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  • nfs mountpoint named ``share'' breaks ls and man

    - by freddyb
    I mounted a nfs server to ~/share. This works fine as long as I'm at home, where the nfs share is in reach. Whenver I'm not, this seems to break access to all manpages. Using man (or ls in my homedir) waits forever. Checking with strace reveals that they try to access the folder called share. Unmounting fails too. Even with -l (lazy) and -f (force). I am asking for three things here: Is ``share'' a magic name? Does something like MANPATH exist, which I should avoid? How do I unmount without rebooting? (I already commented the share out in fstab) What would you suggest me to do, to have network/position based mounting of NFS shares?

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  • Can't get whole picture on the screen of a new monitor

    - by Gillian
    I have a 24inch, VM2453mh-LED, Viewsonic monitor using a Radeon 6570HD video card. Both are new. Viewsonic says the optimum size is 1920x1080. At this size the picture is beautiful, but it overlaps the screen vertically and horizontally. I am using Ubuntu 11.10, the Gnome 3 version, not Unity. On the Overview screen, the vertical icons are nearly off screen. Only the right edge shows. I opened the monitor's control menus to see if I could adjust it, but both the H/V Position and Horizontal Size are grayed out. I tried a 1600x1200 setting, and the picture was in bounds, but the quality was less, and it was stretched horizontally. The two monitor menu options were grayed out just like with the 1920x1080 setting. Can someone tell me how to resolve this problem?

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  • Will taking two years off for school in a related field destroy a mid level development career?

    - by rsteckly
    Hi, I know some people have asked about getting back into programming after a break and this is a potential duplicate. I just am in a position where I can go back to school for a graduate degree in Stat/Applied Math. But I'm very worried about the impact it will have on my career and ability to find a job afterwards. I have 3 years experience in .NET on top of a couple of years in PHP. Right now, I'm a senior software engineer. Do you think taking two years off to do math is going to dramatically hurt my marketability?

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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • How to display a projectile trajectory in c++? [on hold]

    - by sana
    I am trying to make a game of Gorillas in c++ whose specification is somewhat like....... is : "In this game both players should select their position on a level scaled ground. Scale of the ground should be from 0 to 20 divisions, each division corresponding to 10 meters. Each player will enter an angle and initial velocity (limits of both should be defined) and the player will hurl a stone with this velocity at given angle. Stone will make a projectile and if it hits the other player then shooting player wins. A random effect of air should also be incorporated. Air will support one player and resist other. Velocity of air should be generated randomly, within some limits, and subtracted or added in the horizontal velocity of the stone. An arrow of suitable length shall represent air direction and velocity. The player who hits first wins." How do I display the trajectory of the stone????

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  • 3d Collision Handling

    - by TobSpr
    I have trouble while detecting collisions on my 3D-Game. I have set-up Rays, to detect collisions (Screenshot) and my main-rountine already analyzes them. But now there's the question what to do with that. One possibility would be, to move the player back to the last position, but that's dirty, and does not work if the player can walk in multiple directions (e.g. if the player runs along a wall). My question is, what to do with the collision data / or in which direction, by which amount move the player? I'm sure there is an algorithm for that (as for almost all is).

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  • Geographic location settings

    - by JochemTheSchoolKid
    I am building an website. It has an .nl domain. Now only my domain is showing up on google.nl I hope I can change this somehow that it could be findable in all google's (like google.com / co.uk) and so on. If I look on google forums. They say go to webmaster tools and change your geographic position over there. But I have added this site and I am not able to change it there because there is no select box. I dont have any idea were to search (yes I searched on google offcourse) or where to ask for this special problem. So maybe here can someone redirect me or explain me what is possible and what not. The question is can I make an .nl domain findable in (almost) all google search sites? And so on how can I do that. Picture of my google webmaster tools (nl): http://i.stack.imgur.com/ZuP4L.png

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • What is required to create local business rich-snippets complete with sitelinks AND breadcrumbs?

    - by Felix
    I have a local business directory site. I would like to markup my business listing 'profile' level pages for display as enhanced listings/rich-snippets complete with business names, addresses and phone numbers. I would also like to display site-links and path-based breadcrumbs to help users navigate site directory hierarchy (which is deep). Is there a limit to the amount of breadcrumbs a site can leave? Is there a separate limit on the number of breadcrumbs which Google/Bing will display in the SERP? What kind of markup language(s) would be needed to best position my site to show site-links AND breadcrumbs? For example: Find a business Browse by Location State City Zip or Find a business Choose Service Browse by location State City Thanks all!

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  • Whats steps can I suggest to achieve the best Geolocation Result [migrated]

    - by Matt
    We are using Geolocation (getCurrentPosition()) in a website to determine a users position when using our site from a mobile device. I want to write an article explaining how the user can obtain the best results. Am I correct in assuming: Enabling GPS will yield the best result when in rural areas (less buildings to obscure line of sight to the satelites) Enabling Wi-Fi will yield the best results when in urban areas (generally more Wi-Fi hotspots available) Is it true that Android phones have better results from silently harvesting Wi-Fi hotspot details? Any links to reference material on this are appreciated

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  • How to get local point inside a body where mouse click occurred in box2d?

    - by humbleBee
    I need to find out the point inside a body, lets say a rectangular object, where the mouse was clicked on. I'm makin a game where the force will be applied depending on where the mouse was clicked on the body. Any ideas? Will body.GetLocalPoint(b2vec2) work? I tried by passing the mouse coordinates when the click occurred when inside the body but if the body's position is (400,300) in world coordinates then for trace(body.GetLocalPoint(new b2vec2(mouseX,mouseY)).x); I get some value between 380 to 406 or something (eg. 401.6666666). I thought getLocalPoint will give something like x=-10 when clicked to the left of the centre of body or x=15 when clicked to the right. Language is As3 btw.

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  • How to learn to translate real world problems to code?

    - by StudioWorks
    I'm kind of a beginner to Java and OOP and I didn't quite get the whole concept of seeing a real world problem and translating it to classes and code. For example, I was reading a book on UML and at the beginning the author takes the example of a tic tac toe game and says: "In this example, it's natural to see three classes: Board, Player and Position." Then, he creates the methods in each class and explains how they relate. What I can't understand is how he thought all this. So, where should I start to learn how to see a real world problem and then "translate" it into code?

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  • Can GJK be used with the same "direction finding method" every time?

    - by the_Seppi
    In my deliberations on GJK (after watching http://mollyrocket.com/849) I came up with the idea that it ins not neccessary to use different methods for getting the new direction in the doSimplex function. E.g. if the point A is closest to the origin, the video author uses the negative position vector AO as the direction in which the next point is searched. If an edge (with A as an endpoint) is closest, he creates a normal vector to this edge, lying in the plane the edge and AO form. If a face is the feature closest to the origin, he uses even another method (which I can't recite from memory right now) However, while thinking about the implementation of GJK in my current came, I noticed that the negative direction vector of the newest simplex point would always make a good direction vector. Of course, the next vertex found by the support function could form a simplex that less likely encases the origin, but I assume it would still work. Since I'm currently experiencing problems with my (yet unfinished) implementation, I wanted to ask whether this method of forming the direction vector is usable or not.

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  • Client Side Prediction

    - by user13842
    I have a question regarding Client Side prediction. Ive tried to search topics about my specific problem but couldn't find anything which really answered my problem. Most tutorials and explanations assume that the Client sends messages like "Move my player up by 1 Position", but what if i send messages like "Set my player's velocity to x"? Since it's hard to explain with text, i made a graphic explaining my problem. The main problem is, that the player sets his own velocity, due to Client Side Prediction, earlier than the Server. So if 2 different velocities overlap, the Server would get out of sync. How can i tackle that problem? Thanks a lot. Graphic: http://img27.imageshack.us/img27/6083/clientpred.png (Ignore the 5.5cm)

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  • Restore the Ctrl + Alt + Num Pad windows positioning commands?

    - by holocronweaver
    Using Unity in Ubuntu 12.04, the Ctrl + Alt + Num Pad combination for positioning windows has been fragmented by Ctrl + Alt + 4 (move window to left half of screen) being changed to Super + Left Arrow. A similar change moved Ctrl + Alt + 6 to Super + Right Arrow. Thus one moves windows to corners using Ctrl + Alt combos, but Super combos are needed to move to the left or right. This is more than a convenience problem since the new windows positioning provided by the super key combos seems to give different sizes than the Ctrl + Alt combos they replaced, leading to distracting gaps between windows when you combine the two methods to position three or more windows on one screen. Is there a way to restore the previous behavior so that I can use Ctrl + Alt + Num Pad for all windows positioning?

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  • Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

    - by Sion Sheevok
    In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have height fields generated in areas where objects may intersect. My current potential solution, which may be naive, is to iterate over all "awake" physics actors, use their bounds/extents and velocities to generate spheres in which they may reside after a physics update, then generate height values for ranges encompassing clustered groups of actors. Much of that data is likely already calculated by PhysX already, however. Is there some API, maybe a set of queries, even callbacks from the spatial system, that I could use to predict where terrain height values will be needed?

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  • Would there be any reason not to use github (or any open source hosting site) for my code?

    - by Jetti
    So I just created my first github repo and started to wonder if there would be any reason why somebody shouldn't post their code. I don't mean the obvious, such as code that is IP of somebody else or any other possible legal situation; I'm talking about a newbie posting their own, albeit terrible, code. I've heard several times on this site that one of the things that a some of the hiring managers do is check out the person on Github (or similar site), so what if the code is lacking? Would the position desired matter? (ex Junior Developer vs Senior)?

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  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

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  • JS / HTML 5 Compatablity issue on iOS 6

    - by Dhaval
    I'm using HTML 5 to play video and there are some content before the video so I'm using flexroll to scroll that whole window. I'm checking it on iPad, now problem is that in iOS 5 its working fine but when I update to iOS 6 then screen is not scrolling only video is scroll up and down, content is as it is in the position. I can't understand what is the exact problem. Is that js compatibility issue or HTML 5 video compatibility issue. Can anyone please help me to figure out, your help will really be appreciated.

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  • How to prepare for an online job interview (maybe through Skype)?

    - by phunehehe
    I'm applying for a company far away and if I get an interview it will probably be done remotely. I have been searching for advices regarding this but all tips seem to be directed at face-to-face meetings (things like "shake hands firmly"). What are the differences? How can I make the best out of those differences? Update: This is a software developer position, so there's also something about technical questions (such as, I can Google anything that they ask ;) This question also applies to any freelancers who are dealing with customers, or recruiters who are interviewing remotely. I hope that makes it relevant to this site. It may also help if you keep answers programers-related.

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  • Great job offer..but I have uneasy feeling [closed]

    - by New Hire
    I just got an offer for a great opportunity, location, salary...but something seams odd. During my interview, for the position of software engineer, it was very relaxed and casual. Which was very nice. But I got the odd sense that I already had the job and that this was just a "getting to know you" conversation. Then, when they never did any code testing or assignment to demonstrate my skills I thought that really odd. It's like I got hired straight from my resume. I'm uncomfortable with this because I'd rather know now, that I don't meet their needs, rather than after 3 months. (Which is when benefits kick in and they say they'll convert me from temp. employee) This sounds like temp-to-hire or contract-to-hire.

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  • How to prepare for an online job interview (maybe through Skype)?

    - by phunehehe
    I'm applying for a company far away and if I get an interview it will probably be done remotely. I have been searching for advices regarding this but all tips seem to be directed at face-to-face meetings (things like "shake hands firmly"). What are the differences? How can I make the best out of those differences? Update: This is a software developer position, so there's also something about technical questions (such as, I can Google anything that they ask ;) This question also applies to any freelancers who are dealing with customers, or recruiters who are interviewing remotely. I hope that makes it relevant to this site. It may also help if you keep answers programers-related.

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  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

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  • Is there benefit to maintain a large project with bad code?

    - by upton
    I'm currently maintain a large project with more than 100000 LOC. The code use the MFC as its framework, in genral, it only has interface part which heavily use the mfc api and a business logic part which full of bad code, confusing logic. The company has some small features delivered to the customer each year(most features are adding code to exisiting project, finding some reference of some api or variable and it' s no different with fixing 3-4 bugs ), most of the tasks are to resove issue and optimize performance . Like other company with maintaining position, it value people who knows much logic about its product. There are people who can quickly finish the job on such project, is it worth to train myself like such a programmer? Is there benifits to work on such project for a long time?

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  • Is there benifit to maintain a large project with bad code?

    - by upton
    I'm currently maintain a large project with more than 100000 LOC. The code use the MFC as its framework, in genral, it only has interface part which heavily use the mfc api and a business logic part which full of bad code, confusing logic. The company has some small features delivered to the customer each year(most features are adding code to exisiting project, finding some reference of some api or variable and it' s no different with fixing 3-4 bugs ), most of the tasks are to resove issue and optimize performance . Like other company with maintaining position, it value people who knows much logic about its product. There are people who can quickly finish the job on such project, is it worth to train myself like such a programmer? Is there benifits to work on such project for a long time?

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