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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • replacing text within quotes until next quote

    - by Jordan Trainor
    String input = "helloj\"iojgeio\r\ngsk\\"jopri\"gj\r\negjoijisgoe\"joijsofeij\"\"\"ojgsoij\""; This is my current code that works but iv added some code that has to run before this which makes some '"' split onto another line thus making the code below obsolute unless under certain cirumstances the '"' is not put onto the next line. firstQuote = input.IndexOf("\""); lastQuote = input.LastIndexOf("\""); input = input.Substring(0, firstQuote) + "<span>quote" + input.Substring(firstQuote + 1, lastQuote - (firstQuote + 1) + "quote</span>" + input.Substring(lastQuote + 1, lines.Length - (lastQuote + 1); How could I change the input string from input = "helloj\"iojgeio\r\ngsk\\"jopri\"gj\r\negjoijisgoe\"joijsofeij\"\"\"ojgsoij\""; to input = "helloj(<span>quoteiojgeio\r\ngsk\\"jopriquote</span>gj\r\negjoijisgoe<span>quotejoijsofeijquote</span>quote<span>quote</span>ojgsoij<span>quote</span>";

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  • C#: Replicating keyboard shortcuts in textbox, how do I prevent the beep sound caused by alt key pre

    - by Michael Johnson
    I'm creating a routine that allows the user to replicate keyboard shortcuts into a textbox for 'custom keyboard shortcuts' customization, but everytime the alt key is pressed with another letter, it produces another sound. I'm capturing the keys in the textbox_keydown event to parse the modifiers + other keys into a readable Shift + A or Ctrl + Shift + B manner into that very same textbox. Should I be doing this in a different event like textbox_previewkey instead of textbox_keydown? How can I prevent the alt modifier key + a letter or number causing the Beep sound? the textbox is just a normal .net 3.5 textbox with the only edited properties of it being the ReadOnly property to false. Is there a better way I could re-do this? I'm currently just checking that if any modifiers keys are pressed and then + a-z or 0-9, then to go ahead and input the appropriately pressed keys into that same textbox like Shift + A or Ctrl + Shift + Y.

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  • Problem with adjacent function in prototype

    - by xain
    Hi, I have this code: <input name="rz" class="required validate-string" style="margin-left:17px" id="rz" title="Input rz value" size="23" /> <p class="msg" style="display:none;">Input rz value</p> In the head I have: Event.observe(window, 'load', function() { $$("input").each(function(field){ Event.observe(field, "focus", function(input) { input.adjacent('p.msg').show(); }); Event.observe(field, "blur", function(input) { input.adjacent('p.msg').hide(); }); }); }); The idea is that when the input get the focus, the p element appears and on blur it goes away. The problem is that neither is working, and the error console shows "input.adjacent is not a function" I'm using prototype 1.6.1 and scriptaculous 1.8.3

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  • Jquery Serialize data

    - by Richard
    So I have several text boxes, drop down menus, and radio options on this form. When the user clicks submit i want to save ALL that information so I can put it into a database. So this is all the form's inputs <div id="reg2a"> First Name: <br/><input type="text" name="fname" /> <br/> Last Name: <br/><input type="text" name="lname" /> <br/> Address: <br/><input type="text" name="address" /> <br/> City: <br/><input type="text" name="city" /> <br/> State: <br/><input type="text" name="state" /> <br/> Zip Code: <br/><input type="text" name="zip" /> <br/> Phone Number: <br/><input type="text" name="phone" /> <br/> Fax: <br/><input type="text" name="fax" /> <br/> Email: <br/><input type="text" name="email" /> <br/> Ethnicity: <i>Used only for grant reporting purposes</i> <br/><input type="text" name="ethnicity" /> <br/><br/> Instutional Information Type (select the best option) <br/> <select name="iitype"> <option value="none">None</option> <option value="uni">University</option> <option value="commorg">Community Organization</option> </select> <br/><br/> Number of sessions willing to present: <select id="vennum_select" name="vnum"> <?php for($i=0;$i<=3;$i++) { ?> <option value="<?php echo $i ?>"><?php echo $i ?></option> <?php } ?><br/> </select><br/> Number of tables requested: <select id="tabnum_select" name="tnum"> <?php for($i=1;$i<=3;$i++) { ?> <option value="<?php echo $i ?>"><?php echo $i ?></option> <?php } ?> </select><br/><br/> Awarding of a door prize during the conference will result in a reduction in the cost of your first table. <br/><br/> I am providing a door prize for delivery during the conference of $75 or more <select id="prize_select" name="pnum"> <option value="0">No</option> <option value="1">Yes</option> </select><br/> Prize name: <input type="text" name="prize_name" /><br/> Description: <input type="text" name="descr" /><br/> Value: <input type="text" name="retail" /><br/><br/> Name of Institution: <br/><input type="text" name="institution" /> <br/><br/> Type (select the best option) <br/> <select name="type"> <option value="none">None</option> <option value="k5">K-5</option> <option value="k8">K-8</option> <option value="68">6-8</option> <option value="912">9-12</option> </select> <br/><br/> Address: <br/><input type="text" name="address_sch" /> <br/> City: <br/><input type="text" name="city_sch" /> <br/> State: <br/><input type="text" name="state_sch" /> <br/> Zip Code: <br/><input type="text" name="zip_sch" /> <br/> <form name="frm2sub" id="frm2sub" action="page3.php" method="post"> <input type="submit" name="submit" value="Submit" id="submit" /> </form> </div> This is my jquery function: $("#frm2sub").submit( function() { var values = {}; values["fname"] = $("#fname").val(); }); I can do this for each one of the input boxes but I want to give all this data to the next page. So how do I put this array into $_POST? Btw, I've tried doing var data = $("#reg2a").serialize(); and var data = $(document).serialize(); Data ended up being empty. Any ideas? Thanks

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  • In Flash Actionscript 3.0 how do I create smooth keyboard controls for player movement?

    - by Reid
    I am a beginner in Flash Actionscript 3.0 programming. I am trying to create smooth keyboard controls for player movement in a game. I'm currently using addEventListener(KeyboardEvent.KEY_DOWN) listening for a keyboard key press and then within the handler function moving a graphic by adding a number to its .x or .y property. This creates a slow, sluggish jerk at the beginning. I know there's a smoother, more responsive way to do this but have no idea where to begin. Any help would be appreciated!

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  • C++ Regarding cin.ignore()

    - by user1578897
    i would hope someone can modify my code as its so buggy. sometime its work, sometime it dont.. so let me explain more.. Text file data is as below Line3D, [70, -120, -3], [-29, 1, 268] Line3D, [25, -69, -33], [-2, -41, 58] To read the above line.. i use the following char buffer[30]; cout << "Please enter filename: "; cin.ignore(); getline(cin,filename); readFile.open(filename.c_str()); //if successfully open if(readFile.is_open()) { //record counter set to 0 numberOfRecords = 0; while(readFile.good()) { //input stream get line by line readFile.getline(buffer,20,','); if(strstr(buffer,"Point3D")) { Point3D point3d_tmp; readFile>>point3d_tmp; // and so on... Then i did a overload on the ifstream for Line3d ifstream& operator>>(ifstream &input,Line3D &line3d) { int x1,y1,z1,x2,y2,z2; //get x1 input.ignore(2); input>>x1; //get y1 input.ignore(); input>>y1; //get z1 input.ignore(); input>>z1; //get x2 input.ignore(4); input>>x2; //get y2 input.ignore(); input>>y2; //get z2 input.ignore(); input>>z2; input.ignore(2); Point3D pt1(x1,y1,z1); Point3D pt2(x2,y2,z2); line3d.setPt1(pt1); line3d.setPt2(pt2); line3d.setLength(); } But the issue is the record work sometime and sometime it dont.. what i mean is if at this point //i add a cout cout << x1 << y1 << z1; cout << x2 << y2 << z2; //its works! Point3D pt1(x1,y1,z1); Point3D pt2(x2,y2,z2); line3d.setPt1(pt1); line3d.setPt2(pt2); line3d.setLength(); but if i take away the cout it dont work. how do i change my cin.ignore() so the data can be handle properly , consider number range is -999 to 999

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  • Iptables config breaks Java + Elastic Search communication

    - by Agustin Lopez
    I am trying to set up a firewall for a server hosting a java app and ES. Both are on the same server and communicate to each other. The problem I am having is that my firewall configuration prevents java from connecting to ES. Not sure why really.... I have tried lot of stuff like opening the port range 9200:9400 to the server ip without any luck but from what I know all communication inside the server should be allowed with this configuration. The idea is that ES should not be accessible from outside but it should be accessible from this java app and ES uses the port range 9200:9400. This is my iptables script: echo -e Deleting rules for INPUT chain iptables -F INPUT echo -e Deleting rules for OUTPUT chain iptables -F OUTPUT echo -e Deleting rules for FORWARD chain iptables -F FORWARD echo -e Setting by default the drop policy on each chain iptables -P INPUT DROP iptables -P OUTPUT ACCEPT iptables -P FORWARD DROP echo -e Open all ports from/to localhost iptables -A INPUT -i lo -j ACCEPT echo -e Open SSH port 22 with brute force security iptables -A INPUT -p tcp -m tcp --dport 22 -m state --state NEW -m recent --set --name SSH --rsource iptables -A INPUT -p tcp -m tcp --dport 22 -m recent --rcheck --seconds 30 --hitcount 4 --rttl --name SSH --rsource -j REJECT --reject-with tcp-reset iptables -A INPUT -p tcp -m tcp --dport 22 -m recent --rcheck --seconds 30 --hitcount 3 --rttl --name SSH --rsource -j LOG --log-prefix "SSH brute force " iptables -A INPUT -p tcp -m tcp --dport 22 -m recent --update --seconds 30 --hitcount 3 --rttl --name SSH --rsource -j REJECT --reject-with tcp-reset iptables -A INPUT -p tcp -m tcp --dport 22 -j ACCEPT echo -e Open NGINX port 80 iptables -A INPUT -p tcp --dport 80 -j ACCEPT echo -e Open NGINX SSL port 443 iptables -A INPUT -p tcp --dport 443 -j ACCEPT echo -e Enable DNS iptables -A INPUT -p tcp -m tcp --sport 53 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT iptables -A INPUT -p udp -m udp --sport 53 --dport 1024:65535 -m state --state ESTABLISHED -j ACCEPT And I get this in the java app when this config is in place: org.elasticsearch.cluster.block.ClusterBlockException: blocked by: [SERVICE_UNAVAILABLE/1/state not recovered / initialized];[SERVICE_UNAVAILABLE/2/no master]; at org.springframework.beans.factory.annotation.AutowiredAnnotationBeanPostProcessor.postProcessPropertyValues(AutowiredAnnotationBeanPostProcessor.java:292) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.populateBean(AbstractAutowireCapableBeanFactory.java:1185) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.doCreateBean(AbstractAutowireCapableBeanFactory.java:537) at org.springframework.beans.factory.support.AbstractAutowireCapableBeanFactory.createBean(AbstractAutowireCapableBeanFactory.java:475) at org.springframework.beans.factory.support.AbstractBeanFactory$1.getObject(AbstractBeanFactory.java:304) at org.springframework.beans.factory.support.DefaultSingletonBeanRegistry.getSingleton(DefaultSingletonBeanRegistry.java:228) at org.springframework.beans.factory.support.AbstractBeanFactory.doGetBean(AbstractBeanFactory.java:300) at org.springframework.beans.factory.support.AbstractBeanFactory.getBean(AbstractBeanFactory.java:195) at org.springframework.beans.factory.support.DefaultListableBeanFactory.preInstantiateSingletons(DefaultListableBeanFactory.java:700) at org.springframework.context.support.AbstractApplicationContext.finishBeanFactoryInitialization(AbstractApplicationContext.java:760) at org.springframework.context.support.AbstractApplicationContext.refresh(AbstractApplicationContext.java:482) at org.springframework.web.context.ContextLoader.configureAndRefreshWebApplicationContext(ContextLoader.java:403) Do any of you see any problem with this configuration and ES? Thanks in advance

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  • How to listen to keyboard events in GWT table?

    - by Olaf Mertens
    In my GWT program I have a table that has a selected row. I'd like to move the row selection with the up- and down-keys on the keyboard. So I have to catch the key events somehow. The GWT docs handle key events in input fields only. But I don't have an input field! Is this possible at all? Maybe it is a DOM/Javascript restriction that GWT cannot work around...

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  • How to use MacBook Pro with external monitor / keyboard / mouse while running on battery only?

    - by Another Registered User
    I'm using my MacBook Pro like a desktop sometimes. But for some reason, when I unplug the Power Supply, it is impossible. The MacBook Pro immediately shuts off. When I turn it on by hitting any key on the external keyboard, it wakes up for about 10 seconds but then goes to sleep again. Sometimes I want to use my MacBook Pro without the Power plugged in to it, just to use the Battery a little bit. And also sometimes when someone else needs my Power Supply. I couldn't find an option in the system preferences. Is there an trick how to get that work?

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  • How do you open a folder in OSX using the keyboard?

    - by Daniel T.
    On Windows, pressing enter when you highlight on a folder in Windows Explorer will open that folder. On OSX, pressing enter when you highlight a folder edits the folder's name (like F2 in Windows). Is there a keyboard shortcut to do the same thing on Windows, so that you'll open the folder? It doesn't have to be enter, but I'd like to know if there's another hotkey that does it. The reason why I ask is because I like to navigate through deep folder structures by using the arrow keys for navigation and enter to drill down into them.

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  • Is there a software that can remap the keys for a speficic keyboard?

    - by Vilx-
    There are several keyboards attached to my computer. I'd like to remap the keys on ONE of them, but keep the rest as they were. Is there a software that does this? As for the "why" - I have this idea that I'd like to have a "multimedia keypad" which is separate from my main keyboard, but I could not find any online. So I think that I could take a typical USB numpad (they cost like 5$), and remap the keys on one of them. Add appropriate stickers, and I'm all seat, cheaply. I know that it's theoretically possible, but before I get my hands dirty and write my own software, I'd like to see if there's maybe an existing one out there. Oh, yes, I'm running Windows 7.

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  • Is there an easier way to type apostrophes on the Droid X keyboard? [migrated]

    - by Deane
    Is there an easier way to type apostrophes on the Droid X keyboard? I press and hold the period key, which brings up the little pallet of punctuation. But the apostrophe is inexplicably all the way over on the left. Can I move this closer to the right, where my thumb is while clicking and holding the period key? Alternately, can I somehow get an apostrophe on the overhead menu that appears when you type a space? This is the place where auto-correct goes, but when you type a space, it becomes a comma, exclamation point, question mark, etc. How can I get an apostrophe in this list?

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  • How do I make my play/pause keyboard button work correctly in iTunes 10 on Windows?

    - by EvilChookie
    First and foremost, I have mmKeys installed correctly. My iTunes works almost perfect while minimized to the tray. My problem is with the play/pause button on my Wireless Comfort Keyboard 5000. When iTunes does not have focus (like it's minimized, or if it isn't the application I'm active in, like right now while typing this) the play pause button toggles twice. So, I'll push the pause button - and the song that is playing will pause, but a split second later will start up again. If the song is paused, and I push play, the song will immediately pause again. In order to get the key to work correctly, I must give iTunes focus, and then push the button. Here's a video I created on youtube: http://www.youtube.com/watch?v=POh6Gbm5QZI OS: Windows 7 x64 iTunes: 10.0.0.68 Intellitype: 8.0 Edit: Apparently I have intellitype 8.0 instead of 7.1

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  • Ubuntu - Is there a way to associate keyboard shortcuts to bring a window to front?

    - by Bogdan Piloca
    I am using exactly 3 programs: - a browser - a terminal - a code editor I keep all in fullscreen windows. What I need is to be able to bring any one of them up with a simple keyboard shortcut, like Ctrl+Alt+B for browser, etc. Alt-Tab sucks because I have to stop and see where the selector is. Using 3 workspaces is better but still not ideal - I need to think about where I am and where I need to go. E.g. My browser is on top of my terminal and my code editor is to the right of the terminal. So to move from browser to terminal I use Ctrl+Alt+Down, but to move from code editor to terminal I have to do Ctrl+Alt+Left. Instead I should just do Ctrl+Alt+T for terminal, for example. Thanks!

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  • Is there a keyboard shortcut to indent a nested bullet point in a table cell the proper way?

    - by ray023
    Open Word and insert a table (1 x 1 will work just fine). Right-click in the table and, in the context menu, select "Bullets" and a bullet image from the bullet library. Type something and press enter. Type something else, but, instead of clicking enter, right-click and select "Increase Indent" Notice something else moves into the proper indentation of a nested bullet: Outside of a Word table, you would simply press tab to get this behavior, but I want a keyboard shortcut (if available) to do this inside the table. This is what I've tried: Ctrl + Tab: Just indents the text, not the bullet Ctrl + T: Same as Ctrl + Tab Ctrl + M: Indents the text and the bullet but does not change the bullet style Can this be done outside the right-click context menu?

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  • what are the following keyboard shortcuts in a terminal?

    - by kloop
    I am trying to figure out a few keyboard shortcuts in a terminal in mac osx (and Linux): In the command line: go to the next word go to the previous word go to the end of the line go to the beginning of the line This will make it easier to change commands.. Right now, I am using the left/right arrow keys, which is time consuming. I used bind -p as suggested below. EDIT: What do the following key bindings mean? "\e\e[D": backward-word "\e[1;5D": backward-word "\e[5D": backward-word "\eb": backward-word and: "\e\e[C": forward-word "\e[1;5C": forward-word "\e[5C": forward-word "\ef": forward-word

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  • Is there a keyboard shortcut in Firefox to paste the Unix "primary selection" clipboard, not the Fir

    - by mike
    I run Linux, and am used to selecting text with the mouse to copy and pressing shift-Ins to paste. (This uses an alternate clipboard known as the "Primary Selection".) This seems to work in every app besides Firefox. Firefox uses a different clipboard, where Ctrl-C copies and Ctrl-V pastes. Is there a keystroke or configuration change I can do to make Firefox paste from the Unix "primary selection" clipboard -- the one it pastes from when I click the middle mouse button? Edit: I'm looking for a keyboard shortcut. Not mouse.

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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