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Articles indexed Tuesday September 4 2012

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  • Adjust Terminal - (Arch-like Info-Screen)

    - by Daniel
    I use Ubuntu for many years but recently I discovered a nice feature in Arch. It is common to display system-information on headless servers on ssh-login, on Ubuntu its the landscape- package. I wounded if it's possible to create the same for the normal terminal in Ubuntu . Like the terminal in Arch I think it might be useful to have this information displayed, at the time one starts the terminal. Is it possible to create something like this for the terminal, and if so what would you suggest? I tried motd but these messages were not displayed. Daniel

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  • Reduce HTTP Requests method for js and css

    - by Giberno
    Is these way can Reduce HTTP Requests? multiple javascript files with & symbol <script type="text/javascript" src="http://yui.yahooapis.com/combo?2.5.2/build/yahoo-dom-event/yahoo-dom-event.js &http://ajax.googleapis.com/ajax/libs/jquery/1.4.2/jquery.min.js"> </script> multiple css files with @ import <style type="text/css"> @import url(css/style.css); @import url(css/custom.css); </style>

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  • Subdomains vs. subdirectory – status as of 2012.

    - by Quintin Par
    This following question by Jeff was in 2010 and I wanted to check how things have changed in the past 2 years. My problem: I run a site with most of the content distributed to subdomains that’s are user based. E.g: Joe.example.com John.example.com Jil.example.com So all of these subdomains have the content and the main site example.com becomes a mere dummy listing all the subdomains. Now the question is, as of 2012, how is google treating domain authority and page rank in this case? I understand the notion of page rank as page per se but when it comes to domain authority will the parent domain have the cumulative effect of the domain authority or will it be spread out?

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  • AJAX spreadsheet editor interfaced to own website

    - by Ole Tange
    My website has records that are tables. I would like for my users to be able to edit these records in an easy way. Currently they download a .csv-file, edit it in their favourite spreadsheet, and upload it again. But this often fails (they upload in wrong format or edit fields that they are not supposed to touch). I would therefore like to present the users with an editor directly on the website. So just like you can have WYSIWYG editors in CMSes for text I would like to have it for spreadsheets. One solution would be to interface my website with GoogleDoc and have the users edit the files using GoogleDoc's spreadsheet, and some how get the sheet back when they are done, but I do not know if this is possible at all.

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  • subdomain not working and added /mysubdomains/devsitename

    - by krish
    I am having a site www.example.com which working fine and I have a number of sub-domains which are working fine except one. When I gave the url subdomain.example.com the address bar showing as below subdomain.example.com --> www.subdomain.example.com/mysubdomains/devsitename It added the www and the /mysubdomain/devsitename which is my hosted directory in my server. Then it came up with the website you were looking for is unavailable. Has anyone experienced this issue? Do you know how to resolve this?

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  • Google Webmasters tools search queries position

    - by user1592845
    In my website account on Google Webmasters tools, some search queries show average position 1.0. This make me understand that it should be displayed as the first result. When I search for this query I could not able to find my website's page listed as a result?! In some cases I navigate to the third or the fourth result page and I could not find it! What are factors that make my website loss its average position for a search query? and when Google webmasters tools updates their values?

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  • is RapidSSL wildcard cert supported by major browsers?

    - by Jorre
    I'm thinking of buying a wildcard SSL cert from clickSSL : http://www.clickssl.com/rapidssl/rapidsslwildcard.aspx That would be a rapidssl certificate, and I was looking into my firefox options to see if RapidSSL is in the list of recognized Authorities. My certificate manager doesn't mention RapidSSL anywhere. Am I looking for the wrong name, e.g. is rapidssl recognized by browsers under a different name? I want to be sure that this certificate is working in all major browsers (including IE6)

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  • "Progressive" JPEG: Why do many web sites avoid rendering JPEGs that way? Pros, cons?

    - by Chris W. Rea
    When JPEG images are used by a web page, they are typically rendered top-down ... but they can also be rendered using a mode called progressive JPEG, where the image starts out full-size, but blurry, and then gets sharper with successive passes, until it's fully loaded. Progressive loading requires the image have been saved that way. Why don't more web sites use progressive JPEG? What are the drawbacks? Is it simply a lack of tool support, or are these files somehow inferior to traditional top-down rendered JPEG images?

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  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

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  • How many players can UDK support without Networking

    - by N0xus
    I've been looking for the answer to this for some time now, but cannot find anything online that is helpful. What I want to know is the amount of players that the UDK can support on one single machine. An example of this would be golden eye on the N64. On that, you could get 4 players all playing the same game at the same time using split screen. Like in this image: Does anyone know is the UDK is capable of doing similar?

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  • Can I remove the systems from a component entity system?

    - by nathan
    After reading a lot about entity/component based engines. I feel like there is no real definition for this kind of engine. Reading this thread: Implementing features in an Entity System and the linked article made me think a lot. I did not feel that comfortable using System concept so I'll write something else, inspired by this pattern. I'd like to know if you think it's a good way to organize game code and what improvements can be made. Regarding a more strict implementation of entity/component based engine, is my solution viable? Do I risk getting stuck at any point due to the lack of flexibility of this implementation (or anything else)? My engine, as for entity/component patterns has entities and components, no systems since the game logic is handled by components. Also, I think the main difference is the fact that my engine will use inherence and OOP concepts in general, I mean, I don't try to minimize them. Entity: an entity is an abstract class. It holds his position, width and height, scale and a list of linked components. The current implementation can be found here (java). Every frame, the entity will be updated (i.e all the components linked to this entity will be updated), and rendered, if a render component is specified. Component: like for entity, a component is an abstract class that must be extended to create new components. The behavior of an entity is created through his components collection. The component implementation can be found here. Components are updated when the owning entity is updated or for only one specific component (render component), rendered. Here is an example of a logic component (i.e not a renderable component, a component that's updated each frame) in charge of listening for keyboard events and a render component in charge of display a plain sprite (i.e not animated).

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  • World of Warcraft like C++/C# server (highload)

    - by Edward83
    I know it is very big topic and maybe my question is very beaten, but I'm interesting of basics how to write highload server for UDP/TCP client-server communications in MMO-like game on C++/C#? I mean what logic of retrieving hundreds and thousands packages at the same time and sending updates to clients? Please advice me with architecture solutions, your experience, ready-to-use libraries. Maybe you know some interesting details how WoW servers work. Thank you! Edit: my question is about developing, not hardware/software tools;

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  • Using MVC with a retained mode renderer

    - by David Gouveia
    I am using a retained mode renderer similar to the display lists in Flash. In other words, I have a scene graph data structure called the Stage to which I add the graphical primitives I would like to see rendered, such as images, animations, text. For simplicity I'll refer to them as Sprites. Now I'm implementing an architecture which is becoming very similar to MVC, but I feel that that instead of having to create View classes, that the sprites already behave pretty much like Views (except for not being explicitly connected to the Model). And since the Model is only changed through the Controller, I could simply update the view together with the Model in the controller, as in the example below: Example 1 class Controller { Model model; Sprite view; void TeleportTo(Vector2 position) { model.Position = view.Position = position; } } The alternative, I think, would be to create View classes that wrap the sprites, make the model observable, and make the view react to changes on the model. This seems like a lot of extra work and boilerplate code, and I'm not seeing the benefits if I'm just going to have one view per controller. Example 2 class Controller { Model model; View view; void TeleportTo(Vector2 position) { model.Position = position; } } class View { Model model; Sprite sprite; View() { model.PropertyChanged += UpdateView; } void UpdateView() { sprite.Position = model.Position; } } So, how is MVC or more specifically, the View, usually implemented when using a retained-mode renderer? And is there any reason why I shouldn't stick with example 1?

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  • Low-level game engine renderer design

    - by Mark Ingram
    I'm piecing together the beginnings of an extremely basic engine which will let me draw arbitrary objects (SceneObject). I've got to the point where I'm creating a few sensible sounding classes, but as this is my first outing into game engines, I've got the feeling I'm overlooking things. I'm familiar with compartmentalising larger portions of the code so that individual sub-systems don't overly interact with each other, but I'm thinking more of the low-level stuff, starting from vertices working up. So if I have a Vertex class, I can combine that with a list of indices to make a Mesh class. How does the engine determine identical meshes for objects? Or is that left to the level designer? Once we have a Mesh, that can be contained in the SceneObject class. And a list of SceneObject can be placed into the Scene to be drawn. Right now I'm only using OpenGL, but I'm aware that I don't want to be tying OpenGL calls right in to base classes (such as updating the vertices in the Mesh, I don't want to be calling glBufferData etc). Are there any good resources that discuss these issues? Are there any "common" heirachies which should be used?

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  • Game testing on Android - emulator or real devices?

    - by n00bfuscator
    I am working at a localization agency and we have been approached by a client about testing their games on iOS as well as Android. Testing on iOS seems fairly easy as we can just buy a couple of devices and we should be covered. For Android it seems to be completely different. From what i found, the emulator can cover all API levels, screen sizes and such, but i hear it's buggy and nothing could replace testing on real devices. With the vast amount of Android devices out there and the rate at which new devices are released it seems impossible to keep up. How can i test games (localization and functional) on Android covering all compatible devices?

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  • Trying to Draw a 2D Triangle in OpenGL ES 2.0

    - by Nathan Campos
    I'm trying to convert a code from OpenGL to OpenGL ES 2.0 (for the BlackBerry PlayBook). So far what I got is this (just the part of the code that should draw the triangle): void setupScene() { glClearColor(250, 250, 250, 1); glViewport(0, 0, 600, 1024); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void drawScene() { setupScene(); glColorMask(0, 0, 0, 1); const GLfloat triangleVertices[] = { 100, 100, 150, 0, 200, 100 }; glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, triangleVertices); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, 2); } void render() { drawScene(); bbutil_swap(); } The problem is that when I launch the app instead of showing me the triangle the screen just flickers (very fast) from white to gray. Any idea what I'm doing wrong? Also, here is the entire code if you need: Full source code

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  • How to open db.sqlite in Aloha Editor?

    - by Mariusz Poplawski
    I'm using Aloha Editor and I'm able to save/edit content without any problem. Editor saves content in SQLite database (db.sqlite). I know where the file is and I see that's getting bigger while I'm adding more text to it. But when I transfer that fille using filezilla to local computer and I open in notepad I see only: ** This file contains an SQLite 2.1 database ** I've tried to use few programs but it always says that database that unable to open. The programs I've tried: Sqliteman-1.2.2 and sqlitebrowser_200_b1_win.

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  • How can I pass a type as a parameter in scala?

    - by rsan
    I'm having a really hard time trying to figure out how can I store or pass a type in scala. What I want to achive is something like this: abstract class Foo( val theType : type ) object Foo{ case object Foo1 extends Foo(String) case object Foo2 extends Foo(Long) } So at some point I can do this: theFoo match{ case String => "Is a string" case Long => "Is a long" } and when obtaining the object being able to cast it: theFoo.asInstanceOf[Foo1.theType] Is this possible? If is possible, is a good aproach? What I'm trying to achieve ultimately is writing a pseudo schema for byte stream treatment. E.g if I have an schema Array(Foo1,Foo1,Foo2,Foo3,Foo1) I could parse Arrays of bytes that complain with that schema, if at some point I have a different stream of bytes I could just write a new schema Array(Foo3, Foo4, Foo5) without having to reimplement parsing logic. Regards,

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  • Javascript Graph Layout Engine

    - by GJK
    I'm looking for a Javascript library/engine that can do graph layouts. (And when I say layouts, I mean logically position vertices nicely.) The graphs I'm working with are all m-ary trees. M is usually no more than 5 or 6, but it can be greater in some cases. I do have something that I use now, Graphviz's node program, and it works perfectly. The problem is, when running a web app, I have to send a request to the server every time I want a layout. Preferably, I would like something written in Javascript that can be quickly run on the client side. All it needs to do is provide layout information (relative positioning and whatnot). I don't need it to draw to a canvas or use SVG or anything, all I'm interested in is the layout. Library use like jQuery or RaphaelJS is fine by me. I'll work with it. I'm just looking for something to speed things along a little. Also, I'd consider writing my own if I could find a nice description of an algorithm to do the layouts. But I really don't want to spend too much time. I have something that works now, so getting it on the client side is just a bonus, not a necessity.

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  • C++: Overload != When == Overloaded

    - by Mark W
    Say I have a class where I overloaded the operator == as such: Class A { ... public: bool operator== (const A &rhs) const; ... }; ... bool A::operator== (const A &rhs) const { .. return isEqual; } I already have the operator == return the proper Boolean value. Now I want to extend this to the simple opposite (!=). I would like to call the overloaded == operator and return the opposite, i.e. something of the nature bool A::operator!= (const A &rhs) const { return !( this == A ); } Is this possible? I know this will not work, but it exemplifies what I would like to have. I would like to keep only one parameter for the call: rhs. Any help would be appreciated, because I could not come up with an answer after several search attempts.

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  • Using NUnit Testing How Can I test that a Save Dialog Box was displayed on the screen?

    - by user512915
    I am trying to programatically click the "save" button and test that the windows Save Dialog box appears: I have everything but the assert statement I believe. I don't know how to assert that my custom SaveDialogBox appears to the user. [test] public void Method_WhenThePersonIsNotfound_ClickingTheButtonSavesLetterToWordDocument { //arrange CreateNewPage(); //creates IE window enters fields and clicks submit on first page. //act this.InternetExplorerDriver.FindElementById("SaveForm").Click(); //assert //Assert statement to verify that when button was clicked the save dialog box to save the letter in word appears.

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  • why this simple javascript doesnt work on friefox and chrome?

    - by user1647406
    why this simple code i have written wont work on fire fon and chrome but it works carefully on IE ? whats wrong whit this javascript code ? i just want to find a way too get selected checkbox text ( or label) and use it by $_post on another page . sorry for my bad english . <meta content="text/html; charset=utf-8" http-equiv="Content-Type" /> <script type="text/javascript" language="javascript"> function ReadCheckbox() { var temp = ''; var radio; var popupTag ; for (var i=1 ; i<5 ; i++) { radio = document.getElementById('chk'+i); if(radio.checked == true){temp += radio.value} } document.getElementById('aaaa').value = temp; } </script> </head> <body> <label>What is your Site Address ?</label><br/> <label>NetNic.ir</label><input id="chk1" type="checkbox" value="NetNic.ir" /> <label>SarirWeb.Com</label><input id="chk2" type="checkbox" value="SarirWeb.Com"/> <label>LearnCD.ir</label><input id="chk3" type="checkbox" value="LearnCD.ir"/> <label>AnimLand.ir</label><input id="chk4" type="checkbox" value="AnimLand.ir"/> <br /> <br/> <textarea rows="2" name="aaaa" cols="20"></textarea> <input type="button" onclick="ReadCheckbox()" value="???" style="height:32px; width:83px;"/>

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  • How should I be storing objects that I wish to access in reverse order of the way I placed them in

    - by andrew hicks
    I'm following this guide here: http://www.mazeworks.com/mazegen/mazetut/index.htm Or more specficially create a CellStack (LIFO) to hold a list of cell locations set TotalCells = number of cells in grid choose a cell at random and call it CurrentCell set VisitedCells = 1 while VisitedCells < TotalCells find all neighbors of CurrentCell with all walls intact if one or more found choose one at random knock down the wall between it and CurrentCell push CurrentCell location on the CellStack make the new cell CurrentCell add 1 to VisitedCells else pop the most recent cell entry off the CellStack make it CurrentCell endIf endWhile Im writing this in java, My problem is. How should I be storing my visited cells, So that I can access them from reverse order of when I placed them in. Like this? List<Location> visitedCells = new ArrayList<Location>(); Then do I grab with visitedCells.get(visitedCells.size()-1)? Location stores the x, y and z. Not something Im trying to ask you.

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  • Getting list of key values from app config with same name

    - by NoviceMe
    I have follwing in app.config file: <appSettings> <add key="Name" value="Office"/> ... <add key="Name" value="HotSpot"/> ... <add key="Name" value="Home"/> </appSettings> I tried ConfigurationManager.AppSettings["Name"] But it only gives me one Value? How can i get list of all values? I am using c# 3.5. Is there lambda expression or something i can use to get that?

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  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

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