Search Results

Search found 5306 results on 213 pages for 'trailing character'.

Page 109/213 | < Previous Page | 105 106 107 108 109 110 111 112 113 114 115 116  | Next Page >

  • How to define a natural id in database?

    - by gcc
    There are a lot of manuals. I am trying to create an database to hold information of these documents. But, there is a small problem. How can I give meaningful id to the manuals? Are there any standard or logic behind the giving meaningful id to the documents? If there is no standard, can you tell me how I should do that? example: table : manual id | manual name EDIT: Not Meaningful ID 1 or M1 or foo 2 C2 bar 3 P123 name ... ... ... (i) (ii) (iii) (i) Not meaningful for me because if some item deleted, there can be gap. ex 1 33 100. (ii) random character can be confusing when one try to give a name to new manual (iii) Why giving name is not preferred is because finding a name to the manual as ID is hard after 500 manuals. Meaningful : New ID * Can be easily produced even if after 1000 manuals * Should not be so complicated

    Read the article

  • 3D Modeling Software for Programmer [closed]

    - by Pathachiever11
    I've recently learned how to make games for Unity3d, and now I want to start making games! I can't wait to start! However, before I can make 3D games, I need to learn 3D modeling for character design, level design, and some animation. What is the easiest 3D modeling software, compatible with Unity3d? I do not want to spend too much time learning the software. From what I've heard, Blender is a bit complicated to use. Maya and 3dsMax seem very powerful. Could someone point me in the right direction? I don't want to spend a lot of time learning. I know its not that easy, but you guys have experience, you guys probably know out of all which one is easier and powerful. Could you recommend a software? Many Thanks!

    Read the article

  • Desktop Fun: Moonlit Nights Wallpaper Collection

    - by Asian Angel
    Whether it is our own moon or ones featured in fiction and fantasy artwork, moons can be romantic, mysterious, and inspirational. Now you can add a unique touch of style and flair to your desktop with our Moonlit Nights Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. HTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear MonitorsMacs Don’t Make You Creative! So Why Do Artists Really Love Apple?

    Read the article

  • I need to hire a web developer but I'm not sure which qualifications/skills they should have to do what I see in my head. Any help?

    - by Beau
    I'm looking to develop a simple image editor wherein a user can cycle through multiple layers (6-10) of images to develop a unique avatar. For example, the initial image layer will be a 2D character of their choice, mostly void of any accessories. The next image layer would be a shirt, another pants, another jewelry etc. I like the idea of frontend HTML5 so it can be a web app compatible across most platforms, but I'm lost on the backend requirements of such a project. #noob Any help would be greatly appreciated.

    Read the article

  • Microsoft Access 2010: How to Modify Tables

    As you work with Microsoft Access 2010, it is highly likely that you will run in to times where you need to modify the fields contained within your tables. Luckily, this is a task that is not hard to accomplish, and this tutorial will teach you how to do so. Before you begin modifying tables, you should be aware that there are basically three different ways in which you can affect or control the type of data that enters your fields, which are data types, character limits, and validation rules. We will be taking a look at them today, so let's begin, shall we? Keep in mind that for this tutor...

    Read the article

  • Proper password handling for login

    - by piers
    I have read a lot about PHP login security recently, but many questions on Stack Overflow regarding security are outdated. I understand bcrypt is one of the best ways of hashing passwords today. However, for my site, I believe sha512 will do very well, at least to begin with. (I mean bcrypt is for bigger sites, sites that require high security, right?) I´m also wonder about salting. Is it necessary for every password to have its own unique salt? Should I have one field for the salt and one for the password in my database table? What would be a decent salt today? Should I join the username together with the password and add a random word/letter/special character combination to it? Thanks for your help!

    Read the article

  • Passing an objects rotation down through its children

    - by MintyAnt
    In my topdown 2d game you have a player with a sword, like an old Zelda game. The sword is a seperate entity, and its collision box "rotates" around the player like an orbit, but always follows the player wherever he goes. The player and sword both have a vector2 heading. The sword is a weapon object that is attached to the character. In order to allow swinging in a direction, I have the following property inside sword (RotateCopy returns a copy of the mHeading after rotation) public Vector2 Heading { get { return mHeading.RotateCopy(mOwner.Rotation); } } This seems a bit messy to me, and slower than it could be. Is there a better way to "translate" the base/owner component rotations through to whatever component I am using, like this sword? Would using a rotation MATRIX be better? (Curretnly rotates by sin/cos) If so, how can I "add" up the matrices? Thank you.

    Read the article

  • Convert Java program to C

    - by imicrothinking
    I need a bit of guidance with writing a C program...a bit of quick background as to my level, I've programmed in Java previously, but this is my first time programming in C, and we've been tasked to translate a word count program from Java to C that consists of the following: Read a file from memory Count the words in the file For each occurrence of a unique word, keep a word counter variable Print out the top ten most frequent words and their corresponding occurrences Here's the source program in Java: package lab0; import java.io.File; import java.io.FileReader; import java.util.ArrayList; import java.util.Calendar; import java.util.Collections; public class WordCount { private ArrayList<WordCountNode> outputlist = null; public WordCount(){ this.outputlist = new ArrayList<WordCountNode>(); } /** * Read the file into memory. * * @param filename name of the file. * @return content of the file. * @throws Exception if the file is too large or other file related exception. */ public char[] readFile(String filename) throws Exception{ char [] result = null; File file = new File(filename); long size = file.length(); if (size > Integer.MAX_VALUE){ throw new Exception("File is too large"); } result = new char[(int)size]; FileReader reader = new FileReader(file); int len, offset = 0, size2read = (int)size; while(size2read > 0){ len = reader.read(result, offset, size2read); if(len == -1) break; size2read -= len; offset += len; } return result; } /** * Make article word by word. * * @param article the content of file to be counted. * @return string contains only letters and "'". */ private enum SPLIT_STATE {IN_WORD, NOT_IN_WORD}; /** * Go through article, find all the words and add to output list * with their count. * * @param article the content of the file to be counted. * @return words in the file and their counts. */ public ArrayList<WordCountNode> countWords(char[] article){ SPLIT_STATE state = SPLIT_STATE.NOT_IN_WORD; if(null == article) return null; char curr_ltr; int curr_start = 0; for(int i = 0; i < article.length; i++){ curr_ltr = Character.toUpperCase( article[i]); if(state == SPLIT_STATE.IN_WORD){ article[i] = curr_ltr; if ((curr_ltr < 'A' || curr_ltr > 'Z') && curr_ltr != '\'') { article[i] = ' '; //printf("\nthe word is %s\n\n",curr_start); if(i - curr_start < 0){ System.out.println("i = " + i + " curr_start = " + curr_start); } addWord(new String(article, curr_start, i-curr_start)); state = SPLIT_STATE.NOT_IN_WORD; } }else{ if (curr_ltr >= 'A' && curr_ltr <= 'Z') { curr_start = i; article[i] = curr_ltr; state = SPLIT_STATE.IN_WORD; } } } return outputlist; } /** * Add the word to output list. */ public void addWord(String word){ int pos = dobsearch(word); if(pos >= outputlist.size()){ outputlist.add(new WordCountNode(1L, word)); }else{ WordCountNode tmp = outputlist.get(pos); if(tmp.getWord().compareTo(word) == 0){ tmp.setCount(tmp.getCount() + 1); }else{ outputlist.add(pos, new WordCountNode(1L, word)); } } } /** * Search the output list and return the position to put word. * @param word is the word to be put into output list. * @return position in the output list to insert the word. */ public int dobsearch(String word){ int cmp, high = outputlist.size(), low = -1, next; // Binary search the array to find the key while (high - low > 1) { next = (high + low) / 2; // all in upper case cmp = word.compareTo((outputlist.get(next)).getWord()); if (cmp == 0) return next; else if (cmp < 0) high = next; else low = next; } return high; } public static void main(String args[]){ // handle input if (args.length == 0){ System.out.println("USAGE: WordCount <filename> [Top # of results to display]\n"); System.exit(1); } String filename = args[0]; int dispnum; try{ dispnum = Integer.parseInt(args[1]); }catch(Exception e){ dispnum = 10; } long start_time = Calendar.getInstance().getTimeInMillis(); WordCount wordcount = new WordCount(); System.out.println("Wordcount: Running..."); // read file char[] input = null; try { input = wordcount.readFile(filename); } catch (Exception e) { // TODO Auto-generated catch block e.printStackTrace(); System.exit(1); } // count all word ArrayList<WordCountNode> result = wordcount.countWords(input); long end_time = Calendar.getInstance().getTimeInMillis(); System.out.println("wordcount: completed " + (end_time - start_time)/1000000 + "." + (end_time - start_time)%1000000 + "(s)"); System.out.println("wordsort: running ..."); start_time = Calendar.getInstance().getTimeInMillis(); Collections.sort(result); end_time = Calendar.getInstance().getTimeInMillis(); System.out.println("wordsort: completed " + (end_time - start_time)/1000000 + "." + (end_time - start_time)%1000000 + "(s)"); Collections.reverse(result); System.out.println("\nresults (TOP "+ dispnum +" from "+ result.size() +"):\n" ); // print out result String str ; for (int i = 0; i < result.size() && i < dispnum; i++){ if(result.get(i).getWord().length() > 15) str = result.get(i).getWord().substring(0, 14); else str = result.get(i).getWord(); System.out.println(str + " - " + result.get(i).getCount()); } } public class WordCountNode implements Comparable{ private String word; private long count; public WordCountNode(long count, String word){ this.count = count; this.word = word; } public String getWord() { return word; } public void setWord(String word) { this.word = word; } public long getCount() { return count; } public void setCount(long count) { this.count = count; } public int compareTo(Object arg0) { // TODO Auto-generated method stub WordCountNode obj = (WordCountNode)arg0; if( count - obj.getCount() < 0) return -1; else if( count - obj.getCount() == 0) return 0; else return 1; } } } Here's my attempt (so far) in C: #include <stdio.h> #include <stdlib.h> #include <stdbool.h> #include <string.h> // Read in a file FILE *readFile (char filename[]) { FILE *inputFile; inputFile = fopen (filename, "r"); if (inputFile == NULL) { printf ("File could not be opened.\n"); exit (EXIT_FAILURE); } return inputFile; } // Return number of words in an array int wordCount (FILE *filePointer, char filename[]) {//, char *words[]) { // count words int count = 0; char temp; while ((temp = getc(filePointer)) != EOF) { //printf ("%c", temp); if ((temp == ' ' || temp == '\n') && (temp != '\'')) count++; } count += 1; // counting method uses space AFTER last character in word - the last space // of the last character isn't counted - off by one error // close file fclose (filePointer); return count; } // Print out the frequencies of the 10 most frequent words in the console int main (int argc, char *argv[]) { /* Step 1: Read in file and check for errors */ FILE *filePointer; filePointer = readFile (argv[1]); /* Step 2: Do a word count to prep for array size */ int count = wordCount (filePointer, argv[1]); printf ("Number of words is: %i\n", count); /* Step 3: Create a 2D array to store words in the file */ // open file to reset marker to beginning of file filePointer = fopen (argv[1], "r"); // store words in character array (each element in array = consecutive word) char allWords[count][100]; // 100 is an arbitrary size - max length of word int i,j; char temp; for (i = 0; i < count; i++) { for (j = 0; j < 100; j++) { // labels are used with goto statements, not loops in C temp = getc(filePointer); if ((temp == ' ' || temp == '\n' || temp == EOF) && (temp != '\'') ) { allWords[i][j] = '\0'; break; } else { allWords[i][j] = temp; } printf ("%c", allWords[i][j]); } printf ("\n"); } // close file fclose (filePointer); /* Step 4: Use a simple selection sort algorithm to sort 2D char array */ // PStep 1: Compare two char arrays, and if // (a) c1 > c2, return 2 // (b) c1 == c2, return 1 // (c) c1 < c2, return 0 qsort(allWords, count, sizeof(char[][]), pstrcmp); /* int k = 0, l = 0, m = 0; char currentMax, comparedElement; int max; // the largest element in the current 2D array int elementToSort = 0; // elementToSort determines the element to swap with starting from the left // Outer a iterates through number of swaps needed for (k = 0; k < count - 1; k++) { // times of swaps max = k; // max element set to k // Inner b iterates through successive elements to fish out the largest element for (m = k + 1; m < count - k; m++) { currentMax = allWords[k][l]; comparedElement = allWords[m][l]; // Inner c iterates through successive chars to set the max vars to the largest for (l = 0; (currentMax != '\0' || comparedElement != '\0'); l++) { if (currentMax > comparedElement) break; else if (currentMax < comparedElement) { max = m; currentMax = allWords[m][l]; break; } else if (currentMax == comparedElement) continue; } } // After max (count and string) is determined, perform swap with temp variable char swapTemp[1][20]; int y = 0; do { swapTemp[0][y] = allWords[elementToSort][y]; allWords[elementToSort][y] = allWords[max][y]; allWords[max][y] = swapTemp[0][y]; } while (swapTemp[0][y++] != '\0'); elementToSort++; } */ int a, b; for (a = 0; a < count; a++) { for (b = 0; (temp = allWords[a][b]) != '\0'; b++) { printf ("%c", temp); } printf ("\n"); } // Copy rows to different array and print results /* char arrayCopy [count][20]; int ac, ad; char tempa; for (ac = 0; ac < count; ac++) { for (ad = 0; (tempa = allWords[ac][ad]) != '\0'; ad++) { arrayCopy[ac][ad] = tempa; printf("%c", arrayCopy[ac][ad]); } printf("\n"); } */ /* Step 5: Create two additional arrays: (a) One in which each element contains unique words from char array (b) One which holds the count for the corresponding word in the other array */ /* Step 6: Sort the count array in decreasing order, and print the corresponding array element as well as word count in the console */ return 0; } // Perform housekeeping tasks like freeing up memory and closing file I'm really stuck on the selection sort algorithm. I'm currently using 2D arrays to represent strings, and that worked out fine, but when it came to sorting, using three level nested loops didn't seem to work, I tried to use qsort instead, but I don't fully understand that function as well. Constructive feedback and criticism greatly welcome (...and needed)!

    Read the article

  • Multiple objects listening for the same key press

    - by xiaohouzi79
    I want to learn the best way to implement this: I have a hero and an enemy on the screen. Say the hero presses "k" to get out a knife, I want the enemy to react in a certain way. Now, if in my game loop I have a listener for the key press event and I identify a "k" was pressed, the quick and easy way would be to do: // If K pressed // hero.getOoutKnife() // enemy.getAngry() But what is commonly done in more complex games, where say I have 10 types of character on screen and they all need to react in a unique way when the letter "k" is pressed? I can think of a bunch of hacky ways to do this, but would love to know how it should be done properly. I am using C++, but I'm not looking for a code implementation, just some ideas on how it should be done the right way.

    Read the article

  • Box2D platformer movement. Are joints a good idea?

    - by Romeo
    So i smashed my brains trying to make my character move. As i wanted later in the game to add explosions and bullets it wasn't a good idea to mess with the velocity and the forces/impulses didn't work as i expected so something stuck in my mind: Is it a good idea to put at his bottom a wheel(circle) which is invisible to the player that will do the movement by rotation? I will attach this to my main body with a revolute joint but i don't really know how to make the main body and wheel body to don't collide one with each other since funny things can happen. What is your oppinion?

    Read the article

  • How to prepare a game for localization?

    - by kevin42
    Many projects don't think about localization until the game is done. Then localization is done as a hack, and it's obvious that it was added on later. Some specific areas of concern: Text strings (obviously) Audio clips such as music and/or narratives Text rendered on textures (e.g. a label on a crate) Text rendered in frames in pre-rendered movies Fonts/Character sets for different languages Etc. What are some good ways to prepare for these challenges in the initial development stages, so you can make it easier without incurring too much cost up front?

    Read the article

  • Is it safe to set FPS rate to a constant?

    - by Ozan
    I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement. We made a simple game. Every move like going left, right or jump is written time dependent. But, in some other computers, our game is worked very differently. For example, our character jumps higher than it should be. I guess this is because each computer has different FPS rate according to its specification. My question is that what should we do to make this game work in same way in every computer? Setting FPS rate to a constant is a solution?

    Read the article

  • Windows Phone 7 Design Template

    Windows Phone 7 Design Template Expression Blend is a wonderful design environment for WP7 (Windows Phone 7) but for quickly visualizing a concept nothing beats Illustrator! I am excited about WP7 and decided that having a solid .ai template would prove invaluable. Some of the details of the WP7 UI Design and Interaction Guide are a bit fuzzy (literally) but I was able to generate some useful layout guides, character styles, and symbols. While the template does not cover every aspect of the guide I think it is a good launching point; if you find it useful and extend it please share your updates (I created the template in CS4, if you have problems in earlier versions let me know).Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • apache2 server returns (400) syntax error

    - by Thomas E
    There are 900 paths in the googles index to our homepage containing illegal characters. Example: http://www.seriesam.com/filmaffisch/TC%4NK Note the character "%4N". I have no idea where they come from, but would like to update google index with a correct URL using "canonical" in the html code. But the problem is our apache2 server immediately sends a 400 error if you click the link above. How can I configure apache2 not to give an error code, but instead treat the link above as "correct"? Maybe replacing the char %4N with nothing.

    Read the article

  • Is MUMPS alive?

    - by ern0
    At my first workplace we were using Digital Standard MUMPS on a PDP 11-clone (TPA 440), then we've switched to Micronetics Standard MUMPS running on a Hewlett-Packard machine, HP-UX 9, around early 90's. Is still MUMPS alive? Are there anyone using it? If yes, please write some words about it: are you using it in character mode, does it acts as web server? etc. (I mean Caché, too.) If you've been used it, what was your feelings about it? Did you liked it?

    Read the article

  • how to have 'find' not return the current directory

    - by Pinpin
    I'm currently trying to find (and copy) all files and folder structure matching a specific pattern, in a specified directory and I'm so nearly there! Specifically, I want to recursively copy all folders not begining with a '_' character from a specified path. find /source/path/with/directories -maxdepth 1 -type d ! -name _\* -exec cp -R {} /destination/path \; In the /source/path/with/directories/ path are machine-specific directories beginning with '_' and others, and I'm only interested in copying the others. For a reason beyond me, the find command returns the /source/path/with/directories/ directory, and therefore copies its content, directories begining with '_' included. Anyone have a hint as to why that is? Thanks, Pascal

    Read the article

  • Detect Open Space in Farseer

    - by Tom G
    I'm working on a 2D platformer using XNA and Farseer. I would like the player's character to be able to grab and climb up ledges. Detecting a collision between the player and the side of a wall is simple enough with the OnCollision delegate, but I have to admit I'm a bit stumped on how to detect that there's enough clearance for the PC to mount the ledge. Essentially, I want to ensure there's an appropriately sized rectangle above and to the left or right of the PC (depending on their direction) and I'm not sure how I would check for such a space. Any suggestions on how to determine there is nothing in the simulated world within some bounding rectangle?

    Read the article

  • Best practice for SEO "special characters" in products pages

    - by rhodesit
    Whats a best practice for creating websites do to the fact that i need to enter "ö" within the content/title/meta. Should I spell it without, and just use a "normal" character or do i put in this code everywhere. or do i spell it half the time with and half the time without. whats the best practice for seo? Google takes into account user intent. Which makes things complicated(in my mind). The user will be searching without the "special characters" but because of the whole "user intent" thing, I don't know the best practice for this situation is. Should I use a mix of both spellings? Should I use the special characters in anchortext/headers/title/metadescription?

    Read the article

  • How to avoid circular dependencies between Player and World?

    - by futlib
    I'm working on a 2D game where you can move up, down, left and right. I have essentially two game logic objects: Player: Has a position relative to the world World: Draws the map and the player So far, World depends on Player (i.e. has a reference to it), needing its position to figure out where to draw the player character, and which portion of the map to draw. Now I want to add collision detection to make it impossible for the player to move through walls. The simplest way I can think of is to have the Player ask the World if the intended movement is possible. But that would introduce a circular dependency between Player and World (i.e. each holds a reference to the other), which seems worth avoiding. The only way I came up with is to have the World move the Player, but I find that somewhat unintuitive. What is my best option? Or is avoiding a circular dependency not worth it?

    Read the article

  • Get system info from C program?

    - by Hamid
    I'm writing a little program in C that I want to use to output some system stats to my HD44780 16x2 character display. The system I'll be working with is a Debian ARM system and, although irrelevant, the display is on the GPIO header.(The system is a Raspberry Pi). As an initial (somewhat unambitious) attempt, I'd like to start with something simple like RAM and CPU usage (I'm new to C). I understand that if I make external command calls I need to fork() and execve() (or some equiv that will let me return the results), what I would like to know is how I go about getting the information I want in a nice clean format that I can use. Surely I will not have to call (for e.g); free -h And then use awk or similar to chop out the piece I want? There must be a cleaner way? The question should be seen as more of a generic, what is best practice for getting info about the system in C (the RAM/CPU usage are just an initial example).

    Read the article

  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

    Read the article

  • How much to pay for artwork in an indie game?

    - by f20k
    I am an indie developer and I need some detailed artwork. How much is reasonable to pay an artist for say 20 character designs? I know it depends on the artist's skills, etc, but I am wondering what to expect so that I can budget it. Edit: Let's say cartoon-ish art (Example - not necessarily in that level of detail but that kind of cartoony-art style). No 3-d modelling - The art will be used as still images in game and for promotional reasons. I'd provide a base sprite design for them to expand on and detail. Also, some numbers would be nice - I like numbers. Even a range is helpful. Like: expect to spend $x2 ~ $x1 for top-notch and $y2 ~ $y1 for decent quality. I understand I can ask at some indie-help site but, if an artist says something like $1000 for 20 designs, I wouldn't have any idea if it's reasonable / good deal / bad idea etc.

    Read the article

  • Problems Installing slapd On Ubuntu Server 11.10

    - by Zach Dziura
    I know that there's a Ubuntu-specific StackExchange website, but I thought that I'd ask here because it's a server-specific question. If I'm wrong in my logic... Well, you people are better at this than I am! O=) On with the show! I'm in the process of installing Oracle Database 11g R2 Standard Edition onto Ubuntu Server 11.10. I found a guide on the Oracle Support Forums that walks you through the process fairly easily. Unfortunately, I'm running into issues installing one particular dependency: slapd. When I go to install it, I get this error message: (Reading database ... 64726 files and directories currently installed.) Unpacking slapd (from .../slapd_2.4.25-1.1ubuntu4.1_amd64.deb) ... Processing triggers for man-db ... Processing triggers for ufw ... Processing triggers for ureadahead ... Setting up slapd (2.4.25-1.1ubuntu4.1) ... Usage: slappasswd [options] -c format crypt(3) salt format -g generate random password -h hash password scheme -n omit trailing newline -s secret new password -u generate RFC2307 values (default) -v increase verbosity -T file read file for new password Creating initial configuration... Loading the initial configuration from the ldif file () failed with the following error while running slapadd: str2entry: invalid value for attributeType olcRootPW #0 (syntax 1.3.6.1.4.1.1466.115.121.1.15) slapadd: could not parse entry (line=1051) dpkg: error processing slapd (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: slapd E: Sub-process /usr/bin/dpkg returned an error code (1) After much Google searches and forum trolling, I have yet to find a definitive answer as to what's going wrong. The error messages seem straight forward enough, but I have no idea how to debug this. Can anyone offer some assistance? Again, if I'm asking in the wrong place, I apologize. If I'm indeed asking properly, then thank you for any and all help!

    Read the article

  • Logitech K260 keyboard responds very, very slow

    - by Pierre
    I bought a Logitech K260 wireless keyboard/mouse combination and connected it to my Ubuntu 12.04 workstation. The mouse seems to work fine for now, it is quick and is working quite smoothly. The keyboard however is very, very slow. It takes about two to three seconds for a character to appear after being typed. What might be the problem? I have found even a review of someone who states that he's gaming with this keyboard, which I am not planning to do, for me it will serve as a writing keyboard only as soon as it works properly. Who might be able to help?

    Read the article

  • How do I accomplish fading texture trails in UDK?

    - by kdshay
    I would like to know how to leave a fading texture/material trail in udk. For example (I'm not sure if there is a special name for this effect): A character may leave footprints that fade after x number of seconds Or, a tank may leave a tracks trail as in Civilization IV. Here is another example of this type of effect. Skip to 1:00 and watch the green slime texture. http://www.youtube.com/watch?v=KdJIauWjE8s How do I accomplish this effect in UDK? Any good tutorials? Thank you.

    Read the article

< Previous Page | 105 106 107 108 109 110 111 112 113 114 115 116  | Next Page >