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  • How to override the behavior of Input type="file" Browse button?

    - by jay sean
    Hi All, I need to change the locale/language of the browse button in input type="file" We have a special function to change the locale of any text to the browser language such as en-US es-MX etc. Say changeLang("Test"); // This will display test in Spanish if the browser // locale is es-MX What I need to do is to change the language of the browse button. Since it is not displayed, I can't code it like changeLang("Browse..."); That's why I need to get the code of this input type and override so that I can apply my function to Browse text. It will be appreciated if you can give a solution for this. Thanks! Jay...

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  • Which Win32 API reports the Format preference in the Region and Language control panel?

    - by Integer Poet
    Windows 7 and Windows Vista have a Region and Language control panel which contains a Formats tab which contains a popup menu titled Format. This menu allows the user to select from among many language-oriented sets of number, currency, time, and date formatting preferences regardless of the language of the base system. For example, I could decide I prefer the default currency symbol to be Japanese yen on a US English system. The Windows Contacts application changes its behavior depending on these format preferences. For example, if I select Japanese formatting preferences, Windows Contacts displays and lets me edit phonetic names (AKA "ruby", "yomi", and "furigana") but not middle names. If I select US English formatting preferences, Windows Contacts displays and lets me edit middle names but not phonetic names. I need to write code (native C calling Win32) which mirrors the behavior of the Windows Contacts application in this respect. Which API should I call?

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  • Drawing Flowchart for function calculate a number in the Fibonacci Series

    - by truongvan
    I'm trying make Flowchart for function calculate a number in the Fibonacci Series. But It looks like not right. I don't how draw the recursive function. Please help me how to fix it. My flowchart: DIA This is my code: #include <iostream> using namespace std; long long Fibonacci(int input); int main() { cout << "Input Fibonacci Index number: "; int Index = 0; cin >> Index; cout << Fibonacci(i) << endl; return 0; } long long Fibonacci(int input) { if (input < 2) return input; else { return Fibonacci(input - 1) + Fibonacci(input - 2); } }

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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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  • Shall i learn Assembly Language or C, to Understand how "real programming" works?

    - by Daniel Upton
    Hello, World.. I'm a web developer mostly working in Ruby and C#.. I wanna learn a low level language so i dont look like an ass infront of my (computer science expert) boss. Ive heard a lot of purist buzz about how assembly language is the only way to learn how computers actually work, but on the other hand C would probably be more useful as a language rather than just for theory. So my question is.. Would Learning C teach me enough computer science theory / low level programming to not look like a common dandy (complete tool)? Thanks! Daniel

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  • Are there any widely-agreed upon guidelines for rating your language knowledge on a scale?

    - by DVK
    The question was imagined after a co-worker was complaining for an hour about some guy who could not answer basic Java questions on an interview after self-identifying himself as "8 out of 10" on Java. While that was an obvious fib, I personally always had major trouble defining my specific language skills on a sliding scale unless I'm given specific guidelines (remember 40 standard libraries by heart? Able to solve 10 random Project Euler problems in <30 mins each? Can write implementation of A, B and C data-structures from scratch in 30 mins? Know 30% of standard? Can answer 50% of questions on StackOverflow pertaining to the language?) So, I was wondering - is there some sort of commonly accepted methodology for translating such tangible benchmarks into "rate yourself on a language between 1-10"? "Kernighan gets an A, God gets a B, everyone else gets C and less" type jokes are not helpful :)

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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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  • 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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  • 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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  • How to use FBJS to get the language preference of the user?

    - by ed.talmadge
    I'm modifying an existing FaceBook application. The FaceBook application is generated by another application, so I don't have much control over it. I can only add html/javascript. My goal is to use FBJS to detect the current language setting of the user and display a different message depending on their language. For example, if the user has their language setting set to Spanish, then I would like to show a message in Spanish on my FaceBook application. How can I do this?

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  • Is Python a beginner language or is it robust?

    - by orokusaki
    I am already working on some software in Python but I'm having one of those days where I step back and reflect just to make sure I'm not spinning my wheels. I know that Twitter launched with RoR because it was fast to build. Then they almost moved into another language in 2008 because of scalability issues. This has caused me to step back and introspect for a moment to make sure I'm heading down the right path. I've read in some tutorials and other places that Python is "a great first language" or a "nice beginner language" as though it's not capable of larger tasks. I look at it as Python can do what Java or ASP can but with about 1/4th of the code, not to mention I don't have to build or compile, etc. I've read that Java runs quite a few times faster than Python which is important of course, but then I read everywhere that hardware keeps getting cheaper and there are projects like Unladen Swallow by Google to make Python faster. Should I be concerned or is this just the remnants of Java developers?

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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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  • Can learning a new language (Human not programming) help your career?

    - by Omar Kooheji
    I was wondering if anyone had any experience of learning a new language (a human language not a programming one) and whether is has helped you get ahead in your career. I'm assuming that the new language is one other than English which I think is fairly essential to programming as most programming resources seem to be english. The reason I ask is I speak Arabic and was told that it would give me an edge when I was looking for jobs, and yet so far in my current job it's completely irrelevant and in my last job I had it was used but I didn't get any special "appreciation" for speaking it.

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  • Which technology(s) / language(s) to write linux web application/service? [closed]

    - by Lee Tickett
    I am currently playing with some open source home automation software www.domotiga.nl The software is built in Gambas2 (a graphical programming language similar to visual basic). I am considering building something similar or porting domotiga to a server based application/service. The application would need a web front end and i will likely be developing in debian (arm). But i'm not sure if php or python are suitable for server based applications which need to be always running (collecting data etc) rather than just running when accessed. Which technology(s) / language(s) would you suggest i look into? I used to do a lot of Visual Basic, then VB.NET, now C# and have played with php a few years back- but don't really want this to sway the decision too much as i should be able to pickup whatever language if i decide to proceed.

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  • Why can't there be an "ultimate" programming language? [closed]

    - by sub
    There is an uncountable sum of programming languages out there. They obviously all have their pro's and con's - but why can't there be one to "beat them all"? The main part of a programming language is it's syntax and what's possible with it. The rest are usually only a bunch of libraries, frameworks and extensions wrapped around it. So couldn't you combine all the great aspects and experiences gained from the thousands of programming languages out there to build one with a syntax that fits every task? Wouldn't it be better having only one programming language? I see only problems with the current amount of the ones in use. Why can't there be a perfect language when thinking of syntax, constructs and typing?

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  • Does a persons' first programming language affect their programming style and if so, how? [closed]

    - by Scott Walsh
    I was speaking to an experienced lecturer recently who told me he could usually tell which programming language a student had learnt to program in by looking at their coding style (more specifically, when programming in other languages to the one which they were most comfortable with). He said that there have been multiple times when he's witnessed students attempted to write C# in Prolog. So I began to wonder, what specific traits do people gain from their first (or favourite) language which are carried over into their overall programming style, and more interestingly what good or bad habits do you think people would benefit from or should be wary of when learning specific language?

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  • What language should I learn to make 2D turn-based video games?

    - by giggles
    I want to make 2 dimensional turn-based games for the PC. Something like early Final Fantasy or Chrono Trigger. Is C++ the only plausible option? I keep getting told that C++ is the language of choice for games, but is this the case even for 2D, turn-based games? Are any other languages good for this sort of thing? I'm really big on clean, readable, extendible code, so a language that fosters that sort of thing would be great. Doing this for fun, not business. Java is the only language I really know well right now. By the way, this is my first question and I'm a noob. I read the FAQ, but if I'm doing anything noobish anyway, then I'm sorry.

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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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  • What language should I write my 2D game in? [closed]

    - by jmgrosen
    I'm thinking of writing a game. It's inspired by Minecraft/Terraria (but don't worry it will be different). My main question is what language I should write it in -- it'll be relatively simple graphics, more like Terraria than Minecraft. I know Java relatively well and Minecraft is written in it, but C++ seems like the industry standard for game development. However, I know next to no C++. I'm willing to learn but am worried how it will turn out for my first real project in the language. In addition to that, I'd also like suggestions on a good game engine for the language that you suggest. I'd like it to run on: Windows for sure Linux for sure Mac for sure Android would be really nice iOS is optional Thank you in advance!

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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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  • Oracle Unicode problem when using NLS_CHARACTERSET is WE8ISO8859P1 and NLS_NCHAR_CHARACTERSET is AL16UTF16, and ColdFusion as programming language

    - by tsurahman
    I have 2 Oracle 10g database, XE and Enterprise XE Enterprise and this are the data type I've use in the test table and then I tried to test to insert some Unicode char from http://www.sustainablegis.com/unicode/ and the results are XE Enterprise for this test, I use ColdFusion 9 developer edition <cfprocessingDirective pageencoding="utf-8"> <cfset setEncoding("form","utf-8")> <form action="" method="post"> Unicode : <br> <textarea name="txaUnicode" id="txaUnicode" cols="50" rows="10"></textarea> <br><br> Language : <br> <input type="Text" name="txtLanguage" id="txtLanguage"> <br><br> <input type="Submit"> </form> <cfset dsn = "theDSN"> <cfif StructKeyExists(FORM, "FIELDNAMES")> <cfquery name="qryInsert" datasource="#dsn#"> INSERT INTO UNICODE ( C_VARCHAR2, C_CHAR, C_CLOB, C_NVARCHAR2, LANGUAGE ) VALUES ( <cfqueryparam cfsqltype="CF_SQL_VARCHAR" value="#FORM.TXAUNICODE#">, <cfqueryparam cfsqltype="CF_SQL_CHAR" value="#FORM.TXAUNICODE#">, <cfqueryparam cfsqltype="CF_SQL_LONGVARCHAR" value="#FORM.TXAUNICODE#">, <cfqueryparam cfsqltype="CF_SQL_VARCHAR" value="#FORM.TXAUNICODE#">, <cfqueryparam cfsqltype="CF_SQL_VARCHAR" value="#FORM.TXTLANGUAGE#"> ) </cfquery> </cfif> <cfquery name="qryUnicode" datasource="#dsn#"> SELECT * FROM UNICODE ORDER BY LANGUAGE </cfquery> <table border="1"> <thead> <tr> <th>LANGUAGE</th> <th>C_VARCHAR2</th> <th>C_CHAR</th> <th>C_CLOB</th> <th>C_NVARCHAR2</th> </tr> </thead> <tbody> <cfoutput query="qryUnicode"> <tr> <td>#qryUnicode.LANGUAGE#</td> <td>#qryUnicode.C_VARCHAR2#</td> <td>#qryUnicode.C_CHAR#</td> <td>#qryUnicode.C_CLOB#</td> <td>#qryUnicode.C_NVARCHAR2#</td> </tr> </cfoutput> </tbody> </table> from this guide http://www.stanford.edu/dept/itss/docs/oracle/10g/server.101/b10749/ch6unicode.htm#i1007297 I think for my Enterprise database it should produce same thing as XE (at least for NVARCHAR2 column) since the typical solution from that guide said: Use NCHAR and NVARCHAR2 datatypes to store Unicode characters Keep WE8ISO8859P1 as the database character set Use AL16UTF16 as the national character set So, how to make it works too in my Enterprise database? Thank you :)

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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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  • Debian, 6rd tunnel, and connection troubles

    - by Chris B
    Long story short I am having issues with IPv6 using a 6rd tunnel with my ISP, charter business. They offer a 6rd tunnel that I think I have properly set up, but the server doesn’t reply to every ipv6 request. When the server has the network interfaces idle with no traffic for about 10 minutes, then IPv6 stops accepting inbound connections. to re-allow it, I must go into the server, and make it do a outbound ipv6 connection (normally a ping) to start it back up. Whats weird though i that if I run iptraf when its not working, it still shows a inbound ipv6 packet… the server is just not replying, and I can’t figure out why. Also, if I try to access my server over IPv6 from a house about 1 mile away on the same ISP, it is never able to connect. it always times out, but again the iptraf shows a ipv6 inbound packet. Again, it just does not reply. To test if my server is accessible through IPv6 I always have to use my vzw 4g phone (they use IPv6) or ipv6proxy dot net. Here is all of the configuration information my ISP gives on there tunnel server: 6rd Prefix = 2602:100::/32 Border Relay Address = 68.114.165.1 6rd prefix length = 32 IPv4 mask length = 0 Here is my /etc/network/interfaces for ipv6 (used x's to block real addresses) auto charterv6 iface charterv6 inet6 v4tunnel address 2602:100:189f:xxxx::1 netmask 32 ttl 64 gateway ::68.114.165.1 endpoint 68.114.165.1 local 24.159.218.xxx up ip link set mtu 1280 dev charterv6 here is my iptables config filter :INPUT DROP [0:0] :fail2ban-ssh – [0:0] :OUTPUT ACCEPT [0:0] :FORWARD DROP [0:0] :hold – [0:0] -A INPUT -p tcp -m tcp —dport 22 -j fail2ban-ssh -A INPUT -m state —state RELATED,ESTABLISHED -j ACCEPT -A INPUT -p tcp -m multiport -j ACCEPT —dports 80,443,25,465,110,995,143,993,587,465,22 -A INPUT -i lo -j ACCEPT -A INPUT -p tcp -m tcp —dport 10000 -j ACCEPT -A INPUT -p tcp -m tcp —dport 5900:5910 -j ACCEPT -A fail2ban-ssh -j RETURN -A INPUT -p icmp -j ACCEPT COMMIT and last here is my ip6tables firewall config filter :INPUT DROP [1653:339023] :FORWARD DROP [0:0] :OUTPUT ACCEPT [60141:13757903] :hold – [0:0] -A INPUT -m state —state RELATED,ESTABLISHED -j ACCEPT -A INPUT -p tcp -m multiport —dports 80,443,25,465,110,995,143,993,587,465,22 -j ACCEPT -A INPUT -i lo -j ACCEPT -A INPUT -p tcp -m tcp —dport 10000 -j ACCEPT -A INPUT -p tcp -m tcp —dport 5900:5910 -j ACCEPT -A INPUT -p ipv6-icmp -j ACCEPT COMMIT So Summary: 1.iptraf always shows IPv6 traffic, so its always making it to the server 2.server stops replying on ipv6 after no traffic for awhile (10 minutesish) until a outbound connection is made, then the process repeats. 3.server is NEVER accessable vi same ISP (yet iptraf still shows ipv6 request) Notes: When I try to access it from the same ISP from across town, even with iptables and ip6tables allowing ALL inbound traffic, this is what iptraf shows. IPv6 (92 bytes) from 97.92.18.xxx to 24.159.218.xxx on eth0 ICMP dest unrch (port) (120 bytes) from 24.159.218.xxx to 97.92.18.xxx on eth1 its strange, like its trying to forward to LAN? (eth1 is LAN, eth0 is WAN) even with the IPv6 address being set in the hosts file to the servers domain name. With iptables set up normally with the above configurations it only says this: IPv6 (100 bytes) from 97.92.18.xxx to 24.159.218.xxx on eth0 Im REALLY stuck on this, and any help would be GREATLY appreciated.

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  • Sometimes this script fails to update the iptables

    - by AlJo
    It does not happen often, but sometimes after running the below script, checking the iptables with service iptables status shows that they weren't updated and the script doesn't output any error. The iptables is structured as look-up tree (long repeated sections snipped): #!/bin/sh iptables -t nat -F iptables -t nat -X iptables -F iptables -X iptables -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT iptables -A INPUT -s 93.225.0.0/16 -j ACCEPT iptables -A INPUT -s 15.102.0.0/16 -j ACCEPT iptables -A INPUT -s 47.122.0.0/16 -j ACCEPT iptables -N MY_CHAIN_L1-0 iptables -N MY_CHAIN_L1-1 iptables -N MY_CHAIN_L1-2 iptables -N MY_CHAIN_L1-3 iptables -N MY_CHAIN_L1-4 iptables -N MY_CHAIN_L1-5 iptables -N MY_CHAIN_L1-6 iptables -N MY_CHAIN_L1-7 iptables -N MY_CHAIN_L1-8 iptables -N MY_CHAIN_L1-9 iptables -N MY_CHAIN_L1-10 iptables -N MY_CHAIN_L1-11 iptables -N MY_CHAIN_L1-12 iptables -N MY_CHAIN_L1-13 iptables -N MY_CHAIN_L1-14 iptables -N MY_CHAIN_L1-15 iptables -N MY_CHAIN_L1-16 iptables -N MY_CHAIN_L1-17 iptables -N MY_CHAIN_L1-18 iptables -N MY_CHAIN_L1-19 iptables -N MY_CHAIN_L1-20 iptables -N MY_CHAIN_L1-21 iptables -N MY_CHAIN_L1-22 iptables -N MY_CHAIN_L1-23 iptables -N MY_CHAIN_L1-24 iptables -N MY_CHAIN_L1-25 iptables -N MY_CHAIN_L1-26 iptables -N MY_CHAIN_L1-27 iptables -N MY_CHAIN_L1-28 iptables -N MY_CHAIN_L1-29 iptables -N MY_CHAIN_L1-30 iptables -N MY_CHAIN_L1-31 iptables -N MY_CHAIN_L1-32 iptables -N MY_CHAIN_L1-33 iptables -N MY_CHAIN_L1-34 iptables -N MY_CHAIN_L1-35 iptables -N MY_CHAIN_L1-36 iptables -N MY_CHAIN_L1-37 iptables -A INPUT -m iprange --src-range 1.54.96.0-5.133.179.255 -j MY_CHAIN_L1-0 iptables -A INPUT -m iprange --src-range 5.133.180.0-24.113.159.255 -j MY_CHAIN_L1-1 [snip] iptables -A INPUT -m iprange --src-range 195.13.45.0-198.11.255.255 -j MY_CHAIN_L1-29 iptables -A INPUT -m iprange --src-range 198.12.64.0-199.19.215.255 -j MY_CHAIN_L1-30 iptables -A INPUT -m iprange --src-range 199.21.96.0-200.31.3.255 -j MY_CHAIN_L1-31 iptables -A INPUT -m iprange --src-range 200.31.11.0-202.171.255.255 -j MY_CHAIN_L1-32 iptables -A INPUT -m iprange --src-range 203.130.134.192-206.212.255.255 -j MY_CHAIN_L1-33 iptables -A INPUT -m iprange --src-range 206.214.64.0-211.155.95.255 -j MY_CHAIN_L1-34 iptables -A INPUT -m iprange --src-range 212.19.128.0-216.176.191.255 -j MY_CHAIN_L1-35 iptables -A INPUT -m iprange --src-range 216.189.0.0-218.23.255.255 -j MY_CHAIN_L1-36 iptables -A INPUT -m iprange --src-range 218.30.96.0-223.255.231.255 -j MY_CHAIN_L1-37 iptables -A MY_CHAIN_L1-0 -s 1.54.96.0/20 -j DROP iptables -A MY_CHAIN_L1-0 -s 1.208.0.0/12 -j DROP iptables -A MY_CHAIN_L1-0 -s 1.224.0.0/11 -j DROP [snip] iptables -A MY_CHAIN_L1-0 -s 5.133.178.0/23 -j DROP iptables -A MY_CHAIN_L1-0 -j ACCEPT iptables -A MY_CHAIN_L1-1 -s 5.133.180.0/22 -j DROP iptables -A MY_CHAIN_L1-1 -s 5.135.0.0/16 -j DROP iptables -A MY_CHAIN_L1-1 -s 5.153.232.0/21 -j DROP [snip] iptables -A MY_CHAIN_L1-1 -s 24.113.128.0/19 -j DROP iptables -A MY_CHAIN_L1-1 -j ACCEPT . . . iptables -A MY_CHAIN_L1-29 -s 195.13.45.0/24 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.20.224.0/19 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.31.216.0/26 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.58.245.0/24 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.60.164.0/23 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.60.240.0/22 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.62.10.0/23 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.110.30.0/23 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.154.0.0/16 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.190.13.0/24 -j DROP iptables -A MY_CHAIN_L1-29 -s 195.211.152.0/22 -j DROP iptables -A MY_CHAIN_L1-1 -j ACCEPT [snip more of same to end of script] Can anyone see why this script would silently fail to update the iptables sometimes? Maybe it's not the script? Thanks

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  • how to make a javascript number keypad popup

    - by user2434653
    i have a website with 3 pages. each page has a form with two input fields. i am trying to make a popup number-keypad that will populate what ever input field called it. below is that base code i keep coming back to. <html> <head><title>test</title></head> <body> <script> function num(id) { return document.getElementById(id); } </script> <form action="/unitPage" method="POST" style=" text-align:center;"> Prefix: <input id="num" name"prefix" type="text" onfocus="num('keypad').style.display='inline-block';"/> Number: <input id="num" name"number" type="text" pattern="[0-9]{6}" onfocus="num('keypad').style.display='inline-block';"/> </form> <div id="keypad" style="display:none; background:#AAA; vertical-align:top;"> <input type="button" value="7" onclick="num('num').value+=7;"/> <input type="button" value="8" onclick="num('num').value+=8;"/> <input type="button" value="9" onclick="num('num').value+=9;"/><br/> <input type="button" value="4" onclick="num('num').value+=4;"/> <input type="button" value="5" onclick="num('num').value+=5;"/> <input type="button" value="6" onclick="num('num').value+=6;"/><br/> <input type="button" value="1" onclick="num('num').value+=1;"/> <input type="button" value="2" onclick="num('num').value+=2;"/> <input type="button" value="3" onclick="num('num').value+=3;"/><br/> <input type="button" value="X" onclick="num('keypad').style.display='none'"/> <input type="button" value="0" onclick="num('num').value+=0;"/> <input type="button" value="&larr;" onclick="num('num').value=num('num').value.substr(0,num('num').value.length-1);"/> </div> </body> </html> is there a way of making one number key pad that i call from any page or do i need to make the above for each input? thanks

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