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  • Unable to access the server via SSH?

    - by Rishee
    when I am trying to access the server through ssh it says: ssh: connect to host xx.yyy.zzz.x port 22: Connection refused and on the server in auth.log it shows following log entry: Address xx.yyy.zzz.x maps to xx.yyy.zzz.x.static-pune-vsnl.net.in, but this does not map back to the address - POSSIBLE BREAK-IN ATTEMPT! I have created a user account for that user and it is also in enabled status. Requested info It is Ubuntu 11.10 It is configured as SSH Server using openssh-server I am trying to connect to this server using Putty from Windows 7 i.e. My Desktop I have also asked this in superuser as per the request of @zpletan and link to that question is given below. http://superuser.com/questions/408080/unable-to-access-the-server-via-ssh Thanks in advance.

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  • Monitor displays "No VGA signal" "Check DVI cable" after installing motherboard drivers

    - by user1604220
    I bought computer with all of the needed parts, got everything sorted out, installed windows 7 but my CD-ROM doesn't fit my motherboard. So I had to download the driver manually and install it using USB disc. My motherboard: ECS elitegroup H61H2-M2, I downloaded it's drivers, installed the BIOS map or something, and then the computer forced a reboot after it was complete, after the reboot my monitor just stopped working and displayed No VGA signal, No DVI cable I think I've just installed the wrong driver, well but how can I sort it out? This is the driver I installed. On the book, it tells me to install the drivers, without the driver it won't see the Internet connection cable. I'm 100% sure there is nothing wrong with the monitor or it's cables. it stopped working exactly after the reboot after the installation.

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  • Getting isometric grid coordinates from standard X,Y coordinates

    - by RoryHarvey
    I'm currently trying to add sprites to an isometric Tiled TMX map using Objects in cocos2d. The problem is the X and Y metadata from TMX object are in standard 2d format (pixels x, pixels y), instead of isometric grid X and Y format. Usually you would just divide them by the tile size, but isometric needs some sort of transform. For example on a 64x32 isometric tilemap of size 40 tiles by 40 tiles an object at (20,21)'s coordinates come out as (640,584) So the question really is what formula gets (20,21) from (640,584)?

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  • How to to let Google know about dynamic content?

    - by Yaniv
    Im looking for the best practice to let Google know about a vast number of dynamically created content. Let's say (I mean - dream) that I'm Facebook, and I want to let Google to index all the users' posts. Sitemap.xml may be the answer for this but they are limited to 50,000 URLs in each site map. I know that I can create 500 sitemaps and create a sitemap for sitemaps, but they are also limited, 25,000,000 URLS sounds quite enough at the moment, but could cause problems in the future. I.E - stackoverflow already has 3 Million posts, probably sitemap is not the solution for them. Creating a page with paging, and links to all the dynamic data. i guess this is what stackoverflow did by creating this page here: http://stackoverflow.com/questions So I think that Option 2 is the answer, but it seems to me that sitemaps might have some added value. So what should i do?

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  • This Is a Completely Accurate Illustration of Me at My Last Job [Comic]

    - by The Geek
    Work is boring, what can I say? Usually I was up way too late every night, making the whole situation much worse. It got so bad that one of my co-workers took pictures for blackmail. =) Latest Features How-To Geek ETC How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? Change Your MAC Address to Avoid Free Internet Restrictions Battlestar Galactica – Caprica Map of the 12 Colonies (Wallpaper Also Available) View Enlarged Versions of Thumbnail Images with Thumbnail Zoom for Firefox IntoNow Identifies Any TV Show by Sound Walk Score Calculates a Neighborhood’s Pedestrian Friendliness Factor Fantasy World at Twilight Wallpaper

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  • Isometric algorithm [fixed]

    - by David
    so i've been toying with isometric and i just cant get the tiles to be in the right order. im probably missing something obvious and i just cant see it... but even at the risk of looking stupid, heres my code. for (int i = 0; i < Tile.MapSize; i++) { for (int j = 0; j < Tile.MapSize; j++) { spriteBatch.Draw( Tile.TileSetTexture, new Rectangle( (-j * Tile.TileWidth / 2) + (i * Tile.TileWidth / 2), (i * (Tile.TileHeight - 9) / 2) - (-j * (Tile.TileHeight - 9) / 2), Tile.TileWidth, Tile.TileHeight), Tile.GetSourceRectangle(tileID), Color.White, 0.0f, new Vector2(-350, -60), SpriteEffects.None, 1.0f); } } and heres what i end up with delicious messed up map yep, bit of an issue. so if anyone could help, i'd appreciate it. edit* works now <_<

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  • Static HTML to Wordpress Migration SEO Implications?

    - by Kayle
    Recently, I migrated a client's site to a new server and a new home within wordpress so they could more easily edit their website and start a blog section. The static site was 10 years old a was showing up at place #3 for it's primary keyword, consistently, according to my client, and has dropped to rank #6-8 following the migration. At launch, we made sure the urls were identical (save the removal of ".htm" which we used 301 redirects to compensate for) and we generated a new XML map and pinged google with the new site. We keep a 404 log to make sure we're not losing any incoming links. We also have Google Webmaster Tools on this site and have zero errors/suggestions, everything seems ok. I was told by numerous sources that Google would not penalize us for the use of 301s, but it's the only thing I can think of right now that is different about the site, other than the platform. Any ideas about what we could be getting docked for?

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  • How can I use WebGL to create a tile-based multi-layer scrolling platform game?

    - by Nicholas Hill
    I've found WebGL (based on OpenGL) to be a fiendish and unforgiving framework for those learning to write HTML5-based games. Despite the presence of many examples on how to get started, I'm really struggling to understand how I could simply load a bunch of images and render them to a canvas quickly using WebGL. My specific scenario involves trying to render a map using a bespoke but simple multi-layered tile engine, where each value in a three dimensional array points to the image to use for that location in the rendered image. Think "Sonic the Hedgehog" via tilesets, tiles, maps, layers, sprites etc. Can anyone enlighten me: 1) How can I load an image that I can use as a texture in WebGL? 2) How can I dynamically select an image at run time and draw it at any co-ordinate, that I also select at run time?

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  • errors with libosmscout [migrated]

    - by Katlego Moukangwe
    I am using the libosmscout library for routing and I get the following error when I run the Routing demo; Routing . 169639811 169639816 169639831 253045594 //Running the routing demo with the map in the current directory. Cannot get start way! There was an error while calculating the route! I think It might be during the import stage since I get the following warnings; !! Cannot resolve way member 28693141 for relation 28322 boundary_administrative Mecklenburg-Vorpommern !! Cannot resolve way member 152675051 for relation 28936 boundary_administrative Bergedorf !! Cannot resolve way member 26496646 for relation 28964 boundary_administrative Harburg (Hamburg) !! Node 323985058 of way 135078286 cannot be joined with any other way of the relation 1817154 Neuenkirchen WW Multipolygon relation 2136137 has conflicting types for outer boundary (place_island vs. boundary_administrative) !! Cannot resolve way member 162656856 for relation 2174826 landuse_forest

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  • Linear search vs Octree (Frustum cull)

    - by Dave
    I am wondering whether I should look into implementing an octree of some kind. I have a very simple game which consists of a 3d plane for the floor. There are multiple objects scattered around on the ground, each one has an aabb in world space. Currently I just do a loop through the list of all these objects and check if its bounding box intersects with the frustum, it works great but I am wondering if if it would be a good investment in an octree. I only have max 512 of these objects on the map and they all contain bounding boxes. I am not sure if an octree would make it faster since I have so little objects in the scene.

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  • Managing multiple references of the same game entity in different places using IDs

    - by vargonian
    I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities belonging to multiple lists, I'm considering ways I could keep track of whenever an entity is destroyed and remove it from the lists it belongs to. A lot of potential methods seem sloppy/convoluted, but I'm reminded of a way I've seen before in which, instead of having multiple collections of game entities, you have collections of game entity IDs instead. These IDs map to game entities via a central "database" (perhaps just a hash table). So, whenever any bit of code wants to access a game entity's members, it first checks to see if it's even in the database still. If not, it can react accordingly. Is this a sound approach? It seems that it would eliminate many of the risks/hassles of storing multiple lists, with the tradeoff being the cost of the lookup every time you want to access an object.

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  • Elérheto és letöltheto az Oracle Database 12c

    - by user645740
    Megjelent az Oracle Database ÚJ verziója, az Oracle Database 12c, számos innovációval, újdonsággal, új funkcióval. Az egyik legfontosabb a Multitenant funkció, ami a container database és pluggable database architektúrára épül, ami elsodlegesen az adatbázis konszolidációt és az adatbázis cloud megvalósításokat támogatja. Az Automatic Data Optimization a Heat Map segítségével az adatok automatikus tömörítését és osztályozott elhelyezését teszi lehetové (tiering). Emellett a biztonság, rendelkezésre állás és számos más területen vannak újdonságok. Az új verzió letöltheto: Linux x86-64, Solaris Sparc64, Solaris (x86-64) Oracle Technology Network. Lehet regisztrálni a launch webcastra: here.

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  • Use PathModifier of MoveModifier for Tower of Defense Game

    - by Siddharth
    In my game I want to move enemy on the fixed path so that I have establish manual grid structure for that purpose not used tile map. Game contain multiple level and the path will be different for each level and also multiple fixed path exist for each level. So my question is, What I have to use MoveModifier or PathModifier for my game ? Also mention I have to use WayPoint or not. Further detail you all are free to ask. Please help me to decide what to do.

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  • What cars on roads game engines are there?

    - by David Thielen
    What game engines are there that support laying out a map of roads and handle vehicle movement on the roads. Something similar to the basic functionality in Transport Tycoon/Locomotion. I don't care about looks (although prettier is better) and top down or isometric is fine. I just need a simple way to create maps and move cars on it. And preferably the cars do take time to speed up and slow down as they go from stopped to full speed. Prefer in Windows (any API in Windows). I also prefer a free engine as this is just for internal use. I have found CarDriving 2D - does anyone know if it works well?

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  • How do I clear xmodmap settings?

    - by Wayne Werner
    Exactly what the title asks. How do I clear xmodmap settings? I have an IBM model M, and somehow xkeycaps got it into its head that my "End" key was not any key at all. xev reports keypresses when I use it, so I know the event is being generated by the keyboard. Also, xkeycaps thinks that my arrow keys are all wonky, and apparently the scrollbar is broken so it only scrolls down - so I can't scroll up to find an IBM keyboard that just maybe is close to my map so I can fix my keys. So I'm trying to reset my keyboard to the default settings, but the xmodmap manpage is woefully devoid of "reset all" or "clear all" or anything of that nature (that I was able to find). Help would be greatly appreciated!

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  • Any way to set up a grid for a board game in cocos 2d?

    - by Scott
    My first idea was to create a 2d array for my columns and rows, but it seems like there should be a better, or possibly cleaner, way to achieve this. Each square on the grid is going to have a background image, probably a .png although I might just draw the images with a draw method. Basically, I want to be able to drag and drop images onto the individual grid squares. I've been searching for a solution and the closest thing I can find is the tiled map solution. That just seems like a little overkill for what I'm trying to accomplish. Also, I don't know if this helps but i need my grid to be 12 by 12 and take up the entire width of the iphone screen.

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  • Tips for building an AI for a 2D racing game

    - by declique
    I have a school project to build an AI for a 2D racing game in which it will compete with several other AIs (no collision). We are given a black and white bitmap image of the racing track, we are allowed to choose basic stats for our car (handling, acceleration, max speed and brakes) after we receive the map. The AI connects to the game's server and gives to it several times a second numbers for the current acceleration and steering. The language I chose is C++, by the way. The questions are: What is the best strategy or algorithm (since I want to try and win)? I currently have in mind some ideas found on the net and one or two of my own, but I would like before I start to code that my perspective is one of the best. What good books are there on that matter? What sites should I refer to?

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  • Collision detection in multiplayer games

    - by Bane
    This a followup to my previous question: How to implement physics and AoE spells in an MMO game?. There, we concluded that all physics have to be done on the server, and that I should use cylinders for calculations. Now, how can I check for collision detection on a ground-to-player basis on the server? It's fairly easy if the ground is a flat space, I just check if the player's z coordinate is lower than some value and voila, but, what if the map/ground itself is a model? How do I know where hills are on the server-side? How do I know when object collisions happen? I'm using node.js and socket.io.

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  • Whats a good setup/toolchain for a project?

    - by acidzombie24
    I was thinking, what is needed for a good setup and what are good (free) tools to use? Some of what i came up with are Bug tracking Some good (distributed:P) source control (which means no svn fellas) automated nightly builds or a continuous integration (or anything that automates builds and possibly sends emails when there are build errors) wiki to document decisions, road map or milestones. Something to backup assets (art, sound, etc) What else? and do you have suggestions for any of the above? i pretty much clueless of all of these except for source control

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  • How do I rename a mounted Truecrypt volume?

    - by invert
    When I mount the Truecrypt file on my USB drive it shows up as truecrypt1. The volume is FAT, using mtools to rename a volume label involves e2label /dev/sdbx, however truecrypt1 does not map to a physical partition. fdisk -l does not show the volume partition (only the physical USB device), and df -h lists the volume path as /dev/mapper/truecrypt1. Finally, using the Nautilus 'Rename' context action, gives the error: "Sorry, could not rename "truecrypt1" to "towel": Operation not supported by backend". Apparently this can be done in Win, but how can I rename this volume in Ubuntu? As Nicolas said, specifying the mount point names the partition the same. The truecrypt GUI does not remember the mount point I set, so I specify the mount points in a script which I placed in my main menu. #!/bin/bash gksudo truecrypt /media/usbdrive/encryptedfile /media/securedata/

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  • How to avoid or minimise use of check/conditional statement in my scenario?

    - by Muneeb Nasir
    I have scenario, where I got stream and I need to check for some value. If I got any new value I have to store it in any of data structure. It seems very easy, I can place conditional statement if-else or can use contain method of set/map to check either received is new or not. But the problem is checking will effect my application performance, in stream I will receive hundreds for value in second, if I start checking each and every value I received then for sure it effect performance. Anybody can suggest me any mechanism or algorithm to solve my issue, either by bypassing checks or at least minimize them?

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  • What are the different ways to texture a terrain?

    - by ApocKalipsS
    I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a Heightmap, and to texture it, I just apply a grass texture on it and tile it a number of times. But what I want to do is to have a really realistic texturing, but also generate it automatically (for example if I want to use a perlin noise to generate a terrain and then texture it). I already learnt about multi-texturing, loading a map file with different colors for different textures, but I don't think this is really efficient, for instance for cliffs or very steep areas it will tile a texture badly as it's a view from the top. Also I don't know how i'll draw roads or dirt paths with that. I hope you understood me despite my english! If you don't, basically, here what I want to do: How do I texture a randomly generated terrain? :) Thank you for your answers!

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  • Per fragment lighting with OpenGL 4.x tessellated model

    - by Finlaybob
    I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the screenshots, the lighting is broken (though admittedly doesn't look too bad in the image) I've tried to add a normal map to the equation but it still doesn't come out right, I can calculate the normals, tangents and binormals per triangle in the geometry shader but still looks wrong. I think the question would be; How do I add per fragment lighting to a tessellated model? The teapot is 32 16-point patches, the plane is one single 16 point patch. The shaders are here, but they are a complete mess, so I don't blame anyone who cant make sense of them. But peruse at your leisure if you like. Also, if this question is more suited to be somewhere else i.e. Stack Overflow or the Programming stack please let me know.

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  • Gladinet Cloud Desktop tool to manage Windows Azure Blob Storage from Windows Explorer

    - by kaleidoscope
    Gladinet Cloud Desktop is designed to make it easier for Windows Azure users to manage Windows Azure Blob storage directly from Windows Explorer. The solution makes it possible for Windows Azure Blob storage to be mapped as a virtual network Drive. “You can map multiple Azure Blob Storage Accounts as side-by-side virtual folders in same network drive. You can do drag & drop between local drive and Azure drive. For more information -  http://www.ditii.com/2010/01/04/gladinet-cloud-desktop-tool-to-manage-windows-azure-blob-storage-from-windows-explorer/ For Downloading the tool – http://www.gladinet.com/p/download_starter_direct.htm   Ritesh, D

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  • Algorithms for rainfall + river creation in procedurally generated terrain

    - by Peck
    I've recently become fascinated by the things that can be done with procedurally terrain and have started experimenting with world building a bit. I'd like to be able to make worlds something like Dwarf fortress with biomes created from meshing together various maps. So first step has been done. Using the diamond-square algorithm I've created some nice hieghtmaps. Next step is I would like to add some water features and have them somewhat realistically generated with rainfall. I've read about a few different approaches such as starting at the high points of the map, and "stepping" down to the lowest neighboring point, pooling/eroding as it works its way down to sea level. Are there any documented algorithms with this or are they more off the cuff? Would love any advice/thoughts.

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