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Articles indexed in October 2013

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  • Movement of body after applying weld joint

    - by ved
    I have two rectangular bodies. I've applied Weldjoint successfully on these bodies. I want to move that joined body by applying linear impulse. After weld joint, these two bodies becomes single body right? How do I apply force/impulse on the joined body? I am using Box2D with LibGDX. I've tried this: polygon1.applyLinearImpulse(new Vector2(-5, 0), polygon1.getWorldCenter(), true); I thought that if I move polygon1 then polygon2 will also move due to my weld joint but it is not working properly. Why don't they move together after being welded?

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  • Why does this exported cube have too many vertices?

    - by Joewsh
    I'm trying to export md5mesh models. Just as a test I decided to export a simple cube (i.e. with 8 vertices). When I opened the .md5mesh file it lists the following: numverts 24 numtris 12 numweights 24 Obviously the number of triangles makes sense: 6 faces * 2 to triangulate = 12. The model only has one bone so again it even makes sense that there is one weight for each vertex. The question is though, why is the file listing 24 vertices? Is the problem the exporter or is this normal for md5mesh's? Is it something that you have to rectify when you come to parsing the file in engine? I don't want to be parsing or drawing duplicated vertices without reason. I'm guessing it's something to do with shading and normals. Is it a case of listing each vert 3 times, one for each facing normal?

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  • What common interface would be appropriate for these game object classes?

    - by Jefffrey
    Question A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Context Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie : public Entity { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place). Meaning of "hacks" in the implementation I'm referring to I'm talking about the implementations that defines Entities as simple IDs to which components are dynamically attached. Their implementation can vary from C-stylish: int last_id; Position* positions[MAX_ENTITIES]; Movement* movements[MAX_ENTITIES]; Where positions[i], movements[i], component[i], ... make up the entity. Or to more C++-style: int last_id; std::map<int, Position> positions; std::map<int, Movement> movements; From which systems can detect if an entity/id can have attached components.

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • Can I use DllImport/PInvoke in libraries loaded as Assets in Unity Free?

    - by sebf
    I am interested in using utilising third-party libraries in Unity Free. I know Unity can use managed libraries as Assets, but only the Pro version supports using native libraries. (DllImport within scripts). This thread however suggests that it is possible to import DLLs in the free version. I would like to utilise native libraries (as a hobbyist I cannot afford Pro), but want to do it the supported way so I don't have to worry about Unity 'fixing' this hole if that is what it is. Is there any supported way to use native libraries with Unity free? (i.e. does that thread suggest a workaround or is it a 'bug'? Is it supported to use DllImport/PInvoke in libraries loaded as assets? (could I create a wrapper myself?)

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  • PHP : How to insert an array into other child array by same index?

    - by airi
    i am new to array. Hope you can help me. i have 2 array. Let say: array 1 = [[50,60],[70,80]] array 2 = ["Fire", "Marine"] array 1 index : Array([0]=Array ([0]=50 [1]=60) [1]=Array ([0]=70 [1]=80)) array 2 index : Array ([0]= Fire [1]=Marine) How i can insert array 2 into array 1 like output below : Output that i want like below: array 3 = [["Fire",50,60],["Marine",70,80]] array 3 index = (Array([0]=Array ([0]=Fire [1]=50 [2]=60) [1]=Array ([0]=Marine [1]=70 [2]=80)) Thanks

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  • JsonParseException on Valid JSON

    - by user2909602
    I am having an issue calling a RESTful service from my client code. I have written the RESTful service using CXF/Jackson, deployed to localhost, and tested using RESTClient successfully. Below is a snippet of the service code: @POST @Produces("application/json") @Consumes("application/json") @Path("/set/mood") public Response setMood(MoodMeter mm) { this.getMmDAO().insert(mm); return Response.ok().entity(mm).build(); } The model class and dao work successfully and the service itself works fine using RESTClient. However, when I attempt to call this service from Java Script, I get the error below on the server side: Caused by: org.codehaus.jackson.JsonParseException: Unexpected character ('m' (code 109)): expected a valid value (number, String, array, object, 'true', 'false' or 'null') I have copied the client side code below. To make sure it has nothing to do with the JSON data itself, I used a valid JSON string (which works using RESTClient, JSON.parse() method, and JSONLint) in the vars 'json' (string) and 'jsonData' (JSON). Below is the Java Script code: var json = '{"mood_value":8,"mood_comments":"new comments","user_id":5,"point":{"latitude":37.292929,"longitude":38.0323323},"created_dtm":1381546869260}'; var jsonData = JSON.parse(json); $.ajax({ url: 'http://localhost:8080/moodmeter/app/service/set/mood', dataType: 'json', data: jsonData, type: "POST", contentType: "application/json" }); I've seen the JsonParseException a number of times on other threads, but in this case the JSON itself appears to be valid (and tested). Any thoughts are appreciated.

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  • How to associate newly created SurfaceHolder to MediaPlayer

    - by fayerth
    In my code, I want to be able to temporarily hide (and subsequently show) a video. I am using a SurfaceView + MediaPlayer combination instead of the VideoView due to requirements. However, I am facing difficulties in getting video playback to occur as expected after I show the SurfaceView. My code excerpts includes the following: public void show() { if (mSurface != null) mSurface.setVisibility(View.VISIBLE); } public void hide() { if (mSurface != null) { if (isInPlaybackState()) pause(); mSurface.setVisibility(View.INVISIBLE); } } @Override public void surfaceCreated(final SurfaceHolder holder) { mHolder = holder; openVideo(); } @Override public void surfaceDestroyed(final SurfaceHolder holder) { // After this, the surface can't be used again mHolder = null; } private void openVideo() { if (mAssetPath == null || !mAssetPath.isEmpty() || mHolder == null) { // Not ready yet; try again later return; } // Pause music playback service Intent i = new Intent("com.android.music.musicservicecommand"); i.putExtra("command", "pause"); getActivity().sendBroadcast(i); if (mPlayer == null) { initializePlayer(); } else { mPlayer.setDisplay(mHolder); } } Based on the above, when I call hide(), surfaceDestroyed(SurfaceHolder) gets triggered. When I later call show(), surfaceCreated(SurfaceHolder) gets triggered, which will call openVideo() and associate the player with the newly provided SurfaceHolder. The above works as expected, and I believe this should be the correct process; however, when I call mPlayer.start(), I would hear the video's audio playing without any video and see the following error messages (which eventually causes the media playback to stop and complete, as noted by the disconnect logs): 10-23 11:29:42.775: E/MediaPlayer(4204): Error (1,-2147483648) 10-23 11:29:42.795: E/MediaPlayer(4204): Error (-38,0) 10-23 11:29:42.805: E/MediaPlayer(4204): Error (1,-2147483648) 10-23 11:29:42.810: V/MediaPlayer(4204): message received msg=100, ext1=1, ext2=-2147483648 10-23 11:29:42.810: E/MediaPlayer(4204): error (1, -2147483648) 10-23 11:29:42.810: V/MediaPlayer(4204): callback application 10-23 11:29:42.810: V/MediaPlayer(4204): back from callback 10-23 11:29:42.825: E/MediaPlayer(4204): Error (1,-2147483648) 10-23 11:29:42.850: V/MediaPlayer-JNI(4204): getCurrentPosition: 671668 (msec) 10-23 11:29:42.850: V/MediaPlayer-JNI(4204): getCurrentPosition: 671668 (msec) 10-23 11:29:42.850: V/MediaPlayer(4204): message received msg=100, ext1=1, ext2=-2147483648 10-23 11:29:42.850: E/MediaPlayer(4204): error (1, -2147483648) 10-23 11:29:42.850: V/MediaPlayer(4204): callback application 10-23 11:29:42.850: V/MediaPlayer(4204): back from callback 10-23 11:29:42.875: V/MediaPlayer-JNI(4204): stop 10-23 11:29:42.875: V/MediaPlayer(4204): stop 10-23 11:29:42.875: E/MediaPlayer(4204): stop called in state 0 10-23 11:29:42.875: V/MediaPlayer(4204): message received msg=100, ext1=-38, ext2=0 10-23 11:29:42.875: E/MediaPlayer(4204): error (-38, 0) 10-23 11:29:42.875: V/MediaPlayer(4204): callback application 10-23 11:29:42.875: V/MediaPlayer(4204): back from callback 10-23 11:29:42.875: V/MediaPlayer-JNI(4204): reset 10-23 11:29:42.875: V/MediaPlayer(4204): reset 10-23 11:29:42.900: V/MediaPlayer-JNI(4204): release 10-23 11:29:42.900: V/MediaPlayer(4204): setListener 10-23 11:29:42.900: V/MediaPlayer(4204): disconnect 10-23 11:29:42.910: V/MediaPlayer(4204): destructor 10-23 11:29:42.910: V/MediaPlayer(4204): disconnect Has anyone encountered this issue before and found a workaround? Or would the only option be to create a new MediaPlayer as well?

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  • Copying a 2D non-space array to another

    - by Jay
    I'm a total programming newb who started learning java programming this sem at uni. I'm up to a step where i need to copy some elements from one method to another. This program i'm creating is called an L_Game. The question I'm stuck is: the project(Slide other) method should take another slide as a parameter, and copy each non-space cell from this slide into the other slide (i.e. like a projector projecting slides onto a screen. I previously made a constructor with the parameter cells in it and believe i copied it to the project(Slide other) method. But i'm not sure what to do to copy each "non-space cell" With the "for" method or the "if" method? If my question isn't typed correctly or have information missing, please let me know. Any help will be appreciated. (I obviously have no idea with what i'm doing...)

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  • Resizing Ubuntu x64 Server Partition with VirtualBox not reflected in OS

    - by daleyjem
    I've already resized my virtual disk with VirtualBox, but now need to extend the partition of my Ubuntu VM itself. I thought I was on my way with GParted live CD, but after I resize the "extended" filesystem partition, and then the child "lvm2 pv" filesystem partition to fill the unallocated space, df -h still shows the original disk size after I reboot into the VM. Any tips on this? I've scoured the webs tirelessly. Should I be resizing the boot (/dev/sda1) partition instead? Should I try to convert my lvm2 to ext4 or something? I'm lost on this. Note: VirtualBox hard disk is "dynamic". Specs: VBox 4.2.18 Ubuntu 12.04.2 amd64 Gparted 0.16.2-1b-i486

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  • My code gets an argument error, expecting 1 but got 0 - AS3

    - by Louis Cottier
    I've got this code with a variable of platform, which I'm trying to link with the actual object of Platform in my .fla file but I get this error when I run it; ArgumentError: Error #1063: Argument count mismatch on Code(). Expected 1, got 0. In my output window. package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.events.KeyboardEvent; import flash.events.Event; import flash.ui.Keyboard; public class Code extends MovieClip { var charSpeed:int = 0; var velocity:int = 0; var gravity:Number = 1; var Jump:Boolean = false; public function startGame(){ stage.addEventListener(KeyboardEvent.KEY_DOWN, checkKeyDown); stage.addEventListener(KeyboardEvent.KEY_UP, checkKeyUp); stage.addEventListener(Event.ENTER_FRAME, loop); } private var platform:Platform; public function Code(value:Platform) { platform = value; } function checkKeyDown(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed -= 10; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed += 10; } if (evt.keyCode == Keyboard.DOWN){ if(!Jump){ velocity -= 14; Jump = true; } } } function checkKeyUp(evt:KeyboardEvent){ if (evt.keyCode == Keyboard.LEFT){ charSpeed = 0; } if (evt.keyCode == Keyboard.RIGHT){ charSpeed = 0; } } function loop(evt:Event){ player.x = velocity; if (player.x < 0){ player.x = 0; } if (player.x > 550){ player.x = 550; } velocity += gravity; var Platform:Array = new Array(platform) if (!Platform.hitTestPoint(player.x, player.y, true)){ player.y += velocity; } for (var i = 0; i < 10; i++){ if (Platform.hitTestPoint(player.x, player.y, true)){ player.y--; velocity = 0; Jump = false; } } } } } The as3 file name is Code, and the fla file name is Game. My objective is to get my player to move around on the platform using the arrow keys. The linkage of my platform is "Platform". If anyone could help that would be great

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  • Android:simulating 1-bit display

    - by user1681805
    I'm new to Android,trying to build a simple game which use 1-bit black and white display.the screen dimension is 160 * 80,that is 12800 pixels.I created a byte array for the "VRAM",so each time it draws,it first checks the array. The thing is that I am not drawing a point or rectangle for each pixel,I'm using 2 bitmaps(ARGB_4444,I have to use alpha channel,because of shadow effect),1 for positive and 1 for negative.So I called 12800 times drawBitmap() in the surfaceView's Draw method.I know that's silly...But even for openGL,12800 quards won't be that fast right? Sorry..I cannot post imgs.the link of screenshot:http://i1014.photobucket.com/albums/af267/baininja/Screenshot_2013-10-22-01-05-36_zps91dbcdef.png should i totally give up this and draw points on a 160*80 bitmap then scale it to intented size?But that loses the visual effects.

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  • How can I use $(this) in a function called by the onClick event?

    - by tepkenvannkorn
    I want to set the current state to selected when clicking on each link. I can do this by: <ul class="places"> <li class="selected"> <a href="javascript:void(0)" onclick="myClick(0);"> <span class="date">Saturday November 2, 2013</span> <span class="time">10am – 12pm</span> <span class="location">Western Sydney Parklands</span> </a> </li> <li> <a href="javascript:void(0)" onclick="myClick(1);"> <span class="date">Saturday November 9, 2013</span> <span class="time">10am – 12pm</span> <span class="location">Bankstown High School</span> </a> </li> <li> <a href="javascript:void(0)" onclick="myClick(2);"> <span class="date">Tuesday November 12, 2013</span> <span class="time">9am – 11am</span> <span class="location">Greystanes Park</span> </a> </li> </ul> $(document).ready( function() { $('.places li a').click( function() { $('.places li').removeClass('selected'); $(this).parent().addClass('selected'); }); }); But this will double triggering onclick event an each link because the calling function myClick() is called to push data to map. Then I decided to implement these in the myClick() function: function myClick( id ) { google.maps.event.trigger(markers[id], 'click'); $('.places li').removeClass('selected'); $(this).parent().addClass('selected'); } The problem is that I cannot use $(this) to add class to its parent li. See what I have tried here. Any help would be very much appreciated. Thanks!

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  • How do I extend this regex to match www.example.com in addition to http://example.com?

    - by algorithmicCoder
    I've got a regex for detecting links that works pretty well for urls of the form http://example.com, http://www.example.com etc but not for www.example.com I am trying to extend what i have so that www.foo.com also gets matched without breaking previous functionality. I tried this: /\(?\b((http|https|ftp):\/\/|)(www\.)[-A-Za-z0-9+&@#\/%?=~_()|!:,.;]*[-A-Za-z0-9+&@#\/%=~_()|]/ but this only works when www is present and doesn't work e.g. for http://example.com ...

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  • Warning of "Control may reach end of non-void function"

    - by Cloud_cal
    I ran a C++ program in Xcode, and encountered a warning of "Control may reach end of non-void function". Here is the code: Node* search(Node* head, int x) { if(!head) return NULL; else if(x == head->key) return head; else if(x < head->key) search(head->lchild, x); else search(head->rchild, x); } I got the same warning when compiling it in Linux, but got the correct result. But in Xcode, the result was wrong. By the way, I got the correct answer and no warning in Visual Studio.

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  • How to build the SysUtils.Format string function in Delphi?

    - by Sam
    If I have the following Delphi code type TFormatArgs = array of TVarRec; procedure DelphiGodsGiveMeTheAnswerPrettyPlease; var iMyAge: integer; iMyIQ: integer; sCode: string; sText: string; begin iMyAge := 5; iMyIQ := -5; sCode := 'Format(''My age is %d and my IQ is %d'', [iMyAge, iMyIQ])'; sText := FormatThis(sCode, iMyAge, iMyIQ); end; function FormatThis(sFormatCode: string; iVar1: integer; iVar2: integer): string; var sFormatString: string; arFormatArgs: TFormatArgs; begin sFormatString := GetFormatString(sFormatCode); // I can implement this function arFormatArgs := ConstructFormatArgs(iVar1, iVar2); // NEED HELP HERE! result := SysUtils.Format(sFormatString, arFormatArgs); end; How can I implement my ConstructFormatArgs function in Delphi (not Assembly)? I'm afraid the assembly code in SysUtils.WideFormatBuf is just a little bit beyond my comprehension skills! Any ideas? I'm seeking divine assistance. Even if you can contribute just a little hint here and there on how to improve it or help me progress with this exercise. TIA.

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  • Changing direction of rotation Pygame

    - by czl
    How would you change the direction of a rotating image/rect in Pygame? Applying positive and negative degree values works but it seems to only be able to rotate one direction throughout my window. Is there a way to ensure a change in direction of rotation? Perhaps change up rotation of a spinning image every 5 seconds, or if able to change the direction of the spin when hitting a X or Y axis. I've added some code below. It seems like switching movement directions is easy with rect.move_ip as long as I specify a speed and have location clause, it does what I want. Unfortunately rotation is't like that. Here I'l adding angles to make sure it spins, but no matter what I try, I'm unable to negate the rotation. def rotate_image(self): #rotate image orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image def render(self): self.screen.fill(self.bg_color) self.rect.move_ip(0,5) #Y axis movement at 5 px per frame self.angle += 5 #add 5 anglewhen the rect has not hit one of the window self.angle %= 360 if self.rect.left < 0 or self.rect.right > self.width: self.speed[0] = -self.speed[0] self.angle = -self.angle #tried to invert the angle self.angle -= 5 #trying to negate the angle rotation self.angle %= 360 self.screen.blit(self.rotate_image(),self.rect) pygame.display.flip() I would really like to know how to invert rotation of a image. You may provide your own examples.

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  • Is it possible to run an ng-switch directly on a select > option

    - by Asok
    Has anyone been able to run an ng-switch on a <select> -> <option> tag, like so?: <select ng-model="form.permitLocality" ng-switch on="localityTypeRadio"> <option ng-switch-when="County" ng-repeat="county in countyList"> {{ county.name }} </option> <option ng-switch-when="City" ng-repeat="city in cityList"> {{ city.name }} </option> <option ng-switch-when="Town" ng-repeat="town in townList"> {{ town.name }} </option> </select> I am not getting any errors or any options (all values verified), I just thought it would save me a couple lines and thought I'd try it. Here is my selector, in case you're curious (value verified): <label class="radio inline"> <input type="radio" name="localityTypeRadio" ng-model="localityTypeRadio" value="County"> County </label> <label class="radio inline"> <input type="radio" name="localityTypeRadio" ng-model="localityTypeRadio" value="City"> City </label> <label class="radio inline"> <input type="radio" name="localityTypeRadio" ng-model="localityTypeRadio" value="Town"> Town </label> This is not a big deal, just didn't know if this was a limitation / not recommended with an ng-switch EDIT I was mistaken when I initially said that nothing was happening (browser caching), there appears to be the correct number of options but the source code shows nothing but white space: <select ng-model="form.permitLocality" class="input-block-level ng-pristine ng-valid" ng-switch="" on="localityTypeRadio" ng-hide="form.permitLocality.length"><option value="? string: ?"></option> <!-- ngRepeat: county in countyList --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --><!-- ngSwitchWhen: County --> <!-- ngRepeat: city in cityList --><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option><!-- ngSwitchWhen: City --><option ng-switch-when="City" ng-repeat="city in cityList" class="ng-scope ng-binding" value=" "> </option> <!-- ngRepeat: town in townList --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --><!-- ngSwitchWhen: Town --> </select>

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  • Playing craps, asking and printing

    - by Angelo Mejia
    How do I ask the amount of games of craps someone wants to play and print the number of wins as a result of n number of games? Also How do I make a table in the main method using the previous methods I have? A table like this but shows the results: Percent Wins Games Experiment Number 1 2 3 4 5 6 7 8 9 10 100 1000 10000 100000 1000000 public class CrapsAnalysis { public static int rollDie( int n) { return (int)(Math.random()*n) + 1 ; } public static int rollDice( ) { int die1 ; int die2 ; die1 = rollDie(6) ; die2 = rollDie(6) ; return die1 + die2 ; } public static boolean playOneGame( ) { int newDice ; //repeated dice rolls int roll ; //first roll of the dice int playerPoint = 0 ; //player point if no win or loss on first roll newDice = rollDice() ; roll = rollDice() ; if (roll == 7 || roll == 11) return true; else if (roll == 2 || roll == 3 || roll == 12) return false; else { playerPoint = roll; newDice = rollDice(); do { newDice = rollDice(); } while (newDice != playerPoint || newDice != 7) ; if (newDice == 7) return false; else return true; } } public static int playGames ( int n ) { int numWon = 0; for (int i = 1; i <= n; i++) if(playOneGame()) numWon++; return numWon; } public static void main(String[] args) { //Don't know how to ask and print out the results of the number of wins depending on the n number of games played } }

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  • Redirect Subdomain

    - by user2237615
    I am trying to redirect an old website that was on Godaddy's website builder and Quick Blogcast to a new site on Wordpress. I have no problems redirecting from the old page structure to the new one. For example: For example: http://sapientservicesllc.com/About_Us.html redirected to http://sapientservicesllc.com/about-us/ I used: 301 redirect /About_Us.html http://sapientservicesllc.com/about-us/ In the htaccess file. My problem is that I need to redirect all of the blog posts that were on a subdomain to the new wordpress site. For example: http://blog.sapientservicesllc.com/2011/10/14/risk-mitigation.aspx redirects to http://sapientservicesllc.com/risk-mitigation/ http://blog.sapientservicesllc.com/2012/10/04/could-cold-air-channeling-help-your-data-center.aspx redirects to http://sapientservicesllc.com/cold-air-channeling-help-data-center/ This: http://blog.sapientservicesllc.com/atom.aspx redirects to http://sapientservicesllc.com/?feed=atom This: http://blog.sapientservicesllc.com/2012/11.aspx redirects to http://sapientservicesllc.com/2012/11/ How can I set up the redirect to go to the new site? I have set the subdomain to forward to the actual domain in the Godaddy settings (blog.sapientservicesllc.com forwards to sapientservicesllc.com.

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  • transform file/directory structure into 'tree' in javascript

    - by dave
    I have an array of objects that looks like this: [{ name: 'test', size: 0, type: 'directory', path: '/storage/test' }, { name: 'asdf', size: 170, type: 'directory', path: '/storage/test/asdf' }, { name: '2.txt', size: 0, type: 'file', path: '/storage/test/asdf/2.txt' }] There could be any number of arbitrary path's, this is the result of iterating through files and folders within a directory. What I'm trying to do is determine the 'root' node of these. Ultimately, this will be stored in mongodb and use materialized path to determine it's relationships. In this example, /storage/test is a root with no parent. /storage/test/asdf has the parent of /storage/test which is the parent to /storage/test/asdf/2.txt. My question is, how would you go about iterating through this array, to determine the parent's and associated children? Any help in the right direction would be great! Thank you

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  • Inexplicably slow query in MySQL

    - by Brandon M.
    Given this result-set: mysql> EXPLAIN SELECT c.cust_name, SUM(l.line_subtotal) FROM customer c -> JOIN slip s ON s.cust_id = c.cust_id -> JOIN line l ON l.slip_id = s.slip_id -> JOIN vendor v ON v.vend_id = l.vend_id WHERE v.vend_name = 'blahblah' -> GROUP BY c.cust_name -> HAVING SUM(l.line_subtotal) > 49999 -> ORDER BY c.cust_name; +----+-------------+-------+--------+---------------------------------+---------------+---------+----------------------+------+----------------------------------------------+ | id | select_type | table | type | possible_keys | key | key_len | ref | rows | Extra | +----+-------------+-------+--------+---------------------------------+---------------+---------+----------------------+------+----------------------------------------------+ | 1 | SIMPLE | v | ref | PRIMARY,idx_vend_name | idx_vend_name | 12 | const | 1 | Using where; Using temporary; Using filesort | | 1 | SIMPLE | l | ref | idx_vend_id | idx_vend_id | 4 | csv_import.v.vend_id | 446 | | | 1 | SIMPLE | s | eq_ref | PRIMARY,idx_cust_id,idx_slip_id | PRIMARY | 4 | csv_import.l.slip_id | 1 | | | 1 | SIMPLE | c | eq_ref | PRIMARY,cIndex | PRIMARY | 4 | csv_import.s.cust_id | 1 | | +----+-------------+-------+--------+---------------------------------+---------------+---------+----------------------+------+----------------------------------------------+ 4 rows in set (0.04 sec) I'm a bit baffled as to why the query referenced by this EXPLAIN statement is still taking about a minute to execute. Isn't it true that this query only has to search through 449 rows? Anyone have any idea as to what could be slowing it down so much?

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  • Python combinations no repeat by constraint

    - by user2758113
    I have a tuple of tuples (Name, val 1, val 2, Class) tuple = (("Jackson",10,12,"A"), ("Ryan",10,20,"A"), ("Michael",10,12,"B"), ("Andrew",10,20,"B"), ("McKensie",10,12,"C"), ("Alex",10,20,"D")) I need to return all combinations using itertools combinations that do not repeat classes. How can I return combinations that dont repeat classes. For example, the first returned statement would be: tuple0, tuple2, tuple4, tuple5 and so on.

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  • Why does this script work in the current directory but fail when placed in the path?

    - by kiloseven
    I wish to replace my failing memory with a very small shell script. #!/bin/sh if ! [ –a $1.sav ]; then mv $1 $1.sav cp $1.sav $1 fi nano $1 is intended to save the original version of a script. If the original has been preserved before, it skips the move-and-copy-back (and I use move-and-copy-back to preserve the original timestamp). This works as intended if, after I make it executable with chmod I launch it from within the directory where I am editing, e.g. with ./safe.sh filename However, when I move it into /usr/bin and then I try to run it in a different directory (without the leading ./) it fails with: *-bash: /usr/bin/safe.sh: /bin/sh: bad interpreter: Text file busy* My question is, when I move this script into the path (verified by echo $PATH) why does it then fail? D'oh? Inquiring minds want to know how to make this work.

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