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  • How do I get OBDII software working?

    - by NoBugs
    I have an ODBII USB cable for vehicle diagnostics, unfortunately I haven't been able to get it working on Ubuntu 12.04. The closest I've come is using the VAG-COM software with wine, using the ln -s /dev/ttyUSB0 ~/.wine/dosdevices/com1 trick and running stty -F /dev/ttyUSB0 speed 9600 repeatedly. It will connect and show the vehicle is OBDII, but none of the useful features seem to be working. I tried: Scantool - says it's connecting to the /dev/device in terminal, but doesn't. obdgpslogger - times out all the time. pyobd - This seems to be the most up-to-date source I could find, I had to adjust the code a bit to work (see here for changes). Still, in obd_io.py interpret_result function, it says it's looking for 4 space separated numbers, where the usb-serial is receiving bogus code "0100" instead? The device shows up in lsusb as: ID 0403:6001 Future Technology Devices International, Ltd FT232 USB-Serial (UART) IC Is the problem that these native tools don't expect a USB serial, or a serial of this type? Or are these apps too old to recognize OBD2 of this vehicle?

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D

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  • How to remove seams from a tile map in 3D?

    - by Grimshaw
    I am using my OpenGL custom engine to render a tilemap made with Tiled, using a well spread tileset from the web. There is nothing fancy going on. I load the TMX file from Tiled and generate vertex arrays and index arrays to render the tilemap. I am rendering this tilemap as a wall in my 3D world, meaning that I move around with a fly camera in my 3D world and at Z=0 there is a plane showing me my tiles. Everything is working correctly but I get ugly seems between the tiles. I've tried orthographic and perspective cameras and with either I found particular sets of parameters for the projection and view matrices where the artifacts did not show, but otherwise they are there 99% of the time in multiple patterns, depending on the zoom and camera parameters like field of view. Here's a screenshot of the artifact being shown: http://i.imgur.com/HNV1g4M.png Here's the tileset I am using (which Tiled also uses and renders correctly): http://i.imgur.com/SjjHK4q.png My tileset has no mipmaps and is set to GL_NEAREST and GL_CLAMP_TO_EDGE values. I've looked around many articles in the internet and nothing helped. I tried uv correction so the uv fall at half of the texel, rather than the end of the texel to prevent interpolating with the neighbour value(which is transparency). I tried debugging with my geometry and I verified that with no texture and a random color in each tile, I don't seem to see any seams. All vertices have integer coordinates, i.e, the first tile is a quad from (0,0) to (1,1) and so on. Tried adding a little offset both to the UV and to the vertices to see if the gaps cease to exist. Disabled multisampling too. Nothing fixed it so far. Thanks.

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  • n00b needs some PHP syntax guidance [closed]

    - by Michael
    If you look at http://www.cruc.es/?paged=12/ and go to the bottom of the page you'll see the bottom navigation with the next and previous options. I've been able to make the page numbers work by changing page to paged= in the code. I don't know enough about PHP to get the previous/next options to work. Any advice would be appreciated and I've pasted the code below. Thank you: n00b if ( $query->found_posts > $query->query_vars["posts_per_page"] ) { echo '<ul class="paging">'; // Previous link? if ( $page > 1 ) { echo '<li class="previous"><a href="'.$baseURL.'/page/'.($page-1).'/'.$qs.'">previous</a></li>'; } // Loop through pages for ( $i=1; $i <= $query->max_num_pages; $i++ ) { // Current page or linked page? if ( $i == $page ) { echo '<li class="active">'.$i.'</li>'; } else { echo '<li><a href="'.$baseURL.'/?paged='.$i.'/'.$qs.'">'.$i.'</a></li>'; } } // Next link? if ( $page < $query->max_num_pages ) { echo '<li><a href="'.$baseURL.'/page/'.($page+1).'/'.$qs.'">next</a></li>'; } echo '</ul>'; }

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  • How should I determine my rates for writing custom software?

    - by Carson Myers
    For a custom software that will likely take a year or more to develop, how would I go about determining what to charge as a consultant? I'm having a hard time coming up with a number, and searches online are providing vastly different numbers (between $55/hr and $300/hr). I don't want to shoot too low because it's going to take me so much time (and I'm deferring my education for this project). I also don't want to shoot too high and get unpleasant looks and demand for justification. FWIW I live in Canada, and have approx. 10 years of development experience. I've read the "take your salary and divide it by 1000" rule of thumb, but the thing is I don't have a salary. Currently I'm just doing fairly small programming tasks for a friend who is starting a marketing company, pricing each task fairly arbitrarily. I don't know what I would make over the course of a year doing it, but it would be incredibly low. My responsibilities for the project would be the architecture, programming, database, server, and UX to some degree. It's going to be a public facing web service so I will also need to put a lot of effort into security and scalability. Any advice or experience?

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  • JDK bug migration: bugs.sun.com now backed by JIRA

    - by darcy
    The JDK bug migration from a Sun legacy system to JIRA has reached another planned milestone: the data displayed on bugs.sun.com is now backed by JIRA rather than by the legacy system. Besides maintaining the URLs to old bugs, bugs filed since the migration to JIRA are now visible too. The basic information presented about a bug is the same as before, but reformatted and using JIRA terminology: Instead of a "category", a bug now has a "component / subcomponent" classification. As outlined previously, part of the migration effort was reclassifying bugs according to a new classification scheme; I'll write more about the new scheme in a subsequent blog post. Instead of a list of JDK versions a bug is "reported against," there is a list of "affected versions." The names of the JDK versions have largely been regularized; code names like "tiger" and "mantis" have been replaced by the release numbers like "5.0" and "1.4.2". Instead of "release fixed," there are now "Fixed Versions." The legacy system had many fields that could hold a sequence of text entries, including "Description," "Workaround", and "Evaluation." JIRA instead only has two analogous fields labeled as "Description" and a unified stream of "Comments." Nearly coincident with switching to JIRA, we also enabled an agent which automatically updates a JIRA issue in response to pushes into JDK-related Hg repositories. These comments include the changeset URL, the user making the push, and a time stamp. These comments are first added when a fix is pushed to a team integration repository and then added again when the fix is pushed into the master repository for a release. We're still in early days of production usage of JIRA for JDK bug tracking, but the transition to production went smoothly and over 1,000 new issues have already been filed. Many other facets of the migration are still in the works, including hosting new incidents filed at bugs.sun.com in a tailored incidents project in JIRA.

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  • Java Spotlight Episode 98: Cliff Click on Benchmarkings

    - by Roger Brinkley
    Interview with Cliff Click of 0xdata on benchmarking. Recorded live at JFokus 2012. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News Bean Validation 1.1 Java EE 7 Roadmap Java JRE Update 7u7 and 6u35 available. Change to Java SE 7 and Java SE 6 Update Release Numbers JCP 2012 Award Nominations Announced Griffon JavaFX Plugin Events Sep 3-6, Herbstcampus, Nuremberg, Germany Sep 10-15, IMTS 2012 Conference,  Chicago Sep 12,  The Coming M2M Revolution: Critical Issues for End-to-End Software and Systems Development,  Webinar Sep 30-Oct 4, JavaONE, San Francisco Oct 3-4, Java Embedded @ JavaONE, San Francisco Oct 15-17, JAX London Oct 30-Nov 1, Arm TechCon, Santa Clara Oct 22-23, Freescale Technology Forum - Japan, Tokyo Nov 2-3, JMagreb, Morocco Nov 13-17, Devoxx, Belgium Feature Interview Cliff Click is the CTO and Co-Founder of 0xdata, a firm dedicated to creating a new way to think about web-scale data storage and real-time analytics. I wrote my first compiler when I was 15 (Pascal to TRS Z-80!), although my most famous compiler is the HotSpot Server Compiler (the Sea of Nodes IR). I helped Azul Systems build an 864 core pure-Java mainframe that keeps GC pauses on 500Gb heaps to under 10ms, and worked on all aspects of that JVM. Before that I worked on HotSpot at Sun Microsystems, and am at least partially responsible for bringing Java into the mainstream. I am invited to speak regularly at industry and academic conferences and has published many papers about HotSpot technology. I hold a PhD in Computer Science from Rice University and about 15 patents. What’s Cool Shaun Smith’s Devoxx 2011 talk "JPA Multi-Tenancy & Extensibility" now freely available at Parleys.

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  • How do I target a specific driver for libata kernel parameter modding?

    - by DanielSmedegaardBuus
    Sorry for the cryptic title. Not sure how to phrase it. This is it in a nutshell: I'm running a 22-disk setup, 19 of those in a ZFS array, 15 of those backed by three port multipliers attached to SATA controllers driven by the sata_sil24 module. When running full speed (SATA2, i.e. 3 Gbps), the operation is pretty quirky (simple read errors will throw an entire PMP into spasms for a long time, sometimes with pretty awful results). Booting with kernel parameter libata.force=1.5G to force SATA controllers into "legacy" speeds completely fixes all issues with the PMPs. Thing is, my ZFS pool is backed by a fast cache SSD on my ICH10R controller. Another SSD on this same controller holds the system. Doing libata.force=1.5G immediately shaves about 100 MB/s off the transfer rate of my SSDs. For the root drive, that's not such a big deal, but for the ZFS cache SSD, it is. It effectively makes the entire zpool slower for sustained transfers than it would've been without the cache drive. Random access and fs tree lookups, of course still benifit. I'm hoping, though, that there's some way to pass the .force=1.5G parameter on to just the three SATA controllers being backed by the sata_sil24 module. But listing the module options for this, no such option exists. Is this possible? And if so, how? Thanks :)

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  • Google Image Search Quick Fix

    - by Asian Angel
    Are you tired of unneeded webpage loading and extra link clicking just to access an image found using Google Image Search? Now you can jump directly to the image itself with the clickGOOGLEview extension for Google Chrome. The Problem When you find an image that you like using Google Image Search you always have to go through extra hassle just to get to the image itself. First you have an entire webpage loading in your browser and then you have to click through that irritating “See full size image” link. All that you need is the image, right? Problem Fixed Once you have installed the clickGOOGLEview extension you will absolutely love the result. Find an image that you like, click the link, and there is your new image without any of the hassle or extra link clicking. Big or small having direct access to the image is how it should have been from the beginning. Conclusion The clickGOOGLEview extension does one thing and does it extremely well…it gets you to those images without the extra hassle or additional link clicking. Links Download the clickGOOGLEview extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Make Firefox Quick Search Use Google’s Beta Search KeysChange Internet Explorer in Windows Vista to Search Google by DefaultMake Firefox Built-In Search Box Use Google’s Experimental Search KeysQuick Tip: Show PageRank in Firefox while Google Toolbar is HiddenQuick Tip: Use Google Talk Sidebar in Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Kill Processes Quickly with Process Assassin Need to Come Up with a Good Name? Try Wordoid StockFox puts a Lightweight Stock Ticker in your Statusbar Explore Google Public Data Visually The Ultimate Excel Cheatsheet Convert the Quick Launch Bar into a Super Application Launcher

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  • Failure to Boot 12.04 on HP AMD Dual Core. Rescue Mode doesn't even come up

    - by L R Bellmore Jr
    I have 12.04 installed on HP 64 bit dual core AMD laptop.. worked great until about 1-2 months ago.. now takes 1/2 hour to 25 hours to boot if it ever does. A minor number of times I get the HP logo with hash lines on screen and it just hangs... When it finally boots 95% it will run until I turn it off days later to see if any of the upgrades fixed the problem. Currently, if it boots, it is random.. .left on over night .. 2 nights ago and came back to a HP logo with Hash Lines horizontal across the screen.. frozen.. rebooted back to black screen.. no HP logo... Most often when it does boot.. no HP logo.. just cursor shows up.. and then I know it will finally load... computer has been made worthless and it is my work computer..HELP PLEASE... Rescue Mode can't be invoked.. computer doesnt respond.. has shown up 3 times in about 100 and when I have tried it... 1 time it resulted in a boot up but then failed in a couple hours.

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  • Infrastructure to effectively set up experiements and learn from them

    - by David
    Open-org.com is in the early stages of creating our first product, a place on the web, where one can ask lawyers questions at a fraction of their normal costs. An early stage front page can be found here. I got inspired by this video, which is recommended by Jeff Atwood, which talks about getting feedback faster, which is the reason for this question. The problem Needless to say, we want our conversion rates to be as high as possible. Therefore, we want to be able to rapidly set up a new experiment where we change something on the site (like moving an image slightly, rewriting a sentence etc.). We then want to present the modified page to a random subset of the users. After that we will compare the conversion rates of the experiment with another version. I could very well imagine that we want to run 10-100 experiments simultaneously and it would be nice to have features, where experiments that obviously have worse results will be ended before schedule. My question Does infrastructure to support the whole process exist? A short description of our infrastructure... We use EC2 and PHP and have a script to automatically start up new instances with all needed software. Still, starting up a new server for every experiment, seems like a bit of overkill, so I am wondering what other options exist. Btw. If you feel like working for Open-org.com, you can pick a task, and start working, or suggest a new task. All profits are given out to the contributors.

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  • Permanent death in a MUD (think command line MMORPG)

    - by Luke Laupheimer
    I have considered writing a MUD for years, and I have a lot of ideas my friends think are really cool (and that's how I'd hope to get anywhere -- word of mouth). Thing is, there's one thing I have always wanted, that my friends and strangers hated: permanent death. Now, the emotional response I get to this is visceral revulsion, every time. I'm pretty sure I am the only person that wants this, or if I'm not, I'm a tiny minority. Now, the reason I want it is because I want the actions of the players to matter. Unlike a lot of other MUDs, which have a set of static city-states and social institutions etc, I want the things my players do, should I get any, to actually change the situation. And that includes killing people. If you kill someone, you didn't send them to time out, you killed them. What happens when you kill people? They go away. They don't come back in half an hour to smack talk you some more. They're gone. Forever. By making death non-permanent, you make death not matter. It would be similar if a climax to a character's arc is getting a speeding ticket. It cheapens it. Non-permanent death cheapens death. How can I: 1) Convince my players (and random people!) that this is actually a good idea?, or 2) Find some other way to make death and violence matter as much as it does in real life (except within the game, of course) sans character deletion? What alternatives are there out there?

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Desktop Fun: Star Trek Wallpapers

    - by Asian Angel
    If you are a Star Trek fan then doubtless you have a favorite series and starship(s) that you love. Get ready to enjoy viewing the fleet of ships that we have gathered together for you in our Star Trek Wallpaper collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. Note: This particular wallpaper can be trimmed up height-wise to fit your monitor’s size very nicely. For more fun wallpapers be certain to visit our new Desktop Fun section. Looking for some great icons to go with your new Star Trek wallpaper? Then be certain to check out our Sci-Fi Icon Packs collection here. Similar Articles Productive Geek Tips Desktop Customization: Sci-Fi Icon PacksWindows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe)Desktop Fun: Starship Theme WallpapersDesktop Fun: Underwater Theme WallpapersDesktop Fun: Starscape Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird Follow Finder Finds You Twitter Users To Follow Combine MP3 Files Easily QuicklyCode Provides Cheatsheets & Other Programming Stuff

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  • Farmyard

    - by Richard Jones
    Moooooooo     For a while now we’ve been using Apple’s enterprise device app distribution mechanism.   This allows you to have a user, click on a URL on their iOS device and it pulls down a new version of an enterprise app. of of our servers. Its really nice,  have a look at - http://developer.apple.com/library/ios/#featuredarticles/FA_Wireless_Enterprise_App_Distribution/Introduction/Introduction.html   I’ve embedded this, into a check on application launch, that a web-service is called to detect a newer version of the software is available.  It then calls the URL to the App and a new version is deployed. You can alert users that a new App update is available by sending them a push notification.  See screenshot at the top. We send our push notifications out to users,  using a simple C# service.    The fun part is this.   You can instruct the push notification to play a sound (embedded in the app already). So our push notification’s play a random farmyard noise, i.e from a selection of - cow.wav dogbrk.wav duck.wav goose.wav horse.wav lamb.wav monkey.wav – left field I know rooster.wav Imagine my amusement being able to periodically send out an update and watch our office (of about 60 people) turn into farm for a few seconds. I’ve messed up a few times, with people being interrupted on customer conference calls,  but people seem good humoured about it. (so far) Simple(ish) pleasures…

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  • Desktop Fun: Nebula Wallpapers

    - by Asian Angel
    Nebulae can be very colorful, breathtaking to look at, and inspire the imagination. Add a touch of that ethereal beauty to your desktop with our Nebula Wallpapers collection. Note: Click on the picture to see the full-size image—these wallpapers vary in size so you may need to crop, stretch, or place them on a colored background in order to best match them to your screen’s resolution. For more wallpapers be certain to see our great collections in the Desktop Fun section. Similar Articles Productive Geek Tips Windows 7 Welcome Screen Taking Forever? Here’s the Fix (Maybe)Desktop Fun: Starship Theme WallpapersDesktop Fun: Underwater Theme WallpapersDesktop Fun: Starscape Theme WallpapersDesktop Fun: Fantasy Theme Wallpapers TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 21 Cursor Packs for XP, Vista & 7 Map the Stars with Stellarium Use ILovePDF To Split and Merge PDF Files TimeToMeet is a Simple Online Meeting Planning Tool Easily Create More Bookmark Toolbars in Firefox Filevo is a Cool File Hosting & Sharing Site

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  • Strange spam posts not making sense

    - by Paaland
    I'm running a web site with a forum where one small part is open for posting from unregistered users. The site uses captcha, but still some spam posts get through every day. Here is the thing. All of the messages follow the same pattern, but all also come from different IP's. That makes me thing this is some sort of automated scripted "attack" from a botnet of some sorts. The strange thing is that all the messages start with six random characters and contains a couple of links. The words have no meaning and the domains in the links does not even exist. Why would anyone use time and resources spreading these things? Below you can see two of these messages: A5Zfs6 exrzvrbspntz, [url=http://nktqoqllnuab.com/]nktqoqllnuab[/url], [link=http://wtrenldadvsy.com/]wtrenldadvsy[/link], [http://rnlrqfgdvdot.com/] O2oLpL nqeffxhryfdk, [url=http://jutyurbpfxow.com/]jutyurbpfxow[/url], [link=http://jpcdtmdalpow.com/]jpcdtmdalpow[/link], [http://qopqwqxwjdjx.com/] Since all the messages come from different IP's I can't see blocking those will help much. For now I'm considering just dropping all messages following this pattern since it's quite easy to match with a regexp. Have anyone else seen these kinds of messages or know the point of posting them?

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  • ArchBeat Link-o-Rama Top 10 for November 2, 2012

    - by Bob Rhubart
    ADF Mobile - Login Functionality | Andrejus Baranovskis "The new ADF Mobile approach with native deployment is cool when you want to access phone functionality (camera, email, sms and etc.), also when you want to build mobile applications with advanced UI, " reports Oracle ACE Director Andrejus Baranovskis. Big Data: Running out of Metric System | Andrew McAfee Do very large numbers make your brain hurt? Better stock up on aspirin. According to Andrew McAfee: "It seems safe to say that before the current decade is out we’ll need to convene a 20th conference to come up with some more prefixes for extraordinarily large quantities not to describe intergalactic distances or the amount of energy released by nuclear reactions, but to capture the amount of digital data in the world." Cloud computing will save us from the zombie apocalypse | Cloud Computing - InfoWorld "It's just a matter of time before we migrate our existing IT assets to public cloud systems," says InfoWorld cloud blogger David Linthicum. "Additionally, it's a short window until the dead rise from the grave and attempt to eat our brains." Is is Halloween or something? Thought for the Day "A computer lets you make more mistakes faster than any invention in human history—with the possible exceptions of hand guns and tequila." — Mitch Ratcliffe

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  • "Siebel2FusionCRM Integration" solution by ec4u (D)

    - by Richard Lefebvre
    ec4u, a CRM System Integration leader based in Germany and Switzerland, and an historical Oracle/Siebel partner, offers a complete "Siebel2FusionCRM Integration" solution, based on tools methodology and services. ec4u Siebel2FusionCRM Integration solution's main objectives are: Integration between Siebel (on-premise) and Fusion CRM / Marketing (“in the cloud”) Accounts, Contacts and Addresses are maintained by Sales in Siebel CRM and synchronized in real-time into Fusion CRM / Marketing CDM Processing ensures clean data for marketing campaigns (validation and deduplication) Create E-Mail marketing campaigns and newsletters in Fusion The solution features: Upsert processes figure out what information needs to be updated, inserted or terminated (deleted). However, as Siebel is the data master, it is still a one-way synchronization. Handle deleted or nullified information by terminating them in Fusion CRM (set start and end date to define the validity period) Initial load and real-time synchronization use the same processes Invocations/Operations can be repeated due to no transactional support from Fusion web services Tagging sub entries in case of 1 to N mapping (Example: Telephone number is one simple field in Siebel but in Fusion you can have multiple telephone numbers in a sub table) E-Mail-Notification in case of any error (containing error message, instance number, detailed payload) Schematron Validation Interested? Looking for more details or a partnership with ec4u for a "Siebel2FusionCRM Integration" project? Contact: Gregor Bublitz, Director Expert Services ([email protected])

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  • How to make pulseaudio and ubuntu detect the same audio device as alsa driver

    - by Kiwy
    I use Ubuntu 14.04 x64 and I use gnome-shell on my laptop. I have a Bose companion 5 (which is basically a USB sound system) and a HDMI port, both does work perfectly when I just boot with the cable plugin. However, when my laptop go to sleep or get unplugged from those two outputs, if I plug back the device, I end up without any hardware detection (only the built-in speakers) from pulse and gnome-shell sound output selector while if I use alsamixer, the device look up and ready. gstreamer-properties allow me to select and test effectively any device but while alsa recognize any device on the run, pulse is not capable of handling things correctly, my question is then: How can I make pulse detect and use the same hardware as alsa, or how to remove completely and gracefully pulseaudio (meaning volume applet running in gnome shell) I don't mind if the project implies to recompile half gnome shell if it implies those audio outputs work all the time. Pulse does not list my soundcard when I use command pactl list cards while the module plug&play for sound card is loaded in pactl list modules. I really don't know what to do, the behavior seems pretty random.

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  • Accessing a Web Service: Learning Resource needed

    - by abel
    I have been searching for resources to learn (Java) Web Services. Although I have found a lot of resources and tutorials on JWS, I am confused with the version numbers, the abbreviations and Metro. Plus the last update to Metro was in 2008. Is it a worthwile thing to learn? I wanted to learn how to access Web Services, since an upcoming project is about accessing one. I have some experience with OAuth on Twitter(using code available). Things I know about the project: I have to access a Web Service. Java is the preferred platform to use(Although I know I can use any). Axis can be used to access the Web Service(I have never used Axis) I have a meeting scheduled to learn more, but I sure don't want to look silly since I am no Java expert, have never created or accessed Web Services using Java. My Questions: 1.Can someone point me to a tutorial which will help me learn how to access a already running Web Service (Preferably SOAP(?), not REST. It's XML based) 2. Will you recommend using PHP or Python to do the work of accessing the web service? I am expecting a lot of nay saying, but I hope I get some answers too. I will clarify things if needed.

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  • What follows after lexical analysis?

    - by madflame991
    I'm working on a toy compiler (for some simple language like PL/0) and I have my lexer up and running. At this point I should start working on building the parse tree, but before I start I was wondering: How much information can one gather from just the string of tokens? Here's what I gathered so far: One can already do syntax highlighting having only the list of tokens. Numbers and operators get coloured accordingly and keywords also. Autoformatting (indenting) should also be possible. How? Specify for each token type how many white spaces or new line characters should follow it. Also when you print tokens modify an alignment variable (when the code printer reads "{" increment the alignment variable by 1, and decrement by 1 for "}". Whenever it starts printing on a new line the code printer will align according to this alignment variable) In languages without nested subroutines one can get a complete list of subroutines and their signature. How? Just read what follows after the "procedure" or "function" keyword until you hit the first ")" (this should work fine in a Pascal language with no nested subroutines) In languages like Pascal you can even determine local variables and their types, as they are declared in a special place (ok, you can't handle initialization as well, but you can parse sequences like: "var a, b, c: integer") Detection of recursive functions may also be possible, or even a graph representation of which subroutine calls who. If one can identify the body of a function then one can also search if there are any mentions of other function's names. Gathering statistics about the code, like number of lines, instructions, subroutines EDIT: I clarified why I think some processes are possible. As I read comments and responses I realise that the answer depends very much on the language that I'm parsing.

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  • Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed

    - by Jason Fitzpatrick
    A smart phone in your pocket is great for on the go news, web browsing, and—of course—mobile gaming. It’s also fantastic for comparison shopping. Today we take a look at four Android scanners and price comparison engines. It’s quite a neat time to be a consumer. Historically if you wanted to do serious price comparisons you had to haul yourself around town, gather flyers from the newspapers, and otherwise invest way too much energy into potential savings that might not even break into double digits. Now you can comparison shop with an ease that borders on magic: by simply pulling out your smart phone and scanning the barcode or typing in the name of the item you wish to compare. Today we’re taking a look at some of the more popular and powerful barcode scanners and price comparison engines available for the Android platform. Before we get to that, a word on our methodology. To test the barcode scanners and the resulting search results we wandered around and rounded up some relatively random items from around the How-To Geek offices. This included a children’s graphic novel, a Wii game, a board game, a pack of razors, a box of tea, and a bottle of nail polish. It’s a decent spread of consumer items that covers several genres. For each application we scanned all the items, looked for the best price at the time, and noted any other relevant benefits of using one scanner over another. It’s worth noting that our primary focus was on the speed and ease of use. You may find that certain scanners have specific features that best suit your needs. What we focused on was how fast you could scan, compare prices, and purchase items if you desired. Since all the scanners are free-as-in-beer, feel free to download them all and run your own tests to confirm our conclusions. Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way HTG Explains: Do You Really Need to Defrag Your PC?

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  • Draw depth works on WP7 emulator but not device

    - by Luke
    I am making a game on a WP7 device using C# and XNA. I have a system where I always want the object the user is touching to be brought to the top, so every time it is touched I add float.Epsilon to its draw depth (I have it set so that 0 is the back and 1 is the front). On the Emulator that all works fine, but when I run it on my device the draw depths seem to be completely random. I am hoping that anybody knows a way to fix this. I have tried doing a Clean & Rebuild and uninstalling from the device but that is no luck. My call to spritebatch.Begin is: spriteBatch.Begin(SpriteSortMode.FrontToBack, BlendState.AlphaBlend); and to draw I use spriteBatch.Draw(Texture, new Rectangle((int)X, (int)Y, (int)Width, (int)Height), null, Color.White, 0, Vector2.Zero, SpriteEffects.None, mDrawDepth); Where mDrawDepth is a float value of the draw depth (likely to be a very small number; a small multiple of float.Epsilon. Any help much appreciated, thanks!

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  • SPUtility.SendMail and the 2048 Character Limit

    - by Damon
    We were in the middle of testing a web part responsible for gathering information from visitors to our Client's website and emailing it to someone responsible for responding to the request.  During testing, however, it was brought to our attention that the message was cutting off at 2048 characters.  Now, 2048 is one of those numbers that is usually indicative of some computational limit, but I was hopeful that Microsoft had thought through the possibility of emailing more than 2048 characters from SharePoint.  Luckily I was right. and wrong. As it turns out, SPUtility.SendMail is not limited to any specific character limit as far as I can tell.  However, each LINE of text that you send via SendMail cannot exceed 2048 characters.  Since we were sending an HTML email it was constructed entirely without line breaks, far exceeding the 2048 character limit and ultimately helping to educate me about this obscure technical limitation whose only benefit thus far is offering me something to rant about on my blog.  The fix is simple, just put in a carriage return and a line break often enough to avoid going past the 2048 character limit.  I'm sure someone can present a great technical reason for the 2048 character limit, but it seems fairly arbitrary since the "\r\n" that got appended to the string are ultimately just characters too.

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