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Articles indexed Sunday September 16 2012

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  • MySQL can only log in as root, even after creating new users with their own database

    - by ionFish
    Problem: I just set up a Debian Wheezy installation for testing, and installed the LAMP packages and PMA. I can log in as root with my pre-defined password, create/edit/delete both databases and users. The problem comes when I create a new user 'something', set a password for it, and grant it all privileges on a table 'something' (same as the username). Upon connecting, it denies access to the user. Details: Host: localhost using MySQL 5.5.24-8 Creating user: CREATE USER 'something'@'%' IDENTIFIED BY '***';GRANT USAGE ON *.* TO 'something'@'%' IDENTIFIED BY '***' WITH MAX_QUERIES_PER_HOUR 0 MAX_CONNECTIONS_PER_HOUR 0 MAX_UPDATES_PER_HOUR 0 MAX_USER_CONNECTIONS 0;CREATE DATABASE IF NOT EXISTSsomething;GRANT ALL PRIVILEGES ONsomething.* TO 'something'@'%'; Checking privileges: GRANT USAGE ON *.* TO 'something'@'%' IDENTIFIED BY PASSWORD '*92F9DAF5F5129554509489FDB6A433510223C799'; Result: Access denied for user 'something'@'localhost' (using password: YES) More Info: I use this same exact procedure for the Squeeze distribution, and it works perfectly. Is there a chance it's because of Wheezy, or something else? I need to continue using Wheezy because of the updated packages (for this test server -- the others work fine), so 'just use Squeeze' is not an option. Note: I HAVE tried flush privileges; to no avail.

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  • Do I need to physically host my website in separate countries for SEO?

    - by noelmcg
    I run an ecommerce store that is hosted in Ireland, and ranks ok with google.ie The market for this comapny is the Republic of Ireland and the UK. Is it beneficial for me to have a UK hosted version of my site (.co.uk) to rank higher in google.co.uk (and other localised search engines of course). If so, how would I prevent the site from being punished for duplicate content? Thanks in advance for any assistance on the above.

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  • Programming Languages

    - by Shannon
    I realize this will be a very vague question, but please bear with me. I have a concept for an open-world game, hand to hand combat, with a fairly open storyline, but there is an issue. I'm not sure which programming language to use, as I'm fairly new to programming. I am considering c++, but I would like to hear your opinions on which language you believe would support this type of game most efficiently. Pros and cons would be appreciated.

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  • Learning OpenGL GLSL - VAO buffer problems?

    - by Bleary
    I've just started digging through OpenGL and GLSL, and now stumbled on something I can't get my head around this one!? I've stepped back to loading a simple cube and using a simple shader on it, but the result is triangles drawn incorrectly and/or missing. The code I had working perfectly on meshes, but was attempting to move to using VAOs so none of the code for storing the vertices and indices has changed. http://i.stack.imgur.com/RxxZ5.jpg http://i.stack.imgur.com/zSU50.jpg What I have for creating the VAO and buffers is this //Create the Vertex array object glGenVertexArrays(1, &vaoID); // Finally create our vertex buffer objects glGenBuffers(VBO_COUNT, mVBONames); glBindVertexArray(vaoID); // Save vertex attributes into GPU glBindBuffer(GL_ARRAY_BUFFER, mVBONames[VERTEX_VBO]); // Copy data into the buffer object glBufferData(GL_ARRAY_BUFFER, lPolygonVertexCount*VERTEX_STRIDE*sizeof(GLfloat), lVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(pos); glVertexAttribPointer(pos, 3, GL_FLOAT, GL_FALSE, VERTEX_STRIDE*sizeof(GLfloat),0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mVBONames[INDEX_VBO]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, lPolygonCount*sizeof(unsigned int), lIndices, GL_STATIC_DRAW); glBindVertexArray(0); And the code for drawing the mesh. glBindVertexArray(vaoID); glUseProgram(shader->programID); GLsizei lOffset = mSubMeshes[pMaterialIndex]->IndexOffset*sizeof(unsigned int); const GLsizei lElementCount = mSubMeshes[pMaterialIndex]->TriangleCount*TRIAGNLE_VERTEX_COUNT; glDrawElements(GL_TRIANGLES, lElementCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(lOffset)); // All the points are indeed in the correct place!? //glPointSize(10.0f); //glDrawElements(GL_POINTS, lElementCount, GL_UNSIGNED_SHORT, 0); glUseProgram(0); glBindVertexArray(0); Eyes have become bleary looking at this today so any thoughts or a fresh set of eyes would be greatly appreciated.

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  • Networking middleware

    - by Howie
    I'm looking for a networking middleware that may be suitable for a medium-sized MMO. I don't care in which language it's written, just that it's high-level, stable and has many of the features that can ease my development. I am making a 2D real-time action game. Come to think of it... I'd be happy with "just" a high-level networking framework that has a few handy features to ease the development of a general networked game.

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  • techniques for displaying vehicle damage

    - by norca
    I wonder how I can displaying vehicle damage. I am talking about an good way to show damage on screen. Witch kind of model are common in games and what are the benefits of them. What is state of the art? One way i can imagine is to save a set of textures (normal/color/lightmaps, etc) to a state of the car (normal, damage, burnt out) and switch or blending them. But is this really good without changing the model? Another way i was thinking about is preparing animations for different locations on my car, something like damage on the front, on the leftside/rightside or on the back. And start blending the specific animation. But is this working with good textures? Whats about physik engines? Is it usefull to use it for deforming vertexdata? i think losing parts of my car (doors, sirens, weapons) can looks really nice. my game is a kind of rts in a top down view. vehicles are not the really most importend units (its no racing game), but i have quite a lot in. thx for help

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