talking about bullet physics - intersection of a very small object (point/bullet) that travels across a straight line with other, relatively slow-moving, fairly constant objects. More specifically: hit detection. My idea is that you could render the scene from the point of view of the gun (or the bullet). Every object in the scene would draw a different color. You only need to render a 1x1 pixel window - the center of the screen (again, from the gun's point of view). Then you simply check that central pixel and the color tells you what you hit. This is pixel-perfect hit detection based on the graphical representation of objects, which is not common in games. Afaik traditional OpenGL "picking" is a similar method. This could be extended in a few ways: For larger (non-bullet) objects you render a larger portion of the screen. If you put a special-colored plane in the middle of the scene (exactly where the bullet will be after the current frame) you get a method that works as the traditional slow-moving iterative physics test as well. You could simulate objects that the bullet can pass through (with decreased velocity) using alpha blending or some similar trick. So are these techniques in use anywhere, and/or are they practical at all?

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  • Html5 games, what is the standard dimension to use?

    - by aoi
    I am trying to make html5 games to be played on the browser(not offline apps), and I am trying to support the maximum number of platforms, hence I need to know what dimension should I use for the game canvas so that it works in the most number of places. Also is there anyway to "scale" a large game to fit in the tiny size of iphone(around 320x356px I think). By "scale" I don't mean to actually resize just the canvas, as because that can mess up the coordinate based calculations, and for a large number of objects, re-positioning based on canvas size can be a real hassle.

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  • Throwing and catching exceptions in the same function/method

    - by usr
    I've written a function that asks a user for input until user enters a positive integer (a natural number). Somebody said I shouldn't throw and catch exceptions in my function and should let the caller of my function handle them. I wonder what other developers think about this. I'm also probably misusing exceptions in the function. Here's the code in Java: private static int sideInput() { int side = 0; String input; Scanner scanner = new Scanner(System.in); do { System.out.print("Side length: "); input = scanner.nextLine(); try { side = Integer.parseInt(input); if (side <= 0) { // probably a misuse of exceptions throw new NumberFormatException(); } } catch (NumberFormatException numFormExc) { System.out.println("Invalid input. Enter a natural number."); } } while (side <= 0); return side; } I'm interested in two things: Should I let the caller worry about exceptions? The point of the function is that it nags the user until the user enters a natural number. Is the point of the function bad? I'm not talking about UI (user not being able to get out of the loop without proper input), but about looped input with exceptions handled. Would you say the throw statement (in this case) is a misuse of exceptions? I could easily create a flag for checking validity of the number and output the warning message based on that flag. But that would add more lines to the code and I think it's perfectly readable as it is. The thing is I often write a separate input function. If user has to input a number multiple times, I create a separate function for input that handles all formatting exceptions and limitations.

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