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  • Can not login after removing broken packages

    - by devin
    I just updated my ubuntu to the latest version. After updating, everytime I try to remove or add anything, I get this error: errors were encountered while processing: E: Sub-process /usr/bin/dpkg returned an error code (1) Package manager notified me that all my gnome packages were broken and I couldn't make any updates until I deleted the gnome packages. So, I deleted all the gnome packages. Now I can not login anymore, after entering my password, it flashes right back to the login screen.

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  • Left mouse button not working in Xubuntu session

    - by giodamelio
    I recent changed from Ubuntu to Xubuntu 12.04. The install worked great for a few days, but suddenly the left mouse button stopped working. The right click and scroll bars work fine. After a bit of experimenting I discovered that the problem only happens when I set the session to Xubuntu at login. The mouse also works fine in my dual-booted Windows vista. What could make my mouse stop working like that?

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  • SSH password entered too many times Connection refused

    - by Ole Henrik Skogstrøm
    I tried connecting to my new installed Ubuntu 12 server via SSH and I was asked for my password. (I had used "myusername@ipadress" to connect) After entering the right password a few times (with no luck; access denied) I started getting an error directly telling me that the connection was refused without asking me for a password anymore. It seems like I have managed to blacklist myself. It has been like this for about 2 hours now, is there a quick solution for this?

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  • Modify the number of entries in the list to choose from for bookmarking a site in Firefox

    - by Roberto Giardina
    I am wondering if it is possible to change the number of entries in the list which appears when in Firefox you right click on a tab and choose "add to bookmarks" Thats because I use to categorize a lot of bookmarks and the standard choice of 5 entries is too small. Of course the idea is to not have to click on "choose" further down following the menu Thanks in advance and this is a really fantastic Website for Ubuntu users cheers Roberto

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  • After last update Unity no longer works

    - by Alen
    An hour ago I installed latest updates and now Unity doesn't work anyomore, I only see desktop with icons. Manually searching I opened system monitor and found out only 400 Mb of RAM is taken which means complete Unity is turned off. Can someone help me to fix this. Since I'm crippled I probably won't be able to provide you with all details you need because I don't have window borders, no right click menu, nothing, only Nautilus.

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  • 2D Grid Map Connectivity Check (avoiding stack overflow)

    - by SombreErmine
    I am trying to create a routine in C++ that will run before a more expensive A* algorithm that checks to see if two nodes on a 2D grid map are connected or not. What I need to know is a good way to accomplish this sequentially rather than recursively to avoid overflowing the stack. What I've Done Already I've implemented this with ease using a recursive algorithm; however, depending upon different situations it will generate a stack overflow. Upon researching this, I've come to the conclusion that it is overflowing the stack because of too many recursive function calls. I am sure that my recursion does not enter an infinite loop. I generate connected sets at the beginning of the level, and then I use those connected sets to determine connectivity on the fly later. Basically, the generating algorithm starts from left-to-right top-to-bottom. It skips wall nodes and marks them as visited. Whenever it reaches a walkable node, it recursively checks in all four cardinal directions for connected walkable nodes. Every node that gets checked is marked as visited so they aren't handled twice. After checking a node, it is added to either a walls set, a doors set, or one of multiple walkable nodes sets. Once it fills that area, it continues the original ltr ttb loop skipping already-visited nodes. I've also looked into flood-fill algorithms, but I can't make sense of the sequential algorithms and how to adapt them. Can anyone suggest a better way to accomplish this without causing a stack overflow? The only way I can think of is to do the left-to-right top-to-bottom loop generating connected sets on a row basis. Then check the previous row to see if any of the connected sets are connected and then join the sets that are. I haven't decided on the best data structures to use for that though. I also just thought about having the connected sets pre-generated outside the game, but I wouldn't know where to start with creating a tool for that. Any help is appreciated. Thanks!

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  • how to watch??? England vs Belgium live stream Soccer friendly match ESPN

    - by Dada Fafa
    Do you want to watch:England vs Belgium live streaming online on pc?Searching for a good way to watch England vs Belgium live streaming online today? You've come to the right place!We'll show you how to watch England vs BelgiumNBA games live stream online in perfect high definition quality using any PC or Mac computer! It's possible! Now you can watch every minute of England vs Belgiumonline live,and in true HD quality no matter where you are! WANNA WATCH England vs Belgium LIVE STREAM MATCH

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  • Zombiewood for your Java ME tech-enabled Nokia C3

    - by hinkmond
    Zombies... Zoooombies... Here come the zombies in the new Zombiewood game for your Java ME technology-enabled Nokia C3. Watch the video to check it out. See: Zombiewood on Java ME Nokia C3 If you had two handguns and a couple sticks of dynamite, I'm sure you'd be looking to shoot zombies and collect giant floating gold coins spinning on the sidewalk. 'Cause that's what you do in that situation, right? Hinkmond

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  • DotNetNuke 6 beta released

    - by Chris Hammond
    DotNetNuke 6 is coming, DotNetNuke 6 is coming! That’s right, we’re getting close, close enough that we had our first “beta” for DNN6 today. While we’ve had a couple of CTP (community technology preview) releases, the beta today has quite a bit of things wrapped up and addressed. There are a number of new things coming in DotNetNuke 6, and rather than try to explain them all I’ll point you to Joe Brinkman’s blog post from this morning . The biggest thing is that most of the Admin and Module settings...(read more)

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • OWB 11gR2 &ndash; OMB and File Editing

    - by David Allan
    Here we will see how we can use the IDE for editing OMB scripts. The 11gR2 release is based on the common Oracle platform IDE used also by JDeveloper. It comes with a bunch of standard behavior for editing and rendering code. One of the lesser known things is that if you drop a text file into OWB you can edit it. So you can drop your tcl scripts right into OWB and edit in-place, and don’t need another IDE like Eclipse just for this task. Cool, so you have the file here. There may be no line numbers, you can toggle line numbers on by right clicking in the gutter. If we edit the file within the OWB IDE, the save is a little different from normal. OWB doesn’t normally manipulate files so things like ctrl-s to save, saves the OWB objects, but if you edit a file the closing of the file will ask if you want to save it – check it out. Now we enter the realm of ‘he who dares’…. Note the IDE doesn’t know about tcl files out of the box, so you see above there is no syntax highlighting. The code is identified by the extension… .java is java, .html is HTML etc. With OWB, the OMB scripts are tcl, we usually have .tcl extension on these files. One of the things we can do to trick up the syntax highlighting is to simply rename the file to have a .java suffix, then all of a sudden we get syntax highlighting, see the illustration here where side by side we see a the file with a .java extension and a .tcl extension. Not ideal pretending to be .java but gets us a way to having something more useful than notepad. We can then change the syntax highlighting such that we get Eclipse like highlighting within the IDE from the Tools Preferences option; You then get the Eclipse like rendering albeit using a little tweak on the file names… Might be useful if you are doing any kind of heavy duty OMB script development and just want a single IDE. The OMBPlus panel is then at hand for executing and testing it out.

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  • 3 SEO Secrets to Rocket Above the Competition in Just 10 Days!

    Correct Title Tags - That's right, the original and best way to outrank the website above you is to tweak the title tags on every single page on your website, and make sure they 100% different! Another great tip - don't just use one keyword, but: 'Keyword 1 & Keyword 2' on each of the pages, and note the pipe separator in the middle, not the comma or dots.

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  • Recent uploaded slides for the Upgrade Talks last week

    - by Mike Dietrich
    Welcome 2011 :-) And here you'll find the newest talks Carol, Roy and Brian delivered last week in several cities (please find the also in the DOWNLOAD SLIDES section on the right side of this blog): Upgrade Methods and Upgrade Planning: Click here to Download and use the keyword: roy2011 +500 Slides Upgrade Workshop Presentation: Click here to Download and use the keyword (Schlüsselwort): upgrade112 Hope you had a nice weekend and wonderful weather, too, as we had yesterday south of Munich. Click pic for a higher resolution: Starnberg Lake - View towards the Alps

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  • Will Outsourcing Your SEO Increase Your MLM Leads?

    Search engine optimization or SEO is absolutely booming in the MLM home business industry right now. Configuring your MLM website to look attractive to search engines will raise your page rank, put you higher in search results, and increase your organic traffic, and thus MLM lead generation.

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  • Is anyone doing "real" TDD with Visual-C++, and if yes, how do they do it?

    - by Martin
    Test Driven Development implies writing the test before the code and following a certain cycle: Write Test Check Test (run) Write Production Code Check Test (run) Clean up Production Code Check test (run) As far as I'm concerned, this is only possible if your development solution allows you to very quickly switch between the production and test code, and to execute the test for a certain production code part extremely quickly. Now, while there exist lots of Unit Testing Frameworks for C++ (I'm using Bost.Test atm.) it does seem that there doesn't really exist any decent (for native C++) Visual Studio (Plugin) solution that makes the TDD cycle bearable regardless of framework used. "Bearable" means that it's a one-click action to run a test for a certain cpp file without having to manually set up a separate testing project etc. "Bearable" also means that a simple test starts (linking!) and runs very quickly. So, what tools (plugins) and techniques are out there that make the TDD cycle possible for native C++ development with Visual Studio? Note: I'm fine with free or "commercial" tools. Please: No framework recommendations. (Unless the framework has a dedicated Visual Studio plugin and you want to recommend the plugin.) Edit Note: The answers so far have provided links on how to integrate a Unit Testing framework into Visual Studio. The resources more or less describe how to get the UT framework to compile and get your first Tests running. This is not what this question is about. I'm of the opinion that to really work productively, having the Unit Tests in a manually maintained(!), separate vcproj from your production classes will add so much overhead that TDD "isn't possible". As far as I am aware, you do not add extra "projects" to a Java or C# thing to enable Unit Tests and TDD, and for a good reason. This should be possible with C++ given the right tools, but it seems (this question is about) that there are very little tools for TDD/C++/VS. Googling around, I've found one tool, VisualAssert, that seems to aim in the right direction. However, afaiks, it doesn't seem to be in widespread use (compared to CppUnit, Boost.Test etc.). Edit: I would like to add a comment to the context for this question. I think it does a good summary of outlining (part of) the problem: (comment by Billy ONeal) Visual Studio does not use "build scripts" that are reasonably editable by the user. One project produces one binary. Moreover, Java has the property that Java never builds a complete binary -- the binary you build is just a ZIP of the class files. Therefore it's possible to compile separately then JAR together manually (using e.g. 7z). C++ and C# both actually link their binaries, so generally speaking you can't write a script like that. The closest you can get is to compile everything separately and then do two linkings (one for production, one for testing).

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  • Scheduling thread tiles with C++ AMP

    - by Daniel Moth
    This post assumes you are totally comfortable with, what some of us call, the simple model of C++ AMP, i.e. you could write your own matrix multiplication. We are now ready to explore the tiled model, which builds on top of the non-tiled one. Tiling the extent We know that when we pass a grid (which is just an extent under the covers) to the parallel_for_each call, it determines the number of threads to schedule and their index values (including dimensionality). For the single-, two-, and three- dimensional cases you can go a step further and subdivide the threads into what we call tiles of threads (others may call them thread groups). So here is a single-dimensional example: extent<1> e(20); // 20 units in a single dimension with indices from 0-19 grid<1> g(e);      // same as extent tiled_grid<4> tg = g.tile<4>(); …on the 3rd line we subdivided the single-dimensional space into 5 single-dimensional tiles each having 4 elements, and we captured that result in a concurrency::tiled_grid (a new class in amp.h). Let's move on swiftly to another example, in pictures, this time 2-dimensional: So we start on the left with a grid of a 2-dimensional extent which has 8*6=48 threads. We then have two different examples of tiling. In the first case, in the middle, we subdivide the 48 threads into tiles where each has 4*3=12 threads, hence we have 2*2=4 tiles. In the second example, on the right, we subdivide the original input into tiles where each has 2*2=4 threads, hence we have 4*3=12 tiles. Notice how you can play with the tile size and achieve different number of tiles. The numbers you pick must be such that the original total number of threads (in our example 48), remains the same, and every tile must have the same size. Of course, you still have no clue why you would do that, but stick with me. First, we should see how we can use this tiled_grid, since the parallel_for_each function that we know expects a grid. Tiled parallel_for_each and tiled_index It turns out that we have additional overloads of parallel_for_each that accept a tiled_grid instead of a grid. However, those overloads, also expect that the lambda you pass in accepts a concurrency::tiled_index (new in amp.h), not an index<N>. So how is a tiled_index different to an index? A tiled_index object, can have only 1 or 2 or 3 dimensions (matching exactly the tiled_grid), and consists of 4 index objects that are accessible via properties: global, local, tile_origin, and tile. The global index is the same as the index we know and love: the global thread ID. The local index is the local thread ID within the tile. The tile_origin index returns the global index of the thread that is at position 0,0 of this tile, and the tile index is the position of the tile in relation to the overall grid. Confused? Here is an example accompanied by a picture that hopefully clarifies things: array_view<int, 2> data(8, 6, p_my_data); parallel_for_each(data.grid.tile<2,2>(), [=] (tiled_index<2,2> t_idx) restrict(direct3d) { /* todo */ }); Given the code above and the picture on the right, what are the values of each of the 4 index objects that the t_idx variables exposes, when the lambda is executed by T (highlighted in the picture on the right)? If you can't work it out yourselves, the solution follows: t_idx.global       = index<2> (6,3) t_idx.local          = index<2> (0,1) t_idx.tile_origin = index<2> (6,2) t_idx.tile             = index<2> (3,1) Don't move on until you are comfortable with this… the picture really helps, so use it. Tiled Matrix Multiplication Example – part 1 Let's paste here the C++ AMP matrix multiplication example, bolding the lines we are going to change (can you guess what the changes will be?) 01: void MatrixMultiplyTiled_Part1(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W) 02: { 03: 04: array_view<const float,2> a(M, W, vA); 05: array_view<const float,2> b(W, N, vB); 06: array_view<writeonly<float>,2> c(M, N, vC); 07: parallel_for_each(c.grid, 08: [=](index<2> idx) restrict(direct3d) { 09: 10: int row = idx[0]; int col = idx[1]; 11: float sum = 0.0f; 12: for(int i = 0; i < W; i++) 13: sum += a(row, i) * b(i, col); 14: c[idx] = sum; 15: }); 16: } To turn this into a tiled example, first we need to decide our tile size. Let's say we want each tile to be 16*16 (which assumes that we'll have at least 256 threads to process, and that c.grid.extent.size() is divisible by 256, and moreover that c.grid.extent[0] and c.grid.extent[1] are divisible by 16). So we insert at line 03 the tile size (which must be a compile time constant). 03: static const int TS = 16; ...then we need to tile the grid to have tiles where each one has 16*16 threads, so we change line 07 to be as follows 07: parallel_for_each(c.grid.tile<TS,TS>(), ...that means that our index now has to be a tiled_index with the same characteristics as the tiled_grid, so we change line 08 08: [=](tiled_index<TS, TS> t_idx) restrict(direct3d) { ...which means, without changing our core algorithm, we need to be using the global index that the tiled_index gives us access to, so we insert line 09 as follows 09: index<2> idx = t_idx.global; ...and now this code just works and it is tiled! Closing thoughts on part 1 The process we followed just shows the mechanical transformation that can take place from the simple model to the tiled model (think of this as step 1). In fact, when we wrote the matrix multiplication example originally, the compiler was doing this mechanical transformation under the covers for us (and it has additional smarts to deal with the cases where the total number of threads scheduled cannot be divisible by the tile size). The point is that the thread scheduling is always tiled, even when you use the non-tiled model. But with this mechanical transformation, we haven't gained anything… Hint: our goal with explicitly using the tiled model is to gain even more performance. In the next post, we'll evolve this further (beyond what the compiler can automatically do for us, in this first release), so you can see the full usage of the tiled model and its benefits… Comments about this post by Daniel Moth welcome at the original blog.

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  • How to control a spaceship near a planet in Unity3D?

    - by tyjkenn
    Right now I have spaceship orbiting a small planet. I'm trying to make an effective control system for that spaceship, but it always end up spinning out of control. After spinning the ship to change direction, the thrusters thrust the wrong way. Normal airplane controls don't work, since the ship is able to leave the atmosphere and go to other planets, in the journey going "upside-down". Could someone please enlighten me on how to get thrusters to work the way they are supposed to?

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Custom Team Build Template for Microsoft Dynamics NAV in TFS 2010

    - by ssmantha
    To cook this recipe you need the following ingredients: 1) An installation of TFS 2010 Team Build Service on a server 2) Visual Studio 2010 for cooking 3) Use the following Hints on the web: a)  http://www.codeproject.com/KB/library/AutoupateNAV.aspx – use this wrapper to perform the basic tasks b) http://www.richard-banks.org/2010/11/how-to-build-linux-code-with-tfs-2010.html – for ideas on how to customize the build templates   And finally lot of patience and luck, took me about 120 failed builds to get the first one right!!   Please feel free to ask questions, I would be happy to help!!

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  • Friday Fun: Mad Virus

    - by Asian Angel
    In this week’s game infection of all cell-kind is the ultimate goal as you lead your virus army to victory. Will you succeed in infecting everything in your path or will you be stopped just short of total domination? HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting

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  • Thunderbird is preferred mail app, messaging menu still loads evolution [closed]

    - by user9069
    Possible Duplicate: Is there a way to add Mozilla Thunderbird to the messaging menu? Hi, After installing ubuntu I setup my email in evolution, which is fine but on balance I prefer Thunderbird so I installed and set that up. Under preferred applications I have set the mail to Thunderbird, but when I click on the icon in the top right (the mail envelope) and select mail it still loads evolution. Is there a way to switch this to Thunderbird?

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  • SQL – Biggest Concerns in a Data-Driven World

    - by Pinal Dave
    The ongoing chaos over Government Agency’s snooping has ignited a heated debate on privacy of personal data and its use by government and/or other institutions. It has created a feeling of disapproval and distrust among users. This incident proves to be a lesson for companies that are looking to leverage their business using a data driven approach. According to analysts, the goal of gathering personal information should be to deliver benefits to both the parties – the user as well as the data collector(government or business). Using data the right way is crucial, and companies need to deploy the right software applications and systems to ensure that their efforts are well-directed. However, there are various issues plaguing analysts regarding available software, which are highlighted below. According to a InformationWeek 2013 Survey of Analytics, Business Intelligence and Information Management where 541 business technology professionals contributed as respondents, it was discovered that the biggest concern was deemed to be the scarcity of expertise and high costs associated with the same. This concern was voiced by as many as 38% of the participants. A close second came out to be the issue of data warehouse appliance platforms being expensive, with 33% of those present believing it to be a huge roadblock. Another revelation made in this respect was that 31% professionals weren’t even sure how Data Analytics can create business opportunities for them. Another 17% shared that they found data platform technologies such as Hadoop and NoSQL technologies hard to learn. These results clearly pointed out that there are awareness and expertise issues that also need much attention. Unless the demand-supply gap of Business Intelligence professionals well versed in data analysis technologies is met, this divide is going to affect how companies make the most of their BI campaigns. One of the key action points that can be taken to salvage the situation, is to provide training on Data Analytics concepts. Koenig Solutions offer courses on many such technologies including a course on MCSE SQL Server 2012: BI Platform. So it’s time to brush up your skills and get down to work in a data driven world that awaits you ahead. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: Big Data, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • thunar-archive-plugin not working

    - by Sergio
    After I experienced serious not yet resolved performance issues with Nautilus I decided to move to XUbuntu so I installed its metapackage from Ubuntu and started using it. It turns out that the archive plugin for Thunar (provides the "Extract here" option in the contextual menu when right clicking over a compressed archive) is not working, even after I apt-get purged it and reinstalled. It simply doesn't show its options in the contextual menu. What should I do to make it work?

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