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  • How will this affect my SEO ranking?

    - by dunc
    I run a fishkeeping website based on a WordPress (PHP) CMS. I've recently put a fairly complex "filter" into place which searches my content for mentions of fish species profiles and turns them into an active link. For example, asdasd this is a test about abdomen to see if the caudal fin will work asdadasdas try again with abdomen and A. panduro and Apistogramma panduro ...becomes asdasd this is a test about abdomen to see if the caudal fin will work asdadasdas try again with abdomen and <a href="/?p=1703" class="link_species">A. panduro</a> and <a href="/?p=1703" class="link_species">Apistogramma panduro</a> On the rest of my website, the species are linked with pretty URLs such as /species/apistogramma-panduro/ but due to the way this filter works, the only information I can get access to is the idof the post. As such, I'm using /?p=1703 or whatever the ID is. What I'd like to know is: how much will this affect my SEO rating/ranking? Will it be detrimental if I don't rewrite the function? Thanks in advance,

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  • Enabling and Disabling Colliders Unity

    - by Blue
    I'm trying to make the collider appear every 1 second. But I can't get the code write. I tried enabling the collider under a boolean and putting a yield to make it every second or so. But it's not working(gives me an error: Update() can not be a coroutine.). How would I fix this? Would I need a timer system and set the collider to be enabled every 'x' seconds and disabled every 'y' seconds? var waitTime : float = 1; var trigger : boolean = false; function Update () { if(!trigger){ collider.enabled = false; yield WaitForSeconds(waitTime); } if(trigger){ collider.enabled = true; yield WaitForSeconds(waitTime); } } }

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  • Polipo dpkg failure problem [closed]

    - by ICXC
    Possible Duplicate: polipo E: Sub-process /usr/bin/dpkg returned an error code (1) This is the error I get each time I try to install polipo with the command apt-get install polipo or when I try to install it from Ubuntu software center: Starting polipo: Couldn't open config file /etc/polipo/config: 2. invoke-rc.d: initscript polipo, action "start" failed. dpkg: error processing polipo (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: polipo Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) Setting up polipo (1.0.4.1-1.1) ... Starting polipo: Couldn't open config file /etc/polipo/config: 2. invoke-rc.d: initscript polipo, action "start" failed. dpkg: error processing polipo (--configure): subprocess installed post-installation script returned error exit status 1 How can I solve this?

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  • How to you solve the problem of implicit locking and parallel execution?

    - by Eonil
    Where the code is: function A() { lock() doSomething() unlock() } We can call A safely from multiple threads, but it never be executed in parallel . For parallel execution, we have to evade all of this code. But the problem is we never know the A is getting lock or not. If we have source code (maybe lucky case), we have to decode all code to know locking is happening or not. This sucks. But even worse is we normally have no source code. It's obvious this kind of hidden locks will become bottleneck of parallel execution even all the other parts are designed for parallel. And also, (1) With locks, execution cannot be parallel. (2) And I can't know whether the locks are used or not in any code. (3) Defensively, I can't make parallel anything! This facts drives me crazy. How do you solve this problem?

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  • Variable number of GUI Buttons

    - by Wakaka
    I have a generic HTML5 Canvas GUI Button class and a Scene class. The Scene class has a method called createButton(), which will create a new Button with onclick parameter and store it in a list of buttons. I call createButton() for all UI buttons when initializing the Scene. Because buttons can appear and disappear very often during rendering, Scene would first deactivate all buttons (temporarily remove their onclick, onmouseover etc property) before each render frame. During rendering, the renderer would then activate the required buttons for that frame. The problem is that part of the UI requires a variable number of buttons, and their onclick, onmouseover etc properties change frequently. An example is a buffs system. The UI will list all buffs as square sprites for the current unit selected, and mousing over each square will bring up a tooltip with some information on the buff. But the number of buffs is variable thus I won't know how many buttons to create at the start. What's the best way to solve this problem? P.S. My game is in Javascript, and I know I can use HTML buttons, but would like to make my game purely Canvas-based. Create buttons on-the-fly during rendering. Thus I will only have buttons when I require them. After the render frame these buttons would be useless and removed. Create a fixed set of buttons that I'm going to assume the number of buffs per unit won't exceed. During each render frame activate the buttons accordingly and set their onmouseover property. Assign a button to each Buff instance. This sounds wrong as the buff button is a part of the GUI which can only have one unit selected. Assigning a button to every single Buff in the game seems to be overkill. Also, I would need to change the button's position every render frame since its order in the unit's list of buffs matter. Any other solutions? I'm actually quite for idea (1) but am worried about the memory/time issues of creating a new Button() object every render frame. But this is in Javascript where object creation is oh-so-common ({} mainly) due to automatic garbage collection. What is your take on this? Thanks!

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  • PCI hotplug doesn't seem to work

    - by user245454
    In virsh I detach a PCI bus from host and attach it to a VM. I don't see any errors in these steps. But I don't see the PCI device listed in the VM. virsh # nodedev-dettach pci_0000_01_00_0 Device pci_0000_01_00_0 dettached virsh # attach-device VM1 pci_add.xml Device attached successfully $ cat pci_add.xml <hostdev mode='subsystem' type='pci' managed='yes'> <source> <address domain='0x000' bus='0x01' slot='0x00' function='0x0'/> </source> </hostdev> Is PCI hot plug not supported? I am using Ubuntu 12.04.3(kernel 3.8.0-34). I can add the same PCI device through virsh edit VM1 and start the VM1. This way I am able to see the device.

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  • Repelling a rigidbody in the direction an object is rotating

    - by ndg
    Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems when it comes to applying a force to rigidbodies that collide with this game objects sphere collider. The effect I'm hoping to achieve is that objects which touch the collider are thrown in roughly the same direction as the object is rotating. To do this, I've tried the following: Vector3 force = ((transform.localRotation * Vector3.forward) * 2000) * Time.deltaTime; collision.gameObject.rigidbody.AddForce(force, ForceMode.Impulse); Unfortunately this doesn't always match the rotation of the object. To debug the issue, I wrote a simple OnDrawGizmos script, which (strangely) appears to draw the line correctly oriented to the rotation. void OnDrawGizmos() { Vector3 pos = transform.position + ((transform.localRotation * Vector3.forward) * 2); Debug.DrawLine(transform.position, pos, Color.red); } You can see the result of the OnDrawGizmos function below: What am I doing wrong?

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  • Debian package libmarkdown-php, how can I use it? [closed]

    - by JamesM-SiteGen
    Hello all, I am just wondering how do you implement libmarkdown-php in a php script? By this, I mean: What code do I run to use the markdown library? Does it simply just add one function? Does it allows me to encode markdown2html and vise versa? Where is a doc for this package, I can't find one? :( Okay, so it terns out that I found the docs, just did not match them up, the project-page did not contain any info on it being the Squeeze package libmarkdown-php, Said to know it is not in Lenny. Thanks @palhmbus for matching them. :)

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  • What is the best practice to develop a visual component in Flex Hero?

    - by gavri
    What is the best practice to develop a visual component in Flex Hero? I do it like this: I consider a component has 2 "parts", the declarative part (the visual sub-components) which I define in the skin (just mxml) and the code part (event handlers...) which I define in an action script class. I load the skin in the ctor of the action script class. I also define skin parts, states, and I bind event handlers in the partAdded function. I am having an argument about this; that I should define the component purely in an .mxml, with listeners in the script tag, and maybe attach a skin (but the skin should be loose - maybe for reuse :-?) I come from .NET and maybe I am biased with the code behind pattern, and I am wondering from your experience and Adobe's intent, what is the best practice to usually implement a visual component?

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  • Cheese Not Working in Ubuntu 11.10

    - by user34305
    When i launch Cheese, nothing launches nor the green light on may laptop webcam glows. I typed cheese in terminal and i got cheese:2293): Gdk-WARNING **: The program 'cheese' received an X Window System error. This probably reflects a bug in the program. The error was 'BadRequest (invalid request code or no such operation)'. (Details: serial 144 error_code 1 request_code 136 minor_code 19) (Note to programmers: normally, X errors are reported asynchronously; that is, you will receive the error a while after causing it. To debug your program, run it with the --sync command line option to change this behavior. You can then get a meaningful backtrace from your debugger if you break on the gdk_x_error() function.)

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Microsoft XNA code sample wont work with blender model

    - by FreakinaBox
    I downloaded this code sample and integrated it into my game http://xbox.create.msdn.com/en-US/education/catalog/sample/mesh_instancing It works with the model that they supplied, but throws and exception whenever I use one of my models. The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. I tried pluging my model into their original source code and same thing. My model is an fbx from blender and has a texture. This is the function that throws the error GraphicsDevice.DrawInstancedPrimitives( PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, instances.Length );

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  • which is better performance, using a disposable local variable or reusing a global one?

    - by petervaz
    This is for an android game. Suppose I have a function that is called several times for second and do some calculations involving an arraylist (or any other complex objects for what matter). Which approach would be preffered? local: private void doStuff(){ ArrayList<Type> XList = new ArrayList<Type>(); // do stuff with list } global: private ArrayList<Type> XList = new ArrayList<Type>(); private void doStuff(){ XList.clear(); // do stuff with list }

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Finding the median of the merged array of two sorted arrays in O(logN)?

    - by user176517
    Refering to the solution present at MIT handout I have tried to figure out the solution myself but have got stuck and I believe I need help to understand the following points. In the function header used in the solution MEDIAN -SEARCH (A[1 . . l], B[1 . . m], max(1,n/2 - m), min(l, n/2)) I do not understand the last two arguments why not simply 1, l why the max and min respectively. Thanking You.

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  • Javascript Open a Window Full Size (Mazimized)

    - by SAMIR BHOGAYTA
    function f_open_window_max( aURL, aWinName ) { var wOpen; var sOptions; sOptions = 'status=yes,menubar=yes,scrollbars=yes,resizable=yes,toolbar=yes'; sOptions = sOptions + ',width=' + (screen.availWidth - 10).toString(); sOptions = sOptions + ',height=' + (screen.availHeight - 122).toString(); sOptions = sOptions + ',screenX=0,screenY=0,left=0,top=0'; wOpen = window.open( '', aWinName, sOptions ); wOpen.location = aURL; wOpen.focus(); wOpen.moveTo( 0, 0 ); wOpen.resizeTo( screen.availWidth, screen.availHeight ); return wOpen; }

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  • Are Sony Vaio S series or T series laptops compatible with both windows 7 and Ubuntu 12.04 in dual-boot installation

    - by rini
    I am planning to buy a new laptop which is suitable for both Ubuntu 12.04 and windows 7 in dual boot configuration. I am looking for Sony Vaio two models with configurations: 13.3" S series Customizable laptop ( SVS131190S) 3rd gen Intel® Core™ i5-3210M processor (2.50GHz / 3.10GHz with Turbo Boost) Intel® HD Graphics 4000 4GB (4GB fixed onboard + 1 open slot) DDR3-1333Mhz 500GB (5400rpm) hard drive 13.3" T series Customizable ultrabook 3rd gen Intel® Core™ i7-3517U processor (1.90GHz / 3.00GHz with Turbo Boost) Intel® HD Graphics 4000 500GB (5400rpm) + 32GB MLC hybrid hard drive with RAID 0 6GB (4GB fixed onboard + 2GB removable) DDR3-1333Mhz Can anyone please tell me which laptop will function better for dual booting? Any help/comments are really appreciated.

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  • Game getting progressively laggier?

    - by Valentin Krummenacher
    I have a small game in HTML5 that uses socket.io to communicate with a node.js server. Now my problem is that, eversince I did my last update on it it seems to have something "chunk up" in the background making it laggier and laggier the longer it runs. In the update were a few temporary local variables being defined with var(you know, variables that are only used during one function and then not needed anymore) alongside with alot of other changes, and I am not even sure if this update or something else is causing this. Might the "var" have caused it? Or what other reasons might this strange complication have?

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  • How to use GetActiveUniform (in SharpGL)?

    - by frankie
    Generally, guesting is in header. I cannot understand how to use GetActiveUniform function. public void GetActiveUniform(uint program, uint index, int bufSize, int[] length, int[] size, uint[] type, string name); My attempt looks like this (everything is compiled and linked): var uniformSize = new int[1]; var unifromLength = new int[1]; var uniformType = new uint[1]; var uniformName = ""; Gl.GetActiveUniform(Id, index, uniformNameMaxLength[0], unifromLength, uniformSize, uniformType, uniformName); After call I get proper uniformSize, length and type, but not name.

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  • Attributes and Behaviours in game object design

    - by Brukwa
    Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all Attributes\Behaviour idea with some sample data. Now I have faced a little problem when I added a RenderingSystem to my prototype application. I have created an object with RenderBehaviour which listens for messages (OnMessage function) like MovedObject in order to mark them as invalid and in OnUpdate pass I am inserting a new renderable object to rederer queue. I have noticed that rendering updates should be the last thing made in single frame and this causes RenderBehaviour to depend on any other Behaviour that changes object position (i.ex. PhysicsSystem and PhysicsBehaviour). I am not even sure if I am doing this the way it should be. Do you have any clues that might put me on the right track?

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • When tracking which elements were clicked e.target.id is sometimes empty [migrated]

    - by Ivan
    I am trying to test the following JavaScript code, which is meant to keep track of the timing of user responses on a multiple choice survey: document.onclick = function(e) { var event = e || window.event; var target = e.target || e.srcElement; //time tracking var ClickTrackDate = new Date; var ClickData = ""; ClickData = target.id + "=" + ClickTrackDate.getUTCHours() + ":" + ClickTrackDate.getUTCMinutes() + ":" + ClickTrackDate.getUTCSeconds() +";"; document.getElementById("txtTest").value += ClickData; alert(target.id); // for testing } Usually target.id equals to the the id of the clicked element, as you would expect, but sometimes target.id is empty, seemingly at random, any ideas?

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  • "// ..." comments at end of code block after } - good or bad?

    - by gablin
    I've often seen such comments be used: function foo() { ... } // foo while (...) { ... } // while if (...) { ... } // if and sometimes even as far as if (condition) { ... } // if (condition) I've never understood this practice and thus never applied it. If your code is so long that you need to know what this ending } is then perhaps you should consider splitting it up into separate functions. Also, most developers tools are able to jump to the matching bracket. And finally the last is, for me, a clear violation to the DRY principle; if you change the condition you would have to remember to change the comment as well (or else it could get messy for the maintainer, or even for you). So why do people use this? Should we use it, or is it bad practice?

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  • To View multiple uploaded images [closed]

    - by Nilesh Sonawane
    PHP Javascript Image Upload function updatepicture(pic) { document.getElementById("image").setAttribute("src", pic); document.getElementById("image1").setAttribute("src", pic); document.getElementById("image2").setAttribute("src", pic); } Vastu deals Image Upload Upload message will go here. //query for insert timepass.php 0) { if ($_FILES['file']['size'] parent.document.getElementById("message").innerHTML = ""; parent.document.getElementById("file").value = ""; window.parent.updatepicture(""); parent.document.getElementById("message").innerHTML = "There was an error uploading your image. Please try again later."; parent.document.getElementById("message").innerHTML = "Your file is larger than 150kb. Please choose a different picture.";

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  • How to generate SPMetal for a specific list (OOTB: like tasks or contacts) with custom columns

    - by KunaalKapoor
    SPMetal is used to make use of LINQ on a list in SharePoint 2010. By default when you generate SPMetal on a site you will get a code generated file for most of the lists and probably more. Here is a MSDN link for some info on SPMetal.http://msdn.microsoft.com/en-us/library/ee538255(office.14).aspxBut what if you want only to generate the code for one list?Well it is quite simple once you figure it out. You need to add an xml file to override the default settings of SPMetal and specify it in the /parameters option. I will show you how to do this.First create a Folder that will contain two files (GenerateSPMetalCode.bat and SPMetal.xml).Below is the content of the files:GenerateSPMetalCode.bat "C:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\BIN\SPMetal" /web:http://YourServer /code:OutPutFileName.cs /language:csharp /parameters:SPMetal.xml pause SPMetal.xml <?xml version="1.0" encoding="utf-8"?> <Web AccessModifier="Internal" xmlns="http://schemas.microsoft.com/SharePoint/2009/spmetal"> <List Name="ListName"> <ContentType Name="ContentTypeName" Class="GeneratedClassName" /> </List> <ExcludeOtherLists></ExcludeOtherLists> </Web> You will have to change some of the text in the files so that it will be specific to your SharePoint Server Setup. In the bat file you will have to change http://YourServer to the url of the web where your list is. In the SPMetal.xml file you need to change ListName to the name of your list and the ContentTypeName to the name of the content type you want to extract. The GeneratedClassName can be anything but perhaps you should rename it to something more sensible.Adding the following line: '<List Name="ListName"><ContentType Name="ContentTypeName" Class="GeneratedClassName" /> </List>'  makes sure that any custom columns added to an OOTB list like contacts or tasks are also generated, which are missed out in a regular generation.So now when you run it the SPMetal command will read the SPMetal.xml list and override its commands. ExcludeOtherLists element makes it so that only the code for the lists you specify will be generated. For some reason I got an error if I had this element above the List element.You sould now have a code file called OutPutFileName.cs that has been generated. You can now put this in your SharePoint project for use with your LINQ queries against that list.I will soon write a LINQ example that uses the generated class. UPDATE: Add the /namespace parameter to add a namespace to the generated code. "C:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\BIN\SPMetal" /web:http://YourServer /namespace:MySPMetalNameSpace /code:OutPutFileName.cs /language:csharp /parameters:SPMetal.xml

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