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  • Is goto to improve DRY-ness OK?

    - by Marco Scannadinari
    My code has many checks to detect errors in various cases (many conditions would result in the same error), inside a function returning an error struct. Instead of looking like this: err_struct myfunc(...) { err_struct error = { .error = false }; ... if(something) { error.error = true; error.description = "invalid input"; return error; } ... case 1024: error.error = true; error.description = "invalid input"; // same error, but different detection scenario return error; break; // don't comment on this break please (EDIT: pun unintended) ... Is use of goto in the following context considered better than the previous example? err_struct myfunc(...) { err_struct error = { .error = false }; ... if(something) goto invalid_input; ... case 1024: goto invalid_input; break; return error; invalid_input: error.error = true; error.description = "invalid input"; return error;

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  • Why is my Output distorted after encoding with Expression Encoder?

    - by WernerCD
    I'm a "n00b" when it comes to re-encoding files. I'm trying to re-encode an AVI into a silverlight container via Encoding Video using Expression Encoder 4.0. As you can see in the video, the left is the input and it looks/sounds fine. The right is the output and it... doesn't. I'm unsure of where to go from here. I'm not sure why the output is jacked up, since the input looks fine. Input Video properties: AVI 2.49GB 22:34 809x605 Video: TSCC 809x605 15fps [Stream 00] Audio: PCM 22050Hz mono 352kbps [Stream 01] Choice of output doesn't seem to matter, they all end up distorted like the picture shows.

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  • I've been told that Exceptions should only be used in exceptional cases. How do I know if my case is exceptional?

    - by tieTYT
    My specific case here is that the user can pass in a string into the application, the application parses it and assigns it to structured objects. Sometimes the user may type in something invalid. For example, their input may describe a person but they may say their age is "apple". Correct behavior in that case is roll back the transaction and to tell the user an error occurred and they'll have to try again. There may be a requirement to report on every error we can find in the input, not just the first. In this case, I argued we should throw an exception. He disagreed, saying, "Exceptions should be exceptional: It's expected that the user may input invalid data, so this isn't an exceptional case" I didn't really know how to argue that point, because by definition of the word, he seems to be right. But, it's my understanding that this is why Exceptions were invented in the first place. It used to be you had to inspect the result to see if an error occurred. If you failed to check, bad things could happen without you noticing. Without exceptions every level of the stack needs to check the result of the methods they call and if a programmer forgets to check in one of these levels, the code could accidentally proceed and save invalid data (for example). Seems more error prone that way. Anyway, feel free to correct anything I've said here. My main question is if someone says Exceptions should be exceptional, how do I know if my case is exceptional?

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  • How should I structure moving from overworld to menu system / combat?

    - by persepolis
    I'm making a text-based "Arena" game where the player is the owner of 5 creatures that battle other teams for loot, experience and glory. The game is very simple, using Python and a curses emulator. I have a static ASCII map of an "overworld" of sorts. My character, represented by a glyph, can move about this static map. There are locations all over the map that the character can visit, that break down into two types: 1) Towns, which are a series of menus that will allow the player to buy equipment for his team, hire new recruits or do other things. 2) Arenas, where the player's team will have a "battle" interface with actions he can perform, messages about the fight, etc. Maybe later, an ASCII representation of the fight but for now, just screens of information with action prompts. My main problem is what kind of design or structure I should use to implement this? Right now, the game goes through a master loop which waits for keyboard input and then moves the player about the screen. My current thinking is this: 1) Upon keyboard input, the Player coordinates are checked against a list of Location objects and if the Player coords match the Location coords then... 2) ??? I'm not sure if I should then call a seperate function to initiate a "menu" or "combat" mode. Or should I create some kind of new GameMode object that contains a method itself for drawing the screen, printing the necessary info? How do I pass my player's team data into this object? My main concern is passing around the program flow into all these objects. Should I be calling straight functions for different parts of my game, and objects to represent "things" within my game? I was reading about the MVC pattern and how this kind of problem might benefit - decouple the GUI from the game logic and user input but I have no idea how this applies to my game.

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  • What is a Coding Dojo?

    - by huwyss
    Recently i found out that there is a thing called "coding dojo". The point behind it is that software developers want to have a space to learn new stuff like processes, methods, coding details, languages, and whatnot in an environment without stress. Just for fun. No competition. No results required. No deadlines.Some days ago I joined the Zurich coding dojo. We were three programmers with different backgrounds.We gave ourselves the task to develop a method that takes an input value and returns its prime factors. We did pair programming and every few minutes we switched positions. We used test driven development. The chosen programming language was Ruby.I haven't really done TDD before. It was pretty interesting to see the algorithm develop following the testcases.We started with the first test input=1 then developed the most simple productive program that passed this very first test. Then we added the next test input=2 and implemented the productive code. We kept adding tests and made sure all tests are passed until we had the general solution.When we improved the performance of our code we saw the value of the tests we wrote before. Of course our first performance improvement broke several tests.It was a very interesting experience to see how other developers think and how they work. I will participate at the dojo again and can warmly recommend it to anyone. There are  coding dojos all over the world.Have fun!

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  • Are injectable classes allowed to have constructor parameters in DI?

    - by Songo
    Given the following code: class ClientClass{ public function print(){ //some code to calculate $inputString $parser= new Parser($inputString); $result= $parser->parse(); } } class Parser{ private $inputString; public __construct($inputString){ $this->inputString=$inputString; } public function parse(){ //some code } } Now the ClientClass has dependency on class Parser. However, if I wanted to use Dependency Injection for unit testing it would cause a problem because now I can't send the input string to the parser constructor like before as its calculated inside ClientCalss itself: class ClientClass{ private $parser; public __construct(Parser $parser){ $this->parser=$parser; } public function print(){ //some code to calculate $inputString $result= $this->parser->parse(); //--> will throw an exception since no string was provided } } The only solution I found was to modify all my classes that took parameters in their constructors to utilize Setters instead (example: setInputString()). However, I think there might be a better solution than this because sometimes modifying existing classes can cause much harm than benefit. So, Are injectable classes not allowed to have input parameters? If a class must take input parameters in its constructor, what would be the way to inject it properly? UPDATE Just for clarification, the problem happens when in my production code I decide to do this: $clientClass= new ClientClass(new Parser($inputString));//--->I have no way to predict $inputString as it is calculated inside `ClientClass` itself. UPDATE 2 Again for clarification, I'm trying to find a general solution to the problem not for this example code only because some of my classes have 2, 3 or 4 parameters in their constructors not only one.

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  • Keep cube spinning after fling

    - by Zero
    So I've been trying to get started with game development for Android using Unity3D. For my first project I've made a simple cube that you can spin using touch. For that I have the following code: using UnityEngine; using System.Collections; public class TouchScript : MonoBehaviour { float speed = 0.4f; bool canRotate = false; Transform cachedTransform; public bool CanRotate { get { return canRotate; } private set { canRotate = value; } } void Start () { // Make reference to transform cachedTransform = transform; } // Update is called once per frame void Update () { if (Input.touchCount > 0) { Touch touch = Input.GetTouch (0); // Switch through touch events switch (Input.GetTouch (0).phase) { case TouchPhase.Began: if (VerifyTouch (touch)) CanRotate = true; break; case TouchPhase.Moved: if (CanRotate) RotateObject (touch); break; case TouchPhase.Ended: CanRotate = false; break; } } } bool VerifyTouch (Touch touch) { Ray ray = Camera.main.ScreenPointToRay (touch.position); RaycastHit hit; // Check if there is a collider attached already, otherwise add one on the fly if (collider == null) gameObject.AddComponent (typeof(BoxCollider)); if (Physics.Raycast (ray, out hit)) { if (hit.collider.gameObject == this.gameObject) return true; } return false; } void RotateObject (Touch touch) { cachedTransform.Rotate (new Vector3 (touch.deltaPosition.y, -touch.deltaPosition.x, 0) * speed, Space.World); } } The above code works fine. However, I'm wondering how I can keep the cube spinning after the user lifts his finger. The user should be able to "fling" the cube, which would keep spinning and after a while would slowly come to a stop due to drag. Should I do this using AddForce or something? I'm really new to this stuff so I'd like it if you guys could point me in the right direction here :) .

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  • String manipulation functions in SQL Server 2000 / 2005

    - by Vipin
    SQL Server provides a range of string manipulation functions. I was aware of most of those in back of the mind, but when I needed to use one, I had to dig it out either from SQL server help file or from google. So, I thought I will list some of the functions which performs some common operations in SQL server. Hope it will be helpful to you all. Len (' String_Expression' ) - returns the length of input String_Expression. Example - Select Len('Vipin') Output - 5 Left ( 'String_Expression', int_characters ) - returns int_characters characters from the left of the String_Expression.     Example - Select Left('Vipin',3), Right('Vipin',3) Output -  Vip,  Pin  LTrim ( 'String_Expression' ) - removes spaces from left of the input 'String_Expression'  RTrim ( 'String_Expression' ) - removes spaces from right of the input 'String_Expression' Note - To removes spaces from both ends of the string_expression use Ltrim and RTrim in conjunction Example - Select LTrim(' Vipin '), RTrim(' Vipin ') , LTrim ( RTrim(' Vipin ')) Output - 'Vipin ' , ' Vipin' , 'Vipin' (Single quote marks ' ' are not part of the SQL output, it's just been included to demonstrate the presence of space at the end of string.) Substring ( 'String_Expression' , int_start , int_length ) - this function returns the part of string_expression. Right ( 'String_Expression', int_characters ) - returns int_characters characters from the right of the String_Expression.

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  • What is the right iptables rule to allow apt-get to download programs?

    - by anthony01
    When I type something like sudo apt-get install firefox, everything work until it asks me: After this operation, 77 MB of additional disk space will be used. Do you want to continue [Y/n]? Y Then error messages are displayed: Failed to fetch: <URL> My iptables rules are as follows: -P INPUT DROP -P OUTPUT DROP -P FORWARD DROP -A INPUT -i lo -j ACCEPT -A OUTPUT -o lo -j ACCEPT -A INPUT -p tcp --dport 80 -m state --state NEW,ESTABLISHED -j ACCEPT -A OUTPUT -p tcp --sport 80 -m state --state ESTABLISHED -j ACCEPT What should I add to allow apt-get to download updates? Thanks

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • Target a specific Button and Style it

    - by CoffeeAddict
    I've got a button inside my div. The image is showing some kind of padding around it <div id="member-name" hidden="true"> <span><button id="expandButton"><img src="~/Content/Images/plus.jpg" /></button></span><p id="member-fullName"></p> </div> Not sure how to get rid of this issue, see the grey around that plus image..I want to get rid of that. Here's the image alone, see that there is nothing around it: here is my css (just various related snippets to all this): div { padding: 0px;} input[type="submit"], input[type="button"], button { background-color: #ffffff; cursor: pointer; font-size: 11px; font-weight: 600; padding: 0px; margin: 0px; width: auto; vertical-align: middle; } #member-name { margin: 30px 0px 0px 0px; height: 20px; font-weight: bold; color: white; padding: 1px 1px 0px 1px; background-color: #d28105; border: 1px solid darkgray; overflow: hidden; } #member-name.p { display: inline-block; } /* #member-name.input[type="submit"] { margin: 0px;padding: 0px; } - this does not work, probably wrong syntax anyway */

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  • Unable to make sound play in headset

    - by user50849
    Top right, I click the sound icon, select sound settings, and connect my USB-headset. I can them see the headset being detected as it pops up in the menu. I click it, and expect the currently played audio to get sent to the headset instead. My problem is that it does not. The audio keeps playing through the built-in speakers. More info: The icon for my built-in card in the sound settings is a circuit with a note symbol on top. The symbol for the headset is just black background with a "No" symbol on it. Might mean it doesn't work somehow. I installed pavucontrol, and notice that no second sound card shows up in there. When connecting, the syslog says Jun 20 09:38:46 yuna kernel: [40144.553431] usb 2-1.2: new full-speed USB device number 11 using ehci_hcd Jun 20 09:38:46 yuna kernel: [40144.650609] input: C-Media USB Headphone Set as /devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.2/2-1.2:1.3/input/input20 Jun 20 09:38:46 yuna kernel: [40144.650895] generic-usb 0003:0D8C:000C.000B: input,hidraw0: USB HID v1.00 Device [C-Media USB Headphone Set ] on usb-0000:00:1d.0-1.2/input3 Jun 20 09:38:46 yuna mtp-probe: checking bus 2, device 11: "/sys/devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.2" Jun 20 09:38:46 yuna mtp-probe: bus: 2, device: 11 was not an MTP device

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  • My feenix nascita mouse isn't moving my cursor. Ubuntu version appears to not matter. How do I debug this, and get the mouse working?

    - by NullVoxPopuli
    I had 13.04, upgraded to 13.10, and did a fresh install of 13.10, no luck. Any ideas? Just tail -f'd my syslog and plugged in the mouse. here is what I got: Oct 26 16:15:50 Orithyia kernel: [83369.618365] usb 1-1.5.2: new full-speed USB device number 6 using ehci-pci Oct 26 16:15:50 Orithyia kernel: [83369.718913] usb 1-1.5.2: New USB device found, idVendor=04d9, idProduct=a081 Oct 26 16:15:50 Orithyia kernel: [83369.718919] usb 1-1.5.2: New USB device strings: Mfr=1, Product=2, SerialNumber=0 Oct 26 16:15:50 Orithyia kernel: [83369.718921] usb 1-1.5.2: Product: USB Gaming Mouse Oct 26 16:15:50 Orithyia kernel: [83369.718924] usb 1-1.5.2: Manufacturer: Holtek Oct 26 16:15:50 Orithyia kernel: [83369.722486] input: Holtek USB Gaming Mouse as /devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.5/1-1.5.2/1-1.5.2:1.0/input/input13 Oct 26 16:15:50 Orithyia kernel: [83369.722786] hid-generic 0003:04D9:A081.0004: input,hidraw3: USB HID v1.10 Keyboard [Holtek USB Gaming Mouse] on usb-0000:00:1a.0-1.5.2/input0 Oct 26 16:15:50 Orithyia kernel: [83369.729362] hid-generic 0003:04D9:A081.0005: usage index exceeded Oct 26 16:15:50 Orithyia kernel: [83369.729366] hid-generic 0003:04D9:A081.0005: item 0 2 2 2 parsing failed Oct 26 16:15:50 Orithyia kernel: [83369.729379] hid-generic: probe of 0003:04D9:A081.0005 failed with error -22 Oct 26 16:15:50 Orithyia kernel: [83369.731759] hid-generic 0003:04D9:A081.0006: hiddev0,hidraw4: USB HID v1.10 Device [Holtek USB Gaming Mouse] on usb-0000:00:1a.0-1.5.2/input2 Oct 26 16:15:50 Orithyia mtp-probe: checking bus 1, device 6: "/sys/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.5/1-1.5.2" Oct 26 16:15:50 Orithyia mtp-probe: bus: 1, device: 6 was not an MTP device So, I see it did see it is a mouse... but the cursor doesn't move when I move the mouse. Not sure where to debug from here.

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  • Can't get iptables firewall working correctly

    - by Jay
    I'm setting up a new Centos 5.6 system and can't get my iptables firewall to work correctly. it won't let me use SSH through it. I'm new to Centos but not to Linux or iptables. I've been removing things until I have isolated the problem. I set up the firewall with a default ACCEPT rule for the INPUT chain. I can connect through to the server fine. If I change the command to only allow traffic from the interface connecting to my trusted network it stops working. Working: iptables -A INPUT -s 0/0 -d 0/0 -j ACCEPT Failing: iptables -A INPUT -i eth0 -s 0/0 -d 0/0 -j ACCEPT I've double checked the ip address I'm using corresponds to eth0 using ifconfig. Any ideas where I went wrong?

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  • what's wrong with my lookAt and move forward code?

    - by alaslipknot
    so am still in the process of getting familiar with libGdx and one of the fun things i love to do is to make basics method for reusability on future projects, and for now am stacked on getting a Sprite rotate toward target (vector2) and then move forward based on that rotation the code am using is this : // set angle public void lookAt(Vector2 target) { float angle = (float) Math.atan2(target.y - this.position.y, target.x - this.position.x); angle = (float) (angle * (180 / Math.PI)); setAngle(angle); } // move forward public void moveForward() { this.position.x += Math.cos(getAngle())*this.speed; this.position.y += Math.sin(getAngle())*this.speed; } and this is my render method : @Override public void render(float delta) { // TODO Auto-generated method stub Gdx.gl.glClearColor(0, 0, 0.0f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // groupUpdate(); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); ball.lookAt(new Vector2(mousePos.x, mousePos.y)); // if (Gdx.input.isTouched()) { ball.moveForward(); } batch.begin(); batch.draw(ball.getSprite(), ball.getPos().x, ball.getPos().y, ball .getSprite().getOriginX(), ball.getSprite().getOriginY(), ball .getSprite().getWidth(), ball.getSprite().getHeight(), .5f, .5f, ball.getAngle()); batch.end(); } the goal is to make the ball always look at the mouse cursor, and then move forward when i click, am also using this camera : // create the camera and the SpriteBatch camera = new OrthographicCamera(); camera.setToOrtho(false, 800, 480); aaaand the result was so creepy lol Thank you

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  • iptables redirect single website traffic to port 8080

    - by Luke John Southard
    My goal is to be able to make a connection to one, and only one, website through a proxy. Everything else should be dropped. I have been able to do this successfully without a proxy with this code: ./iptables -I INPUT 1 -i lo -j ACCEPT ./iptabels -A OUTPUT -p udp --dport 53 -j ACCEPT ./iptables -A OUTPUT -p tcp -d www.website.com --dport 80 -j ACCEPT ./iptables -A INPUT -m conntrack --cstate ESTABLISHED,RELATED -j ACCEPT ./iptables -P INPUT DROP ./iptables -P OUTPUT DROP How could I do the same thing except redirect the traffic to port 8080 somewhere? I've been trying to redirect in the PREROUTING chain in the nat table. I'm unsure if this is the proper place to do that tho. Thanks for your help!

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  • Set generic iptables rules?

    - by tftd
    This may be a really dumb question but how can you open a port on multiple interfaces without defining the interfaces? For example how do I open port 22 on all interfaces? On my machine I have some interfaces that are dynamic and may or may not be available so I have to set "generic" rules. This code is not working for me but I can't figure out why: # My default policy is to drop the input. # The other policies are required like that. $IPTABLES -P INPUT DROP $IPTABLES -P OUTPUT ACCEPT $IPTABLES -P FORWARD ACCEPT $IPTABLES -t nat -P POSTROUTING ACCEPT $IPTABLES -t nat -P PREROUTING ACCEPT $IPTABLES -t mangle -P OUTPUT ACCEPT $IPTABLES -t mangle -P PREROUTING ACCEPT #Open port 22 on all interfaces ? $IPTABLES -A INPUT -p tcp --dport 22 -j ACCEPT So apparently there's something wrong with the last line... but I can't see it?

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  • Collider2D and Rigidbody2D, how do they work?

    - by user42646
    I have been learning JavaScript and Unity for a week now. I learned how to make Cube as a Ground and another Cube as a player and I used this code to make the Player Cube move forward and backward and jumping var walkspeed: float = 5.0; var jumpheight: float = 250.0; var grounded = false; function Update() { rigidbody.freezeRotation = true; if (Input.GetKey("a")) transform.Translate(Vector3(-1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetKey("d")) transform.Translate(Vector3(1, 0, 0) * Time.deltaTime * walkspeed); if (Input.GetButton("Jump")) { Jump(); } } function OnCollisionEnter(hit: Collision) { grounded = true; } function Jump() { if (grounded == true) { rigidbody.AddForce(Vector3.up * jumpheight); grounded = false; } } I also learned how to make a character hit box. how to make a sprite and animation. pretty much the basic stuff. Couple of days ago I created simple ground in Photoshop and a simple character and imported them to Unity3D. Whenever I use my code above the character keeps falling from the scene. Like the character has nothing to stand on. After thinking about it it make sense because I really didn't make anything to make the player character understand that he should stand on something so I started reading about this issue and I realized that there is something called Collider2D and Rigidbody2D. Now I'm really stuck here I just don't know what to do. I applied the rigibody2d to my character picture and the Collider2D to the ground picture but whenever I play the project the gravity makes my character falls down. This is my question: How can I make the rigibody2d object realize that it shouldn't fall if there is a Collider2D object under it? So when I jump it's going to jump and the gravity going to bring it back to the ground.

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  • Word 2007 cell formatting

    - by Michelle Grant
    I have created a form template in Word 2007 which include various fields. Some of the fields are to show time (i.e. 15:47:32). I've set the text field properties as "Date" HH:mm:ss. The trouble arises when the form is them completed. If I input 15.47.32 it correctly reverts to 15:47:32 but if I input 12.12.31 it reverts to 00:00:00. This also happens if I input 12:12:32. Please help as I've looked at this all afternoon now and it's driving me insane

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  • How iptables behaves on timezone change?

    - by pradipta
    I have doubt how iptables keep changing the info in iptables when timezone is change. I am using iptables s v 1.4.8 I have blocked one IP with following details # date Thu Jun 6 12:46:42 IST 2013 #iptables -A INPUT -s 10.0.3.128 -m time --datestart 2013-6-6T12:0:00 --datestop 2013-6-6T13:0:00 -j DROP # iptables -L Chain INPUT (policy ACCEPT) target prot opt source destination DROP all -- 10.0.3.128 anywhere TIME starting from 2013-06-06 12:00:00 until date 2013-06-06 13:00:00 Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination But after I change the timezone following things happened automatically . AFTER TIME ZONE CHANGE +++++++++++++++++++++++ #date Thu Jun 6 15:17:48 HKT 2013 # iptables -L Chain INPUT (policy ACCEPT) target prot opt source destination DROP all -- 10.0.3.128 anywhere TIME starting from 2013-06-06 14:30:00 until date 2013-06-06 15:30:00 Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # The time value is changed in the rule . It is changing with the timezone how. Where iptables keeps track of timezone. Kindly explain me.

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  • Multiple passes in direct3d10

    - by innochenti
    I begin to learning direct3d10 and stuck with multiple passes. As input I have a triangle(that stored in vb/ib) and effect file: //some vertex shader and globals goes there. skip them to preserve simplicity float4 ColorPixelShader(PixelInputType input) : SV_Target { return float4(1,0,0,0); } float4 ColorPixelShader1(PixelInputType input) : SV_Target { return float4(0,1,0,0); } technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader())); SetGeometryShader(NULL); } pass pass1 { SetVertexShader(CompileShader(vs_4_0, ColorVertexShader())); SetPixelShader(CompileShader(ps_4_0, ColorPixelShader1())); SetGeometryShader(NULL); } } And some render code: pass1->Apply(0); device->DrawIndexed(indexCount, 0, 0); pass2->Apply(0); device->DrawIndexed(indexCount, 0, 0); What I'd expect to see is the green triangle, but it always shows me red triangle. What am I doing wrong? Also, I've got another question - should I set vertex shader in every pass? I've added ColorVertexShader1 that translates vertex position by some delta, and 've got following picture: http://imgur.com/Oe7Qj

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  • Password correct? then redirect [migrated]

    - by RevCity
    So I have this code and I need it to only redirect when the correct password is added. Only problem is that I dont know what to add that will make it only redirect if the password is "hello" I understand that using "view-source" would reveal the password, I don't mind that, its the way I want it. I basically just need to know what to add and where to add it. Sooo: Redirects if "hello" is typed into password field. Does nothing if anything else is put into the password field. <div class="wrapper"> <form class="form1" action="http://google.com"> <div class="formtitle">Enter the password to proceed</div> <div class="input nobottomborder"> <div class="inputtext">Password: </div> <div class="inputcontent"> <input type="password" /> <br/> </div> </div> <div class="buttons"> <input class="orangebutton" type="submit" value="Login" /> </div> </div> I hope this was clear and could be understood.

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  • Please help me debug this little C program on dynamic two-dimensional array? [migrated]

    - by azhi
    I am a newbie here. I have written a little C program, which is to create a two-dimensional matrix. Here is the code: #include <stdio.h> #include <stdlib.h> int **CreatMatrix(int m,int n){ int **Matrix; int i; Matrix=(int**)malloc(m*sizeof(int*)); for(i=0;i<m;i++){ Matrix[i]=(int*)malloc(n*sizeof(int)); } return Matrix; } int main(){ int m,n; int **A; printf("Please input the size of the Matrix: "); scanf("%d%d",&m,&n); A=CreatMatrix(m,n); printf("Please input the entries of the Matrix, which should be integers!\n"); int i,j; for(i=0;i<m;i++){ for(j=0;j<n;j++){ scanf("%d",&A[i][j]); } } printf("The Matrix that you input is:\n"); for(i=0;i<m;i++){ for(j=0;j<n;j++){ printf("%3d ",A[i][j]); } printf("\n"); } for(i=0;i<m;i++) free(A[i]); free(A); } I have run it, and it works fine. But I am not sure if it is right? Can anyone help me debug it?

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  • Allowing ssh in iptables

    - by sat
    I am doing iptables firewall configuration. Actually, I need to allow ssh connection only from particular IP. But, It is blocking the ssh connection. I used the below commands. sat:~# iptables -F sat:~# iptables -A INPUT -p tcp -s src_ip_address -d my_ip_address --dport 22 -m state --state NEW,ESTABLISHED -j ACCEPT sat:~# iptables -A INPUT -j DROP sat:~# iptables -nL Chain INPUT (policy ACCEPT) target prot opt source destination ACCEPT tcp -- src_ip_address my_ip_address tcp dpt:22 state NEW,ESTABLISHED DROP all -- 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination If I try to connect from src_ip_address to my_ip_address, it is blocking the connection. Even, It is blocking from my_ip_address to src_ip_address . I haven't put any rules for OUTPUT chain. What is wrong with my commands? How to allow ssh in iptables?

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  • Google Code C++ [closed]

    - by JacKeown
    I was on this website: http://code.google.com/edu/languages/cpp/basics/getting-started.html#learn-by-example and I saw this code: // Description: Illustrate the use of cin to get input // and how to recover from errors. #include <iostream> using namespace std; int main() { int input_var = 0; // Enter the do while loop and stay there until either // a non-numeric is entered, or -1 is entered. Note that // cin will accept any integer, 4, 40, 400, etc. do { cout << "Enter a number (-1 = quit): "; // The following line accepts input from the keyboard into // variable input_var. // cin returns false if an input operation fails, that is, if // something other than an int (the type of input_var) is entered. if (!(cin >> input_var)) { cout << "Please enter numbers only." << endl; cin.clear(); cin.ignore(10000,'\n'); } if (input_var != -1) { cout << "You entered " << input_var << endl; } } while (input_var != -1); cout << "All done." << endl; return 0; } I was wondering... what is the significance of cin.clear() and cin.ignore() ...and also why the 10000 and /n parameters are necessary...?...

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