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Articles indexed in November 2012

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  • Ubuntu 12.10 Unity & Gnome Shell problems

    - by user109292
    I'm experiencing some problems since I decided to upgrade Ubuntu to 12.10 version two days ago. Firstly, I cannot select the Unity environment I previously used on 12.04 without opening the terminal with Ctrl+Alt+T and typing setsid unity. When I select the Unity environment on the account page when I start the computer, it automatically switch back to Gnome and launch my session. I tried to set back Unity using the setsid unity tip, and it worked fine. But after few minutes, everything freeze and I cannot control anything anymore. The only option left is to press the Power button of my Asus EeePC and switch everything off. Question 1 : What can I do to get my Unity environment back on 12.10 from the start, without using the terminal every time? What should I do to prevent the all system to freeze once done? Secondly, and since I cannot use Unity for new, I'm using an other interface, GNOME Shell. What's bothering me is that the Activities bar (let's call it like that, 'cause I don't know the proper name) and the Internet bar (or any bar from any other window) cannot merge into one another, reducing the display of the screen I'm actually using to peanuts! Question 2 : Is there a way to merge those two bars? Or is there a way to hide the Activities bar when I'm not using it like on Unity environment?

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  • Installing missing package that provides Xm/Xm.h

    - by Nicholas Kinar
    I'm compiling a software package that requires a header file. The header file is missing from my Ubuntu 11.10 (64-bit) installation. During the compilation using make, gcc and gfortran, I receive the following error message. XMstr.c:7:19: fatal error: Xm/Xm.h: No such file or directory Googling for an answer leads me to believe that a MESA library needs to be installed on my system, but I can't find an exact match for the package name. What might be the name of the package that I need to install? Does the package have the same name on more recent Ubuntu distros?

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  • Throttle and overheating on Dell XPS Studio 1645

    - by Ross
    I realise there is an older thread on the very subject but that seems to be pretty dead. I just got a Dell Studio XPS 1645 laptop and the fan noise and overheating is pretty ridiculous. This is actually a well known problem with the laptop that is apparently solved with the combination of a BIOS update and the purchase of their 130w charger. I plan on buying this charger as soon as possible, however I've noticed that since installing Ubuntu the fan noise has became more permanent and the overheating is quite a bit worse too. I've had to turn it off twice to let it cool down for an hour or so because it starts seriously affecting the performance. It makes watching things, listening to music or leaving the laptop on while I sleep a real pain. If anyone has some new information on this issue or could help out in anyway at all I'd be very grateful. Thanks.

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  • Installing VMware Worstation/Player 8.0.4 on Ubuntu 12.10 fails to load with Unable to start services

    - by user106986
    I have been attempting to install this application for a few weeks without any success. I have installed and uninstalled the application and pathes with no change. I have even tried to load a VM in Virtualbox and install the application there to a base install of Ubuntu 12.10 and it still did not install. I have downloaded the patch and modified it to reflect the version of VMware Worstation and Player I am installing. I still receive the same error I saw in the first attempt to install the software. Which leads me to think that I am missing something. The error is: Unable to start services. See log file /tmp/vmware-root/modconfig-7674.log for details. I have the output of the log file if that will help. According to the dialogue box Virtual Network Device and VMware Blocking Filesystem fail to either load or execute. Any help would be greatly appreciated.

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  • disks not ready in array causes mdadm to force initramfs shell

    - by RaidPinata
    Okay, this is starting to get pretty frustrating. I've read most of the other answers on this site that have anything to do with this issue but I'm still not getting anywhere. I have a RAID 6 array with 10 devices and 1 spare. The OS is on a completely separate device. At boot only three of the 10 devices in the raid are available, the others become available later in the boot process. Currently, unless I go through initramfs I can't get the system to boot - it just hangs with a blank screen. When I do boot through recovery (initramfs), I get a message asking if I want to assemble the degraded array. If I say no and then exit initramfs the system boots fine and my array is mounted exactly where I intend it to. Here are the pertinent files as near as I can tell. Ask me if you want to see anything else. # mdadm.conf # # Please refer to mdadm.conf(5) for information about this file. # # by default (built-in), scan all partitions (/proc/partitions) and all # containers for MD superblocks. alternatively, specify devices to scan, using # wildcards if desired. #DEVICE partitions containers # auto-create devices with Debian standard permissions # CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR root # definitions of existing MD arrays # This file was auto-generated on Tue, 13 Nov 2012 13:50:41 -0700 # by mkconf $Id$ ARRAY /dev/md0 level=raid6 num-devices=10 metadata=1.2 spares=1 name=Craggenmore:data UUID=37eea980:24df7b7a:f11a1226:afaf53ae Here is fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> # / was on /dev/sdc2 during installation UUID=3fa1e73f-3d83-4afe-9415-6285d432c133 / ext4 errors=remount-ro 0 1 # swap was on /dev/sdc3 during installation UUID=c4988662-67f3-4069-a16e-db740e054727 none swap sw 0 0 # mount large raid device on /data /dev/md0 /data ext4 defaults,nofail,noatime,nobootwait 0 0 output of cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md0 : active raid6 sda[0] sdd[10](S) sdl[9] sdk[8] sdj[7] sdi[6] sdh[5] sdg[4] sdf[3] sde[2] sdb[1] 23441080320 blocks super 1.2 level 6, 512k chunk, algorithm 2 [10/10] [UUUUUUUUUU] unused devices: <none> Here is the output of mdadm --detail --scan --verbose ARRAY /dev/md0 level=raid6 num-devices=10 metadata=1.2 spares=1 name=Craggenmore:data UUID=37eea980:24df7b7a:f11a1226:afaf53ae devices=/dev/sda,/dev/sdb,/dev/sde,/dev/sdf,/dev/sdg,/dev/sdh,/dev/sdi,/dev/sdj,/dev/sdk,/dev/sdl,/dev/sdd Please let me know if there is anything else you think might be useful in troubleshooting this... I just can't seem to figure out how to change the boot process so that mdadm waits until the drives are ready to build the array. Everything works just fine if the drives are given enough time to come online. edit: changed title to properly reflect situation

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  • Ripping MP3s in Rhythmbox Ubuntu 12.10 (64 bit)?

    - by James Fellows Yates
    I installed a couple of days ago Ubuntu 12.10 (64 bit). I today tried ripping a CD in the MP3 format. However, whenever I try to rip, it says it is missing an extra multimedia plugin "Gstreamer extra plug-ins (i386)". I then try to install the :i386 version of the gstreamer-ugly plugins, but then I get the same problem but with the id3-demuxer (or something similar) The Terminal output I get from both problems (but replace the "MPEG-1 Layer 3 (MP3) encoder" with the "ID3-demuxer" name) is: james@clefairy:~$ rhythmbox (rhythmbox:24122): GLib-GObject-CRITICAL **: g_object_unref: assertion `G_IS_OBJECT (object)' failed Rhythmbox-Message: Missing plugin: gstreamer|0.10|rhythmbox|MPEG-1 Layer 3 (MP3) encoder|encoder-audio/mpeg, mpegversion=(int)1, layer=(int)3 /usr/lib/python2.7/dist-packages/gobject/constants.py:24: Warning: g_boxed_type_register_static: assertion `g_type_from_name (name) == 0' failed import gobject._gobject It doesn't help that each time I have to install/remove the entire Gstreamer-ugly collection each time - I can't find that specific file. The CD plays fine, it's the ripping plugin that doesn't seem to work. I didn't have this problem previously on 12.04 (64 bit).

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  • Desktop does not show when I installed nvidia drivers!

    - by Levan
    The desktop does not show after I installed nvidia experimental drivers. I tried nvidia simple proprietary drivers, and they did not work either. Here is how it looks. This is not cropped or any thing. This is how it looks, after the installation of the drivers the desktop resolution decreased from 1440X900 to 1024X768 The desktop only shows desh and panels when I use the open source drivers. Is there any way to fix this so I can get better performance? Thank you in advance. Thanks to rft183 who provided the solution here is another link to the post that states that he found a solution http://ubuntuforums.org/showthread.php?p=12303179#post12303179

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  • System blacks out when resuming on opening lid

    - by Ashfaq
    It is happening now and then but frequently these days. My system E420 Lenovo Thinkpad running 12.04 LTS blacks out and doesn't respond when woke up from sleep by opening the lid. I then have to forcibly press the Start button and restart the entire system which is creating a headache for me. Please suggest a way to overcome this problem. Main characteristics leading to this that I have noticed are: When a video is paused before I suspend the system When Eclipse or pgAdmin is running before suspending the system

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  • Unindex google code svn repository content from google index

    - by matcheek
    I developed a small web site and saved the code to google code repository. Everything has been running smoothly for a while until results from google code svn repository started showing up before the results from the actual website. Is there any way I could stop google from indexing google code repository content or at least make its rank lower than the web site? I am not talking sophisticated seo techniques but rather some simple settings if there are any.

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  • Web Hosting Backup/Disaster Recovery Plan - Which Company?

    - by Harry Muscle
    I've been asked to look after consolidating all of our various company websites onto one host and also provide a disaster recover plan in case the chosen host goes down/out of business/etc. We're most likely going to go with HostGator as our chosen host, however, I'm not sure who to pick for our backup host. HostGator uses cPanel and has the functionality to provide regular full (ie: including configuration) backups of all the sites we host. Ideally I'm looking for a solution where we can provide these backups to another company and within a short period of time they restore all the sites onto their servers and we're back up and running. The whole disaster recover process has to be fairly straight forward from the point of view of what we need to do in case I am unavailable to assist in the disaster recovery process and no one else overly technical is available to assist (ie: take these backup files, send them to this company, and ask them to do this). Any suggestions on which company would be a good choice for this backup solution would be highly appreciated. Thanks, Harry

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • HTML5 point and click adventure game code structure with CreateJS

    - by user1612686
    I'm a programming beginner. I made a tiny one scene point and click adventure game to try to understand simple game logic and came up with this: CreateJS features prototypes for creating bitmap images, sprites and sounds objects. I create them and define their properties in a corresponding function (for example images(); spritesheets(), sounds()...). I then create functions for each animation sequence and "game level" functions, which handle user interactions and play the according animations and sounds for a certain event (when the level is complete, the current level function calls the next level function). And I end up with quite the mess. What would be the "standard (if something like that exists)" OOP approach to structure simple game data and interactions like that? I thought about making game.images, game.sprites, game.sounds objects, which contain all the game data with its properties using CreateJS constructors. game.spriteAnimations and game.tweenAnimations objects for sprite animations and tweens and a game.levelN object, which communicates with a game.interaction object, processing user interaction. Does this make any sense? How do you structure your simple game code? Thanks in advance!

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  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

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  • How to track many in-game statistics

    - by Alex Schearer
    I am looking to track many in-game events, e.g. the score of each move, how many moves are taken, what types of moves, etc. A lot of stats can simply be tracked with a counter. In some cases I need to aggregate data in order to calculate the value (e.g. most common move). How are you tracking in-game stats for your games? How do you avoid creating a class with tens or hundreds of fields? How do you avoid littering the code with tracking invocations? How do you abstract the aggregate data so as to avoid rewriting it for each scenario?

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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  • What are the most common AI systems implemented in Tower Defense Games

    - by the_Dan
    I'm currently in the middle of researching on the various types of AI techniques used in tower defense type games. If someone could be help me in understanding the different types of techniques and their associated advantages. Using Google I already found several techniques. Random Map traversal Path finding e.g. Cost based Traversing Algorithms i.e. A* I have already found a great answer to this type of question with the below link, but I feel that this answer is tailored to FPS. If anyone could add to this and make it specific to tower defense games then I would be truly great-full. How is AI most commonly implemented in popular games? Example of such games would be: Radiant Defense Plant Vs Zombies - Not truly Intelligent, but there must be an AI system used right? Field Runners Edit: After further research I found an interesting book that may be useful: http://www.amazon.com/dp/0123747317/?tag=stackoverfl08-20

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  • CW/CCW Rotation of a Vector

    - by user23132
    Considering that I have a vector A, and after an arbitrary rotation I get vector B. I want to use this rotation operation in others vectors as well, but I'm having problems in doing that. My idea do that is to calculate the perpendicular vector C of the plane AB (by calculating AxB). This vector C is the axis that I'll need to rotate. To discover the angle I used the dot product between A and B, the acos of the dot product will return the lowest angle between A and B, the angle ang. The rotation I need to do is then: -rotate *ang*º around the C axis. The problem is that I dont know if this rotation is a CW or CCW rotation, since the cos of the dot product does not give me information of the sign of the angle. There's a tip discover that in 2D ( A.x * B.y - A.y * B.x) that you can use to discover if the vector A is at left/right of vector B. But I dont know how to do this in 3D space. Can anyone help me?

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  • How to use mount points in MilkShape models?

    - by vividos
    I have bought the Warriors & Commoners model pack from Frogames and the pack contains (among other formats) two animated models and several non-animated objects (axe, shield, pilosities, etc.) in MilkShape3D format. I looked at the official "MilkShape 3D Viewer v2.0" (msViewer2.zip at http://www.chumba.ch/chumbalum-soft/ms3d/download.html) source code and implemented loading the model, calculating the joint matrices and everything looks fine. In the model there are several joints that are designated as the "mount points" for the static objects like axe and shield. I now want to "put" the axe into the hand of the animated model, and I couldn't quite figure out how. I put the animated vertices in a VBO that gets updated every frame (I know I should do this with a shader, but I didn't have time to do this yet). I put the static vertices in another VBO that I want to keep static and not updated every frame. I now tried to render the animated vertices first, then use the joint matrix for the "mount joint" to calculate the location of the static object. I tried many things, and what about seems to be right is to transpose the joint matrix, then use glMatrixMult() to transform the modelview matrix. For some objects like the axe this is working, but not for others, e.g. the pilosities. Now my question: How is this generally implemented when using bone/joint models, and especially with MilkShape3D models? Am I on the right track?

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  • Terrain square loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of unnecessary loading and unloading is done. Is there a general approach to this because I dont think games like skyrim have this issue? Cheers!

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  • Rails - How to connect Helper to Controller Module

    - by red eye
    I have helper: module BreadcrumbsHelper def breadcrumbs_cache_wrap(key, options, &block) ... end end And i extract part of Controller to module: module ApplicationController::Breadcrumbs def default_breadcrumbs ... end class ApplicationController include ApplicationController::Breadcrumbs ... end Now i want to connect Helper to Controller. I can do it like this: class ApplicationController include ApplicationController::Breadcrumbs helper :breadcrumbs ... end It's working. But can i incapsulate connection to Breadcrumbs Module? module ApplicationController::Breadcrumbs helper :breadcrumbs ... end Unfortunately this code is not working "undefined method `helper'".

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  • Loading Unmanaged C++ in C#. Error Attempted to read or write protected memory

    - by Thatoneguy
    I have a C++ function that looks like this __declspec(dllexport) int ___stdcall RegisterPerson(char const * const szName) { std::string copyName( szName ); // Assign name to a google protocol buffer object // Psuedo code follows.. Protobuf::Person person; person->set_name(copyName); // Error Occurs here... std::cerr << person->DebugString() << std::endl; } The corresponding C# code looks like this... [DllImport(@"MyLibrary.dll", SetLastError = true)] public static unsafe extern int RegisterPerson([MarshalAs(UnmanagedType.LPTStr)]string szName) Not sure why this is not working. My C++ library is compiled as Multi Threaded DLL with MultiByte encoding. Any help would be appreciated. I saw this is a common problem online but no answers lead me to a solution for my problem.

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  • Why does SQLAlchemy with psycopg2 use_native_unicode have poor performance?

    - by Bob Dover
    I'm having a difficult time figuring out why a simple SELECT query is taking such a long time with sqlalchemy using raw SQL (I'm getting 14600 rows/sec, but when running the same query through psycopg2 without sqlalchemy, I'm getting 38421 rows/sec). After some poking around, I realized that toggling sqlalchemy's use_native_unicode parameter in the create_engine call actually makes a huge difference. This query takes 0.5secs to retrieve 7300 rows: from sqlalchemy import create_engine engine = create_engine("postgresql+psycopg2://localhost...", use_native_unicode=True) r = engine.execute("SELECT * FROM logtable") fetched_results = r.fetchall() This query takes 0.19secs to retrieve the same 7300 rows: engine = create_engine("postgresql+psycopg2://localhost...", use_native_unicode=False) r = engine.execute("SELECT * FROM logtable") fetched_results = r.fetchall() The only difference between the 2 queries is use_native_unicode. But sqlalchemy's own docs state that it is better to keep use_native_unicode=True (http://docs.sqlalchemy.org/en/latest/dialects/postgresql.html). Does anyone know why use_native_unicode is making such a big performance difference? And what are the ramifications of turning off use_native_unicode?

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  • convert a repeating code to method

    - by Mr_Green
    In my project, I am adding ComboBox, Text, Link label to my DataGridView dgvMain.I have created different methods for different cell templates as shown below: (The code below is working) gridLnklbl(string headerName) DataGridViewLinkColumn col = new DataGridViewLinkColumn(); col.HeaderText = headerName; // col.Name = "col" + headerName; // same code repeating to all the methods dgvMain.Columns.Add(col); // gridCmb(string headerName) DataGridViewComboBoxColumn col = new DataGridViewComboBoxColumn(); col.HeaderText = headerName; col.Name = "col" + headerName; dgvMain.Columns.Add(col); gridText(string headerName) DataGridViewTextBoxColumn col = new DataGridViewTextBoxColumn(); col.HeaderText = headerName; col.Name = "col" + headerName; dgvMain.Columns.Add(col); As you can see, except the declaration of objects, the code for every method is repeating. Just curious to know, can the repeating code be converted to single method? I dont know how to do that.. Its not about 3 codes of line, I have written many more lines which can be make common to those methods.

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  • How to align item to the very bottom within flexible box layout column?

    - by Christina Lacey
    So far I have the three columns laid out in a vertical box (can't post images yet so here's a link): http://imgur.com/4Y34c <div id="vbox"> <div id="blck1"></div> <div id="blck2"></div> <div id="blck3"><div id="yellow"></div><div id="blue"></div></div> </div> css #vbox{ display: box; box-orient: vertical; } #vbox > div { box-flex: 1; } The problem is that I don't know how to get the blue box to align to the bottom of the third column.. I tried all the alignment properties, i must be doing something wrong. Any ideas???

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  • getElementById not a function (greasemonkey)

    - by Moose
    I'm running GM_xmlhttpRequest and storing the responseText into a newly created HTML element: var responseHTML = document.createElement('HTML'); onload: function() { responseHTML.innerHTML = response.responseText; } And then I am trying to find an element in responseHTML. console.log(responseHTML.getElementsByTagName('div')); console.log(responseHTML.getElementById('result_0')); The first works fine, but not the second. Any ideas?

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