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  • Documentation style: how do you differentiate variable names from the rest of the text within a comm

    - by Alix
    Hi, This is a quite superfluous and uninteresting question, I'm afraid, but I always wonder about this. When you're commenting code with inline comments (as opposed to comments that will appear in the generated documentation) and the name of a variable appears in the comment, how do you differentiate it from normal text? E.g.: // Try to parse type. parsedType = tryParse(type); In the comment, "type" is the name of the variable. Do you mark it in any way to signify that it's a symbol and not just part of the comment's text? I've seen things like this: // Try to parse "type". // Try to parse 'type'. // Try to parse *type*. // Try to parse <type>. // Try to parse [type]. And also: // Try to parse variable type. (I don't think the last one is very helpful; it's a bit confusing; you could think "variable" is an adjective there) Do you have any preference? I find that I need to use some kind of marker; otherwise the comments are sometimes ambiguous, or at least force you to reread them when you realise a particular word in the comment was actually the name of a variable. (In comments that will appear in the documentation I use the appropriate tags for the generator, of course: @code, <code></code>, etc) Thanks!

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  • If I don't odr-use a variable, can I have multiple definitions of it across translation units?

    - by sftrabbit
    The standard seems to imply that there is no restriction on the number of definitions of a variable if it is not odr-used (§3.2/3): Every program shall contain exactly one definition of every non-inline function or variable that is odr-used in that program; no diagnostic required. It does say that any variable can't be defined multiple times within a translation unit (§3.2/1): No translation unit shall contain more than one definition of any variable, function, class type, enumeration type, or template. But I can't find a restriction for non-odr-used variables across the entire program. So why can't I compile something like the following: // other.cpp int x; // main.cpp int x; int main() {} Compiling and linking these files with g++ 4.6.3, I get a linker error for multiple definition of 'x'. To be honest, I expect this, but since x is not odr-used anywhere (as far as I can tell), I can't see how the standard restricts this. Or is it undefined behaviour?

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  • C++: is it safe to read an integer variable that's being concurrently modified without locking?

    - by Hongli
    Suppose that I have an integer variable in a class, and this variable may be concurrently modified by other threads. Writes are protected by a mutex. Do I need to protect reads too? I've heard that there are some hardware architectures on which, if one thread modifies a variable, and another thread reads it, then the read result will be garbage; in this case I do need to protect reads. I've never seen such architectures though. This question assumes that a single transaction only consists of updating a single integer variable so I'm not worried about the states of any other variables that might also be involved in a transaction.

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  • Export environment variable from PHP, for use by exec()'d shell command?

    - by anonymous coward
    Somewhat similar to http://stackoverflow.com/questions/2002970/export-a-variable-from-php-to-shell, but my problem is different. I am forced to work with a program that gets an important location variable from an Environment Variable (Linux), rather than a config or, better, a command line option. I have to call this program from within PHP, and currently am doing it like so: shell_exec('/path/to/program option1 option2'); I need to be able to set/override the environment variable that program will be looking for. As an example, this does not work: shell_exec('VAR1=foo /path/to/program option1 option2'); nor does: shell_exec('VAR1=foo; export foo; /path/to/program option1 option2'); for good measure. Both of the above command lines work "as expected" from the shell. Is it possible to override environment variables for programs called via exec, shell_exec, etc?

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  • In Ruby, how to write a method to display any object's instance variable names and its values

    - by Jian Lin
    Given any object in Ruby (on Rails), how can I write a method so that it will display that object's instance variable names and its values, like this: @x: 1 @y: 2 @link_to_point: #<Point:0x10031b298 @y=20, @x=38> I also want to be able to print <br> to the end of each instance variable's value so as to print them out nicely on a webpage. the difficulty now seems to be that not every instance variable has an accessor, so it can't be called with obj.send(var_name) (the var_name has the "@" removed, so "@x" becomes "x")

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  • How to check how many characters in variable, and add space between characters in that var?

    - by Camran
    I have a 'price' variable that contains some integer number from a MySQL database. I want to check how many numbers the 'price' variable contains, and add a space in the variable depending on how many numbers. See below: Example: If 'price' is 150000 I would like the output to be 150 000 (notice the space). OR, if it is 19000 I would like it to output 19 000... How would you do this the easiest way?

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  • Sum variable range of cells using "today's" date as starting point.

    - by Jason
    How do you sum a variable range of cells based upon today's date in MS Excel 2003. Spreadsheet format: Variable range = # of days to sum Date range = listed in row 1, 1 day per cell (example A1=1/1/10, B1=1/2/10, C1=1/3/10....) Numbers to be summed - listed in row 2, X number per cell (example A2=8, B2=6, C2=1.....) example problem: IF variable range = 2 & Current Date = 1/2/10 then...Sum(b2:c2)=7 I am able to sum the entire row based upon current date using the following formula but am not able to add the variable range to the sum function. =SUMIF(A1:C1,"="&TODAY(),A2:C2)

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  • How can I use a variable as a jQuery option value?

    - by mattgorecki
    I currently have jQuery code that looks like this: if ($.url.param("s") == "error") { $.gritter.add({ title: 'Error!', text: $.url.param('message') }); } I'm checking to see if the request variable s exists in the url (ie. http://example.com/?s=error&message=this%20is%20my%20message and then showing a popup message that contains information from request variable message. The popup works just fine, but the message variable isn't populated, the plugin asks for a string as a value for the text option. What is the proper way to grab the message variable?

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  • Taking advantage of Windows Azure CDN and Dynamic Pages in ASP.NET - Caching content from hosted services

    - by Shawn Cicoria
    With the updates to Windows Azure CDN announced this week [1] I wanted to help illustrate the capability with a working sample that will serve up dynamic content from an ASP.NET site hosted in a WebRole. First, to get a good overview of the capability you can read the Overview of the Windows Azure CDN [2] content on MSDN. When you setup the ability to cache content from a hosted service, the requirement is to provide a path to your role’s DNS endpoint that ends in the path “/cdn”.  Additionally, you then map CDN to that service. What WAZ CDN does, is allow you to then map that through the CDN to your host.  The CDN will then make a request to your host on your client’s behalf. The requirement is still that your client, and any Url’s that are to be serviced through the CDN and this capability have to use the CDN DNS name and not your host – no different than what CDN does for Blog storage. The following 2 URL’s are samples of how the client needs to issue the requests. Windows Azure hosted service URL: http: //myHostedService.cloudapp.net/cdn/music.aspx   - for regular “dynamic” content Windows Azure CDN URL: http: //<identifier>.vo.msecnd.net/music.aspx   - for CDN “cachable” content. The first URL path’s the request direct to your host into the Azure datacenter.  The 2nd URL paths the request through the CDN infrastructure, where CDN will make the determination to request the content on behalf of the client to the Azure datacenter and your host on the /cdn path. The big advantage here is you can apply logic to your content creation.  What’s important is emitting the CDN friendly headers that allow CDN to request and re-request only when you designate based upon it’s rules of “staleness” as described in the overview page. With IIS7.5 there is an underlying issue when the Managed Module “OutputCache” is enabled that in order to emit a good header for your content, you’ll need to remove, and in my sample, helps provide CDN friendly headers.  You get IIS 7.5 when running under OS Family “2” in your service configuration. By default, and when the OutputCache managed module is loaded, if you use the HttpResponse.CachePolicy to set the Http Headers for “max-age” when the HttpCacheability is “Public”, you will NOT get the “max-age” emitted as part of the “Cache-control:” header.  Instead, the OutputCache module will remove “max-age” and just emit “public”.  It works ok when Cacheability is set to “private”. To work around the issue and ensure your code as follows emits the full max-age along with the public option, you need to remove as follows: <system.webServer>   <modules runAllManagedModulesForAllRequests="true">     <remove name="OutputCache"/>   </modules> </system.webServer>   Response.Cache.SetCacheability(HttpCacheability.Public); Response.Cache.SetMaxAge(TimeSpan.FromMinutes(rv));   In the attached solution, the way I approached it was to have a VirtualApplication under the root site that has it’s own web.config  - this VirtualApplication is the /cdn of the site and when deployed to Azure as a Web Role will surface as a distinct IIS Application – along with a separate AppDomain. The CDN Sample is a simple Web Forms site that the /default landing page contains 3 IFrames to host: 1. Content direct from the host @   http://xxxx.cloudapp.net/cdn 2. Content via the CDN @ http://azxxx.vo.msecnd.net  3. Simple list of recent requests – showing where the request came from.   When you run the sample the first time you hit the page, both the Host and the CDN will cause 2 initial requests to hit the host.  You won’t see the first requests in the list because of timing – but if you refresh, you’ll see that the list will show that you have 2 requests initially. 1. sourced direct from the Browser to the HOST 2. sourced via the CDN The picture above shows the call-outs of each of those requests – green rows showing requests coming direct to the HOST, yellow showing the CDN request.  The IP addresses of the green items are direct from the client, where the CDN is from the CDN data center. As you refresh the page (hit Ctrl+F5 to force a full refresh and avoid “304 – not changed”) you’ll see that the request to the HOST get’s processed direct; but the request to the CDN endpoint is serviced direct from the CDN and doesn’t incur any additional request back to the HOST. The following is the Headers from the CDN response (Status-Line) HTTP/1.1 200 OK Age 13 Cache-Control public, max-age=300 Connection keep-alive Content-Length 6212 Content-Type image/jpeg; charset=utf-8 Date Fri, 11 Mar 2011 20:47:14 GMT Expires Fri, 11 Mar 2011 20:52:01 GMT Last-Modified Fri, 11 Mar 2011 20:47:02 GMT Server Microsoft-IIS/7.5 X-AspNet-Version 4.0.30319 X-Powered-By ASP.NET   The following are the Headers from the HOST response (Status-Line) HTTP/1.1 200 OK Cache-Control public, max-age=300 Content-Length 6189 Content-Type image/jpeg; charset=utf-8 Date Fri, 11 Mar 2011 20:47:15 GMT Last-Modified Fri, 11 Mar 2011 20:47:02 GMT Server Microsoft-IIS/7.5 X-AspNet-Version 4.0.30319 X-Powered-By ASP.NET   You can see that with the CDN request, the countdown (age) starts for aging the content. The full sample is located here: CDNSampleSite.zip [1] http://blogs.msdn.com/b/windowsazure/archive/2011/03/09/now-available-updated-windows-azure-sdk-and-windows-azure-management-portal.aspx [2] http://msdn.microsoft.com/en-us/library/ff919703.aspx

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  • How can I generate a 2d navigation mesh in a dynamic environment at runtime?

    - by Stephen
    So I've grasped how to use A* for path-finding, and I am able to use it on a grid. However, my game world is huge and I have many enemies moving toward the player, which is a moving target, so a grid system is too slow for path-finding. I need to simplify my node graph by using a navigational mesh. I grasp the concept of "how" a mesh works (finding a path through nodes on the vertices and/or the centers of the edges of polygons). My game uses dynamic obstacles that are procedurally generated at run-time. I can't quite wrap my head around how to take a plane that has multiple obstacles in it and programatically divide the walkable area up into polygons for the navigation mesh, like the following image. Where do I start? How do I know when a segment of walk-able area is already defined, or worse, when I realize I need to subdivide a previously defined walk-able area as the algorithm "walks" through the map? I'm using javascript in nodejs, if it matters.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Better than dynamic SQL - How to pass a list of comma separated IDs into a stored proc

    - by Rodney Vinyard
    Better than dynamic SQL - How to pass a list of comma separated IDs into a stored proc:     Derived form "Method 6" from a great article: ·         How to pass a list of values or array to SQL Server stored procedure ·          http://vyaskn.tripod.com/passing_arrays_to_stored_procedures.htm     Create PROCEDURE [dbo].[GetMyTable_ListByCommaSepReqIds] (@CommaSepReqIds varchar(500))   AS   BEGIN   select * from MyTable q               JOIN               dbo.SplitStringToNumberTable(@CommaSepReqIds) AS s               ON               q.MyTableId = s.ID End     ALTER FUNCTION [dbo].[SplitStringToNumberTable] (        @commaSeparatedList varchar(500) ) RETURNS @outTable table (        ID int ) AS BEGIN        DECLARE @parsedItem varchar(10), @Pos int          SET @commaSeparatedList = LTRIM(RTRIM(@commaSeparatedList))+ ','        SET @commaSeparatedList = REPLACE(@commaSeparatedList, ' ', '')        SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)          IF REPLACE(@commaSeparatedList, ',', '') <> ''        BEGIN               WHILE @Pos > 0               BEGIN                      SET @parsedItem = LTRIM(RTRIM(LEFT(@commaSeparatedList, @Pos - 1)))                      IF @parsedItem <> ''                            BEGIN                                   INSERT INTO @outTable (ID)                                   VALUES (CAST(@parsedItem AS int)) --Use Appropriate conversion                            END                            SET @commaSeparatedList = RIGHT(@commaSeparatedList, LEN(@commaSeparatedList) - @Pos)                            SET @Pos = CHARINDEX(',', @commaSeparatedList, 1)               END        END           RETURN END

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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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  • Tab Sweep: Dynamic JSF Forms, GlassFish on VPS, Upgrading to 3.1.2, Automated Deployment Script, ...

    - by arungupta
    Recent Tips and News on Java, Java EE 6, GlassFish & more : • Dynamic forms, JSF world was long waiting for (Oleg Varaksin) • Creating a Deployment Pipeline with Jenkins, Nexus, Ant and Glassfish (Rob Terp) • Installing Java EE 6 SDK with Glassfish included on a VPS without GUI (jvm host) • GlassFish multimode Command for Batch Processing (javahowto) • Servlet Configuration in Servlet 3.0 api (Nikos Lianeris) • Creating a Simple Java Message Service (JMS) Producer with NetBeans and GlassFish (Oracle Learning Library) • GlassFish 3.1 to JBoss AS 7.1.1 EJB Invocation (java howto) • Tests In Java Ee For Zero-error Applications (Dylan Rodriguez) • Upgrading GlassFish 3.1.1 to 3.1.2 on Oracle Linux 6.2 64-bit (Matthias Hoys) • Migrating an Automated Deployment Script from Glassfish v2 to Glassfish v3 (Rob Terp) • Installer updates, Glassfish, Confluence and more…! (Rimu Hosting)

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  • Which is the best non-java, dynamic, programming language to build attractive GUIs?

    - by VeeKay
    I am well acquainted with java and groovy but somehow I am not intrigued by the performance or looks of swing based applications that are developed on the same. So I want to learn and know about THE best alternate dynamic programming language (coz I am looking for little bit of luxury while writing code by not willing to fiddle with pointers, memory handling, static typing difficulties etc) to develop attractive cross platform GUIs. To be precise, when I say attractive I mean support for elegant translucent windows and nicer components (not the flashy adobe stuff). Can you please suggest me a programming language that manages to fit into this?

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  • Dynamic quicklist: how to reference to .desktop file? (installed in /opt)

    - by Nick Lemaire
    I'm trying to create a dynamic quicklist for an application I'm developing in quickly. This is the line of code I use to try and connect to the .desktop file: self.launcher = Unity.LauncherEntry.get_for_desktop_id("my-app.desktop") For testing purposes, I've found that when using quickly run I should copy the .desktop file to ~/.local/share/applications. When I do this, the quicklist shows up correctly. However, when packaging my app using quickly package --extras, and installing this package, I get a launcher without quicklist. Does this have something to do with my app being installed in /opt? Meaning my desktop file is located somewhere else? Should I use another reference to the desktop file?

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  • possible to use an IP derived from Dynamic DNS in htaccess IP allow/deny commands?

    - by user115745
    On a website I manage, I want to use an .htaccess file to allow access to a certain administrative directory only from my home IP address, which is dynamically assigned by my ISP and therefore changes -- not regularly, but it does happen. I also have an account from DynDNS and have one of the auto-update clients making sure it always points to my actual home IP address. I don't actually host anything at home; I just have set up the Dynamic DNS account. Is there any way to combine these features: that is, is it possible write the .htaccess allow/deny commands at my outside webhost in a way that my home IP address is not hard coded into the command, but instead is somehow derived from the Domain Name that the DynDNS has assigned me, by doing a real-time lookup every time the directory's .htaccess file is hit? Thank you.

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  • Best design to create dynamic set of questions(controls ) in silverlight web application?

    - by Sukesh
    I have around 15 templates (this will grow) and each template will have around 10-15 questions. Each question can have answers in different format like text box, list box, dropdown, radio button etc. I need to show one template in a page, at a time based on the input I am getting. What would be the best design approach for this? Put questions data in database and Create dynamic control? Putting in xml and display using xslt? Creating static set of templates? Or any other approach? I don't have too much time to do this. I am going to use Silverlight for this.

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  • How to set PATH variable on Mac OS so that even non-terminal apps see it?

    - by dehmann
    I need to add a directory to my PATH variable on Mac OS. I added it in .bash_profile and .profile, and that works for the terminal. But Emacs (http://emacsformacosx.com) still does not use the new PATH variable. (I'm trying to run latex from emacs, but it's not finding the command in my /usr/local/bin, which I'm trying to add to the PATH ...) I even logged out and back in, but still no luck. Any suggestions?

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