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  • Best way to move your domain and keep the Google position

    - by netadictos
    I have to move one domain to a new one which is semantically better for SEO. I would like to know the best way to do it so that the new domain keeps the google position. I know the basic steps: to put a redirection 301 in the old one, with an apache script, it can be very detailed, but the important is the 301 header for google you can tell them through the webmaster tools page try to gain pagerank for the new domain

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  • Position sprite at center of screen

    - by Wellie
    I am trying to get a sprite to position itself at the center of the screen but nothing seems to be working for me. I'm trying Viewport viewport = graphics.GraphicsDevice.Viewport; logoPosition = new Vector2((viewport.Width - towerImage.Width) / 2, (viewport.Height - towerImage.Height) / 2); and spriteBatch.Draw(towerImage, centre, null, Color.White, 0, baseOrigin, 1.0f, SpriteEffects.None, 0); This is my first time using XNA and I don't really have a clue what I'm doing.

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  • Taking too long to get skills for entry level programmer position [closed]

    - by greenonion
    I don't have the skills for an entry level position as a .Net programmer. I am trying to learn what I need but there is too much to learn and too little time. What can I do? About two months ago, I went to a job interview for an entry level C# .Net programming/consultant position in NYC. When I heard back from them, they told me that the knowledge gap between what I knew and what they needed me to know was too big and I might have been a better fit if I had 6 months of experience. This was the first interview that I went on since graduating college. before the interview, I read a book on visual C#. Turns out it wasn't a very good book and I was missing a lot of key areas of knowledge such as ADO.net SQL (I had learned some LINQ) A little bit about how memory is handled Multiple threaded programming, etc. Because the book wasn't very good, the stuff I did know, I didn't know very well. I felt crushed. I've applied for jobs to gain experience but when recruiters hear that I have no experience they lose interest. I figured that I can at least work on my knowledge. Since then, I read "SQL Essentials" to cover the SQL bit and I found a pretty awesome book that is good enough to clear up what's hazy in my mind and covers almost all of the extra topics. The book is "C# 4.0: The Complete Reference" by Herbert Schildt. I'm even learning a lot about the topics I was familiar with. For a month now I've been working my way through this beast of a book. However, gaining the knowledge I need is taking too long. I can't hold off not having a full-time job much longer. I'm not stupid and I'm studying constantly pouring through the book, asking questions on stackoverflow, referencing the C# specification, etc. I have made great progress but there is just too much ground to cover. I'm on chapter 12 which is about a 3rd through the book. To get an idea of what I know vs don't know, the table of contents is on amazon: http://www.amazon.com/C-4-0-The-Complete-Reference/dp/007174116X How on earth can someone know enough to function as a programmer in the real world? Can I try for a job in academia? Will I have time to finish learning the rest of the C# language or am I just un-hireable?

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  • Transition Player Position

    - by Lycrios
    I'm currently working on a java MMO with a pretty solid start, but I've come across an issue I need a little help with. I'm working on player position's. Meaning there X/Y on the screen, if the PlayerA has a higher FPS(Frames Per Second) then other players, the resulting action will be that PlayerA will move faster than everyone else. I know the reasoning for this, it's because when the game draws I just use: x++; What would a better method be?

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  • MediaElement.Position behaviour and Windows Phone 7 issue

    - by RoguePlanetoid
    I have a problem, I have written a simple Media Player for Windows Phone 7 and can Play, Stop and control the Volume of a Video (loaded from a URI) however when I try to set the position, this causes the application to freeze. I have used both these lines, but either does not work: Player.Position = new TimeSpan(0, 0, 0, 0, (int)Position.Value); Player.Position = TimeSpan.FromSeconds((int)(Position.Value)); I do have this event handler: void Player_MediaOpened(object sender, RoutedEventArgs e) { Position.Maximum = Player.NaturalDuration.TimeSpan.TotalMilliseconds; } And have tried using the Seconds value, casting to Ints etc, however everytime I try to set the Position, the app freezes. The video otherwise plays normally - anyone know what the problem may be here?

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  • VirtualBox 4.2.14 is now available

    - by user12611829
    The VirtualBox development team has just released version 4.2.14, and it is now available for download. This is a maintenance release for version 4.2 and contains quite a few fixes. Here is the list from the official Changelog. VMM: another TLB invalidation fix for non-present pages VMM: fixed a performance regression (4.2.8 regression; bug #11674) GUI: fixed a crash on shutdown GUI: prevent stuck keys under certain conditions on Windows hosts (bugs #2613, #6171) VRDP: fixed a rare crash on the guest screen resize VRDP: allow to change VRDP parameters (including enabling/disabling the server) if the VM is paused USB: fixed passing through devices on Mac OS X host to a VM with 2 or more virtual CPUs (bug #7462) USB: fixed hang during isochronous transfer with certain devices (4.1 regression; Windows hosts only; bug #11839) USB: properly handle orphaned URBs (bug #11207) BIOS: fixed function for returning the PCI interrupt routing table (fixes NetWare 6.x guests) BIOS: don't use the ENTER / LEAVE instructions in the BIOS as these don't work in the real mode as set up by certain guests (e.g. Plan 9 and QNX 4) DMI: allow to configure DmiChassisType (bug #11832) Storage: fixed lost writes if iSCSI is used with snapshots and asynchronous I/O (bug #11479) Storage: fixed accessing certain VHDX images created by Windows 8 (bug #11502) Storage: fixed hang when creating a snapshot using Parallels disk images (bug #9617) 3D: seamless + 3D fixes (bug #11723) 3D: version 4.2.12 was not able to read saved states of older versions under certain conditions (bug #11718) Main/Properties: don't create a guest property for non-running VMs if the property does not exist and is about to be removed (bug #11765) Main/Properties: don't forget to make new guest properties persistent after the VM was terminated (bug #11719) Main/Display: don't lose seamless regions during screen resize Main/OVF: don't crash during import if the client forgot to call Appliance::interpret() (bug #10845) Main/OVF: don't create invalid appliances by stripping the file name if the VM name is very long (bug #11814) Main/OVF: don't fail if the appliance contains multiple file references (bug #10689) Main/Metrics: fixed Solaris file descriptor leak Settings: limit depth of snapshot tree to 250 levels, as more will lead to decreased performance and may trigger crashes VBoxManage: fixed setting the parent UUID on diff images using sethdparentuuid Linux hosts: work around for not crashing as a result of automatic NUMA balancing which was introduced in Linux 3.8 (bug #11610) Windows installer: force the installation of the public certificate in background (i.e. completely prevent user interaction) if the --silent command line option is specified Windows Additions: fixed problems with partial install in the unattended case Windows Additions: fixed display glitch with the Start button in seamless mode for some themes Windows Additions: Seamless mode and auto-resize fixes Windows Additions: fixed trying to to retrieve new auto-logon credentials if current ones were not processed yet Windows Additions installer: added the /with_wddm switch to select the experimental WDDM driver by default Linux Additions: fixed setting own timed out and aborted texts in information label of the lightdm greeter Linux Additions: fixed compilation against Linux 3.2.0 Ubuntu kernels (4.2.12 regression as a side effect of the Debian kernel build fix; bug #11709) X11 Additions: reduced the CPU load of VBoxClient in drag'and'drop mode OS/2 Additions: made the mouse wheel work (bug #6793) Guest Additions: fixed problems copying and pasting between two guests on an X11 host (bug #11792) The full changelog can be found here. You can download binaries for Solaris, Linux, Windows and MacOS hosts at http://www.virtualbox.org/wiki/Downloads Technocrati Tags: Oracle Virtualization VirtualBox

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  • SpamAssassin 2010 Bug still active on my mailserver despite the offending rule being fixed - where t

    - by Ibrahim
    The SpamAssassin 2010 bug was supposed to be fixed not long after the bug became widely known, and indeed the offending rule in my /usr/share/spamassassin/72_active.cf has been updated. However, incoming messages are still being tagged by this eg: X-Spam-Status: No, score=3.188 tagged_above=-999 required=6.31 tests=[BAYES_50=0.001, FH_DATE_PAST_20XX=3.188, SPF_PASS=-0.001] Here is the relevant rule: ##{ FH_DATE_PAST_20XX header FH_DATE_PAST_20XX Date =~ /20[2-9][0-9]/ [if-unset: 2006] describe FH_DATE_PAST_20XX The date is grossly in the future. ##} FH_DATE_PAST_20XX I'm on spamassassin/3.2.5-2+lenny1.1~volatile1 on Debian Lenny, completely up to date. Any pointers on where to look to figure out what's going on? I don't know anything about SpamAssassin; someone else usually manages this but I'm free right now and am trying to figure out what the problem is because it's been annoying us for a while and we only just realized this bug was still affecting us. Update: I've lowered the score for the FH_DATE_PAST20XX rule to 0.1, both in /etc/spamassassin/local.cf and /usr/share/spamassassin/50_scores.cf and it's still giving 3.188 points for this rule. Any idea what's going on? This really has me stumped. Update 2: It seems that after restarting amavisd, it's been fixed. What's the difference between amavisd and spamd? It seems like both should not be running, or something.

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  • SpamAssassin 2010 Bug still active on my mailserver despite the offending rule being fixed - where t

    - by Ibrahim
    The SpamAssassin 2010 bug was supposed to be fixed not long after the bug became widely known, and indeed the offending rule in my /usr/share/spamassassin/72_active.cf has been updated. However, incoming messages are still being tagged by this eg: X-Spam-Status: No, score=3.188 tagged_above=-999 required=6.31 tests=[BAYES_50=0.001, FH_DATE_PAST_20XX=3.188, SPF_PASS=-0.001] Here is the relevant rule: ##{ FH_DATE_PAST_20XX header FH_DATE_PAST_20XX Date =~ /20[2-9][0-9]/ [if-unset: 2006] describe FH_DATE_PAST_20XX The date is grossly in the future. ##} FH_DATE_PAST_20XX I'm on spamassassin/3.2.5-2+lenny1.1~volatile1 on Debian Lenny, completely up to date. Any pointers on where to look to figure out what's going on? I don't know anything about SpamAssassin; someone else usually manages this but I'm free right now and am trying to figure out what the problem is because it's been annoying us for a while and we only just realized this bug was still affecting us. Update: I've lowered the score for the FH_DATE_PAST20XX rule to 0.1, both in /etc/spamassassin/local.cf and /usr/share/spamassassin/50_scores.cf and it's still giving 3.188 points for this rule. Any idea what's going on? This really has me stumped. Update 2: It seems that after restarting amavisd, it's been fixed. What's the difference between amavisd and spamd? It seems like both should not be running, or something.

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  • Fixed and dynamic IPs in ISC DHPD lead to double lease

    - by GorillaPatch
    I would like to have a small dynamic adress part and the most clients are assigned a fixed IP adress. My dhcpd.conf looks like this: use-host-decl-names on; authoritative; allow client-updates; ddns-updates on; # Einstellungen fuer DHCP leases default-lease-time 3600; max-lease-time 86400; lease-file-name "/var/lib/dhcpd/dhcpd.leases"; subnet 192.168.11.0 netmask 255.255.255.0 { ddns-updates on; pool { # IP range which will be assigned statically range 192.168.11.1 192.168.11.240; deny all clients; } pool { # small dynamic range range 192.168.11.241 192.168.11.254; # used for temporary devices } } group { host pc1 { hardware ethernet xx:xx:xx:xx:xx:xx; fixed-address 192.168.11.11; } } The motivation for the pool declaration with deny all hosts comes from the ISC DHCPD homepage http://www.isc.org/files/auth.html This will allow hosts to be first added to the network, where they will receive a temporary IP from the 241-254 adress range and then later write an explicit host declaration. Upon next connect it will receive the right configuration. The problem is that I am getting error messages that 192.168.11.13 has a dynamic and a static lease. I am a bit confused as I expected the pool declaration with deny all clients would not count as dynamic. Dynamic and static leases present for 192.168.11.13. Remove host declaration pc1 or remove 192.168.11.13 from the dynamic address pool for 192.168.11.0/24 Is there a way to have the DHCP server send an DHCPNA to clients if they have a host statement and retain this dynamic range?

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  • Computing pixel's screen position in a vertex shader: right or wrong?

    - by cubrman
    I am building a deferred rendering engine and I have a question. The article I took the sample code from suggested computing screen position of the pixel as follows: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition = output.Position; } PixelShaderFunction() { input.ScreenPosition.xy /= input.ScreenPosition.w; float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } The question is what if I compute the position in the vertex shader (which should optimize the performance as VSF is launched significantly less number of times than PSF) would I get the per-vertex lighting insted. Here is how I want to do this: VertexShaderFunction() { ... output.Position = mul(worldViewProj, input.Position); output.ScreenPosition.xy = output.Position / output.Position.w; } PixelShaderFunction() { float2 TexCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1); ... } What exactly happens with the data I pass from VS to PS? How exactly is it interpolated? Will it give me the right per-pixel result in this case? I tried launching the game both ways and saw no visual difference. Is my assumption right? Thanks. P.S. I am optimizing the point light shader, so I actually pass a sphere geometry into the VS.

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  • Blender 2.63a window position unstable with dual monitor extended desktop

    - by Steve Smith
    I have two 1920 x 1200 HP monitors and running Ubuntu 12.10. If I set them up as an extended desktop, (both 1280 x 1024 positioned for 2048 x 1280, all my applications work fine EXCEPT Blender (even Inkscape). Blender works great on a single monitor but always defaults to a window size that uses all available real estate and it can't do that with 2048 x 1280. It launches, but jumps all over the screen. Does any know a way to start Blender in a fixed size window so it would run in just one monitor?

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  • Xpath question Xml Xpath

    - by Ibrar Afzal
    I need an xpath expression that would return the value of I need to get the value of this node. the value to extract is my xpath expression is //rates/rate[loantype='30-Year Fixed Rate'] The issue hre is that there are three value each node has a subtype element. Beside fileter for loantype I also need to filter for subtype. I am not sure how to do it in xpath. I have the following xml 40-Year Fixed Rate A 3 5.375 1.000 5.491 0 1 40-Year Fixed Rate B 5.500 0.500 5.579 0 1 40-Year Fixed Rate C 5.625 0.000 5.667 0 1 30-Year Fixed Rate A 3 5.000 1.000 5.134 0 1 30-Year Fixed Rate B 5.125 0.500 5.215 0 1 30-Year Fixed Rate C 5.250 0.000 5.297 0 1 20-Year Fixed Rate A 3 4.875 1.000 5.055 0 1 20-Year Fixed Rate B 5.000 0.500 5.121 0 1 20-Year Fixed Rate C 5.125 0.000 5.187 0 1 15-Year Fixed Rate A 3 4.250 1.000 4.467 0 1 15-Year Fixed Rate B 4.375 0.500 4.512 0 1 15-Year Fixed Rate C 4.500 0.000 4.570 0 1 10-Year Fixed Rate A 3 4.125 1.000 4.435 0 1 10-Year Fixed Rate B 4.250 0.500 4.454 0 1 10-Year Fixed Rate C 4.375 0.000 4.473 0 1 High-Balance 15-Year Fixed Rate D 3 4.250 1.000 4.461 0 1 High-Balance 15-Year Fixed Rate B 4.375 0.500 4.512 0 1 High-Balance 15-Year Fixed Rate C 4.500 0.000 4.563 0 1 High-Balance 30-Year Fixed Rate D 3 5.000 1.000 5.130 0 1 High-Balance 30-Year Fixed Rate B 5.125 0.500 5.211 0 1 High-Balance 30-Year Fixed Rate C 5.250 0.000 5.293 0 1 30-Year Fixed Rate Jumbo A 2 5.125 1.000 5.254 1 1 30-Year Fixed Rate Jumbo B 5.250 0.500 5.336 1 1 30-Year Fixed Rate Jumbo C 5.375 0.000 5.417 1 1 -- 15-Year Fixed Rate Jumbo A 2 5.000 1.000 5.220 1 1 15-Year Fixed Rate Jumbo B 5.125 0.500 5.270 1 1 15-Year Fixed Rate Jumbo C 5.250 0.000 5.320 1 1 -- 3/1 30-Year Adjustable Rate A 3 3.625 1.000 3.431 0 0 3/1 30-Year Adjustable Rate B 3.875 0.500 3.448 0 0 3/1 30-Year Adjustable Rate C 4.125 0.000 3.465 0 0 3/1 40-Year Adjustable Rate A 3 3.875 1.000 3.438 0 0 3/1 40-Year Adjustable Rate B 4.125 0.500 3.453 0 0 3/1 40-Year Adjustable Rate C 4.375 0.000 3.467 0 0 5/1 30-Year Adjustable Rate A 3 3.375 1.000 3.401 0 0 5/1 30-Year Adjustable Rate B 3.625 0.500 3.457 0 0 5/1 30-Year Adjustable Rate C 3.875 0.000 3.514 0 0 5/1 40-Year Adjustable Rate A 3 3.625 1.000 3.441 0 0 5/1 40-Year Adjustable Rate B 3.875 0.500 3.481 0 0 5/1 40-Year Adjustable Rate C 4.125 0.000 3.531 0 0 7/1 30-Year Adjustable Rate A 3 3.875 1.000 3.670 0 0 7/1 30-Year Adjustable Rate B 4.125 0.500 3.755 0 0 7/1 30-Year Adjustable Rate C 4.375 0.000 3.841 0 0 10/1 30-Year Adjustable Rate A 3 4.375 1.000 4.092 0 0 10/1 30-Year Adjustable Rate B 4.625 0.500 4.217 0 0 10/1 30-Year Adjustable Rate C 4.875 0.000 4.342 0 0 -- 2/2 ARM 30-Year (Purchase only) DH 5.250 0.000 3.709 0 0 -- High-Balance 5/1 30-Year Adjustable Rate D 3 3.375 1.000 3.366 0 0 High-Balance 5/1 30-Year Adjustable Rate B 3.625 0.500 3.404 0 0 High-Balance 5/1 30-Year Adjustable Rate C 3.875 0.000 3.454 0 0 High-Balance 7/1 30-Year Adjustable Rate D 3 3.875 1.000 3.670 0 0 High-Balance 7/1 30-Year Adjustable Rate B 4.125 0.500 3.755 0 0 High-Balance 7/1 30-Year Adjustable Rate C 4.375 0.000 3.841 0 0 3/1 30-Year Jumbo Adjustable Rate A 2 4.875 1.000 3.719 1 0 3/1 30-Year Jumbo Adjustable Rate B 5.000 0.500 3.708 1 0 3/1 30-Year Jumbo Adjustable Rate C 5.125 0.000 3.704 1 0 -- 3/1 40-Year Jumbo Adjustable Rate A 2 5.250 1.000 3.733 1 0 3/1 40-Year Jumbo Adjustable Rate B 5.375 0.500 3.727 1 0 3/1 40-Year Jumbo Adjustable Rate C 5.500 0.000 3.725 1 0 -- 5/1 30-Year Jumbo Adjustable Rate A 3 4.375 1.000 3.791 1 0 5/1 30-Year Jumbo Adjustable Rate B 4.500 0.500 3.803 1 0 5/1 30-Year Jumbo Adjustable Rate C 4.625 0.000 3.814 1 0 5/1 40-Year Jumbo Adjustable Rate A 2 5.000 1.000 3.922 1 0 5/1 40-Year Jumbo Adjustable Rate B 5.125 0.500 3.925 1 0 5/1 40-Year Jumbo Adjustable Rate C 5.250 0.000 3.936 1 0 -- 7/1 30-Year Jumbo Adjustable Rate A 3 4.950 1.000 4.261 1 0 7/1 30-Year Jumbo Adjustable Rate B 5.075 0.500 4.286 1 0 7/1 30-Year Jumbo Adjustable Rate C 5.200 0.000 4.311 1 0 2/2 ARM 30-Year Jumbo (Purchase only) DH 6.500 0.000 4.260 1 0 -- 30 Due in 7 Fixed Rate JUMBO Balloon A 6.375 1.000 6.613 1 0 30 Due in 7 Fixed Rate JUMBO Balloon B 6.500 0.500 6.625 1 0 40 due in 7 Fixed Rate offer1 5.250 0.000 5.374 0 0 1 40 Due in 7 Fixed Rate JUMBO Balloon offer2 6.500 0.000 6.625 1 0 1 Interest Only HELOC A To 80% LTV 3.250 0 1 Home Equity Loan - 7Yrs A Up to $100,000.00 Up to 75% LTV 6.000 6.000 0 2 Home Equity Loan - 7Yrs A $100,000.01 - $250,000.00 Up to 75% LTV 6.00 6.153 0 2 Home Equity Loan - 7Yrs A Up to $100,000.00 Up to 80% LTV 6.250 6.250 0 2 Home Equity Loan - 7Yrs A $100,000.01 - $250,000.00 Up to 80% LTV 6.25 6.403 0 2 Home Equity Loan - 7Yrs B $100,000.01 - $250,000.00 Up to 90% LTV 6.99 7.145 0 2 Home Equity Loan - 10,15Yrs C $5,000-$250,000.00 To 75% LTV 6.50 6.612 0 2 Home Equity Loan - 10,15Yrs C $5,000-$250,000.00 To 80% LTV 6.75 6.863 0 2 Home Equity Loan - 10,15Yrs D $5,000-$250,000.00 Up to 90% LTV 7.50 7.614 0 2 Home Equity Loan - 20Yrs E $5,000-$250,000.00 To 75% LTV 7.50 7.566 0 2 Home Equity Loan - 20Yrs E $5,000-$250,000.00 To 80% LTV 7.75 7.817 0 2 Home Equity Loan - 20Yrs F $5,000-$250,000.00 Up to 90% LTV 8.50 8.569 0 2 Equity Edge $5,000-$25,000.00 Up to 125% LTV 12.00 12.188 Current Index 0.350 Prime Index 3.250 03/26/2010

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  • Doctrine does not export relation properly

    - by iggnition
    Hi, I've got a MySQL 5.1.41 database which i'm trying to fill with doctrine, but doctrine does not insert the relations correctly. My YAML is: Locatie: connection: doctrine tableName: locatie columns: loc_id: type: integer(4) fixed: false unsigned: false primary: true autoincrement: true org_id: type: integer(4) fixed: false unsigned: false primary: false notnull: false autoincrement: false naam: type: string(30) fixed: false unsigned: false primary: false notnull: true autoincrement: false straat: type: string(30) fixed: false unsigned: false primary: false notnull: true autoincrement: false huisnummer: type: integer(4) fixed: false unsigned: false primary: false notnull: true autoincrement: false huisnummer_achtervoegsel: type: string(3) fixed: false unsigned: false primary: false notnull: false autoincrement: false plaats: type: string(25) fixed: false unsigned: false primary: false notnull: true autoincrement: false postcode: type: string(6) fixed: false unsigned: false primary: false notnull: true autoincrement: false telefoon: type: string(12) fixed: false unsigned: false primary: false notnull: true autoincrement: false opmerking: type: string() fixed: false unsigned: false primary: false notnull: false autoincrement: false inloggegevens: type: string() fixed: false unsigned: false primary: false notnull: false autoincrement: false relations: Organisatie: local: org_id foreign: org_id type: one onDelete: CASCADE onUpdate: CASCADE Organisatie: connection: doctrine tableName: organisatie columns: org_id: type: integer(4) fixed: false unsigned: false primary: true autoincrement: true naam: type: string(30) fixed: false unsigned: false primary: false notnull: true autoincrement: false straat: type: string(30) fixed: false unsigned: false primary: false notnull: true autoincrement: false huisnummer: type: integer(4) fixed: false unsigned: false primary: false notnull: true autoincrement: false huisnummer_achtervoegsel: type: string(3) fixed: false unsigned: false primary: false notnull: false autoincrement: false plaats: type: string(25) fixed: false unsigned: false primary: false notnull: true autoincrement: false postcode: type: string(6) fixed: false unsigned: false primary: false notnull: true autoincrement: false telefoon: type: string(12) fixed: false unsigned: false primary: false notnull: true autoincrement: false opmerking: type: string(255) fixed: false unsigned: false primary: false notnull: false autoincrement: false relations: Locatie: local: org_id foreign: org_id type: many Now if a make an organisation and then create a location which has a foreignkey to organisation everything is fine. but when i try to update the org_id with phpmyadmin i get a contraint error. If i manually set the foreign key to ON_UPDATE CASCADE it does work. Why does doctrine not set this option? I got it to work in Propel, but i really want to use doctrine for this.

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  • How to create a legally valid timestamp of unpublished game artwork

    - by mm24
    Before publishing promotional material of my first indie game I wanted to mark all my artwork with a legally valid timestamp. There are two ways I know to do this: 1 go to a sollecitor/lawyer and pay for them to certify the document 2 use an online webservice to mark any given file/folder readable to the service Anyone has already done this and if yes how (e.g. which website have you used? which type of solecitor have you contacted? etc..)? Kind Regards PS: I know that there is always the good old "send yourself a mail with a stamp and a date" but is not very strong as proof.

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  • Is title tag position relevant in html pages?

    - by webose
    I'd like know if having the title tag positioned at the end of <head> tag or in any other position, always inside the <head></head>, can lead to some kind of problem, I'm not talking about SEO stuffs, I'm talking about standards, browser rules, web application rules, or something like this. I'd like to load a page from two different php file like this, is it a wrong way? <!-- file1.php --> <html> <head> .... <!-- file2.php --> <title><?php echo($var)?> </head> <body> ... <head> tag is not closed, because with the second file I dynamically add the <title> tag.

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  • SQL Interview Preparation : QA Engineer Position

    - by user9009
    Hello, I have interview with enterprise company for QA Engineer(New Grad-Mid level experience) position. I was told i would expect some questions on SQL. The company is eCommerce shopping portal. So what kind of questions do i expect for SQL coding ? . DO i need to learn how to code complex queries? Any inputs would be appreciated. Please provide links which you think can be helpful. Yes i found similar question on StackOverflow, but i wanted to know important SQL topics from QA Engineer Perspective Thanks

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  • Performance due to entity update

    - by Rizzo
    I always think about 2 ways to code the global Step() function, both with pros and cons. Please note that AIStep is just to provide another more step for whoever who wants it. // Approach 1 step foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_fixed_step ) entity.FixedStep(); if( time_for_AI_step ) entity.AIStep(); ... // all kind of updates you want } PRO: you just have to iterate once over all entities. CON: fidelity could be lower at some scenarios, since the entity.FixedStep() isn't going all at a time. // Approach 2 step foreach( entity in entities ) entity.DeltaStep( delta_time ); if( time_for_fixed_step ) foreach( entity in entities ) entity.FixedStep(); if( time_for_AI_step ) foreach( entity in entities ) entity.FixedStep(); // all kind of updates you want SEPARATED PRO: fidelity on FixedStep is higher, shouldn't be much time between all entities update, rather than Approach 1 where you may have to wait other updates until FixedStep() comes. CON: you iterate once for each kind of update. Also, a third approach could be a hybrid between both of them, something in the way of foreach( entity in entities ) { entity.DeltaStep( delta_time ); if( time_for_AI_step ) entity.AIStep(); // all kind of updates you want BUT FixedStep() } if( time_for_fixed_step ) { foreach( entity in entities ) { entity.FixedStep(); } } Just two loops, don't caring about time fidelity in nothing other than at FixedStep(). Any thoughts on this matter? Should it really matters to make all steps at once or am I thinking on problems that don't exist?

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • how to retain the animated position in opengl es 2.0

    - by Arun AC
    I am doing frame based animation for 300 frames in opengl es 2.0 I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames Then, the animated rectangle has to stay there for the next 100 frames. Then, I want the same animated rectangle to translate by +200 pixels in X axis and also scaled down by half (0.5 units) in the last 100 frames. I am using simple linear interpolation to calculate the delta-animation value for each frame. Pseudo code: The below drawFrame() is executed for 300 times (300 frames) in a loop. float RectMVMatrix[4][4] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; // identity matrix int totalframes = 300; float translate-delta; // interpolated translation value for each frame float scale-delta; // interpolated scale value for each frame // The usual code for draw is: void drawFrame(int iCurrentFrame) { // mySetIdentity(RectMVMatrix); // comment this line to retain the animated position. mytranslate(RectMVMatrix, translate-delta, X_AXIS); // to translate the mv matrix in x axis by translate-delta value myscale(RectMVMatrix, scale-delta); // to scale the mv matrix by scale-delta value ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } The above code will work fine for first 100 frames. in order to retain the animated rectangle during the frames 101 to 200, i removed the "mySetIdentity(RectMVMatrix);" in the above drawFrame(). Now on entering the drawFrame() for the 2nd frame, the RectMVMatrix will have the animated value of first frame e.g. RectMVMatrix[4][4] = { 1.01, 0, 0, 2, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };// 2 pixels translation and 1.01 units scaling after first frame This RectMVMatrix is used for mytranslate() in 2nd frame. The translate function will affect the value of "RectMVMatrix[0][0]". Thus translation affects the scaling values also. Eventually output is getting wrong. How to retain the animated position without affecting the current ModelView matrix? =========================================== I got the solution... Thanks to Sergio. I created separate matrices for translation and scaling. e.g.CurrentTranslateMatrix[4][4], CurrentScaleMatrix[4][4]. Then for every frame, I reset 'CurrentTranslateMatrix' to identity and call mytranslate( CurrentTranslateMatrix, translate-delta, X_AXIS) function. I reset 'CurrentScaleMatrix' to identity and call myscale(CurrentScaleMatrix, scale-delta) function. Then, I multiplied these 'CurrentTranslateMatrix' and 'CurrentScaleMatrix' to get the final 'RectMVMatrix' Matrix for the frame. Pseudo Code: float RectMVMatrix[4][4] = {0}; float CurrentTranslateMatrix[4][4] = {0}; float CurrentScaleMatrix[4][4] = {0}; int iTotalFrames = 300; int iAnimationFrames = 100; int iTranslate_X = 200.0f; // in pixels float fScale_X = 2.0f; float scaleDelta; float translateDelta_X; void DrawRect(int iTotalFrames) { mySetIdentity(RectMVMatrix); for (int i = 0; i< iTotalFrames; i++) { DrawFrame(int iCurrentFrame); } } void getInterpolatedValue(int iStartFrame, int iEndFrame, int iTotalFrame, int iCurrentFrame, float *scaleDelta, float *translateDelta_X) { float fDelta = float ( (iCurrentFrame - iStartFrame) / (iEndFrame - iStartFrame)) float fStartX = 0.0f; float fEndX = ConvertPixelsToOpenGLUnit(iTranslate_X); *translateDelta_X = fStartX + fDelta * (fEndX - fStartX); float fStartScaleX = 1.0f; float fEndScaleX = fScale_X; *scaleDelta = fStartScaleX + fDelta * (fEndScaleX - fStartScaleX); } void DrawFrame(int iCurrentFrame) { getInterpolatedValue(0, iAnimationFrames, iTotalFrames, iCurrentFrame, &scaleDelta, &translateDelta_X) mySetIdentity(CurrentTranslateMatrix); myTranslate(RectMVMatrix, translateDelta_X, X_AXIS); // to translate the mv matrix in x axis by translate-delta value mySetIdentity(CurrentScaleMatrix); myScale(RectMVMatrix, scaleDelta); // to scale the mv matrix by scale-delta value myMultiplyMatrix(RectMVMatrix, CurrentTranslateMatrix, CurrentScaleMatrix);// RectMVMatrix = CurrentTranslateMatrix*CurrentScaleMatrix; ... // opengl calls glDrawArrays(...); eglswapbuffers(...); } I maintained this 'RectMVMatrix' value, if there is no animation for the current frame (e.g. 101th frame onwards). Thanks, Arun AC

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  • Logic that can traverse all possible layouts, but not checking every combination of identical pieces?

    - by George Bailey
    Suppose we have a grid of arbitrary size, which is filled by blocks of various widths and heights. There are many 2x2 blocks (meaning they take a total of 4 cells in the grid) and many 3x3 blocks, as well as some 5x4, 4x5, 2x3, etc. I was hoping I could set up a program that would look at all possible layouts, and rank them, and find the best one. Simply it would look at all possible positions of these blocks, and see what setup is the best rank. (the rank based on how many of these can be connected by a roadway system of 1x1 road blocks, and how many squares can be left empty after this is done. - wanting to fit the most blocks as possible with the least roads.) My question, is how should I traverse all the possibilities? I could take all the blocks and try them one at a time, but since all 2x2 blocks are equal, and there are a couple dozen of them, there is no point in trying every combination there, as in the following AA BBB AA BBB CCBBB CCEEE DD EEE DD EEE is exactly the same as CC EEE CC EEE AAEEE AABBB DD BBB DD BBB You notice that there are 2 3x3 blocks and 3 2x2 blocks in my two examples. Based on the model I have now, the computer would try both of these combinations, as well as many others. The problem is that it is going to try every single possible variation of my couple dozen 2x2 blocks. And that is sorely inefficient. Is there a reasonable way to take out this duplicated work, somehow getting the computer program to treat all 2x2 blocks as equal/identical, instead of one requiring rearranging/swapping of these identical blocks? Can this be done?

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  • MySQL tech writer position on Oracle jobs site

    - by stefanhinz
    Just in case you missed this, last week I announced that my team is looking for an experienced technical writer. Now the job offer has gone live on the Oracle website. Have a look! That's the EMEA job site, but the position is actually available for Europe or North America. The job offer should appear on the American site soon, too. If you want to join a great team, or if you know someone suitable who does, don't hesitate to contact me!

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  • Set vertex position

    - by user1806687
    Can anyone tell me how to set the positions of model vertices? I want to be able to change the position of some of the vertices of a Model. Is there any way to make that happen? And make the changed visible at that moment. EDIT: Well, the thing is,I have a model, a cube, that is made up of four "thin" cubes(top,bottom,left side, right side), so I get this cube with "hole" in the middle. And I want to scale it on Y axis. If I do Scale(0,2,0) it will scale the whole object meaning, it will double the Y size of left and right side, but also double the size of the top and bottom cube, which I do not want. Same for X axis I want to double the size of top and bottom cubes but not the left and right one. Hope you can help

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  • Tree position terminology/naming

    - by wst
    This is a naming things question. I am processing trees (XML documents), and there are often special rules applied to nodes based on structure. It's been very difficult coming up with concise naming conventions for some cases, namely for nodes in the first position among their siblings, along with some recursive relationship: Given an arbitrary node, I want to describe its first child, and then that node's first child, and so on recursively. Given another arbitrary node, I want to describe its parent if the parent is first among its siblings, and that parent's parent if it's first, and so on recursively. Is there existing terminology to describe these tree positions? How would you name a variable or function that captures one of these cases so that it's intuitive to an unfamiliar developer trying to understand an algorithm?

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Set Position of multiple bodies

    - by philipp
    I have a character composed of five bodies which are tied together by a lot of joints. On of them is the overall chassis, to which all forces and impulses are applied to move the whole Character. All in all that works very fine, except one thing: I need to set the Position of the Character so that it get Beamed from one place to the other in one single frame. Unfortunately I cannot get this to work. I tried the following code, without any success… playerbodies.forEach(function (bd) { bd.SetLinearVelocity(new b2.Vec2()); var t = bd.GetTransform(); t.p.x -= 10; bd.SetTransform(t, bd.GetAngle()); }); How can I make that happen?

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