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  • A taxonomy of web frameworks?

    - by Rob
    There seem to be several different categories of web frameworks, e.g. MVC, component based, event-driven, action-based, etc. I can't find a comprehensive list of categories and definitions anywhere. (I dare not ask for examples as well.) Is there a general taxonomy of web application frameworks somewhere, or is this too fuzzy a question to allow for definitive answers?

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  • How to render a 2d side-scroller

    - by Apoc
    I do not really understand the way I'm suppose to render a side-scroller? How do I know what to render when my character move? What kind of positionning should I use for the characters? I hope my question is clear

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  • How to display image in grails GSP?

    - by Walter
    I'm still learning Grails and seem to have hit a stumbling block. Here are the 2 domain classes: class Photo { byte[] file static belongsTo = Profile } class Profile { String fullName Set photos static hasMany = [photos:Photo] } The relevant controller snippet: class PhotoController { ..... def viewImage = { def photo = Photo.get( params.id ) byte[] image = photo.file response.outputStream << image } ...... } Finally the GSP snippet: <img class="Photo" src="${createLink(controller:'photo', action:'viewImage', id:'profileInstance.photos.get(1).id')}" /> Now how do I access the photo so that it will be shown on the GSP? I'm pretty sure that profileInstance.photos.get(1).id is not correct. Thanks!!

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  • Best practices for sending automated daily emails from web service

    - by Tauren
    I am running a web service that currently sends confirmation emails out to new users via the gmail smtp servers. As I'm only getting a few new users each day, this hasn't been a problem. I've recently added new features to the webapp that will require a customized message to be sent out to each user every day. Think of this as similar to the regular messages LinkedIn sends out that give you a status report on the activity in your network. Every user's message will be different. With thousands of users, this means thousands of unique messages will be sent each day. Edit: I've since found that these types of email are called "transactional or relationship messages". Spamtacular has a good article on differentiating between marketing and transactional email. I don't think using gmail's smtp servers will cut it anymore, but I don't know that for sure. I don't know what gmail's maximum outgoing messages per account is (it might be 100/day), but they limit outgoing mail to 500 recipients per message. I'm not sending a single message to 500 recipients, but I'm going to be sending 1000's of customized messages with each recipient getting one per day. I'm interested to learn any best practices for doing this (especially for Java-based webapps). Here are some of my thoughts and concerns on it: Should I set up my own outgoing mail server? If I do this, it seems like I'll have all sorts of other issues to worry about, such as preventing mail server abuse, monitoring bounces, allowing ways to opt-out of emails, etc. Are there any tools or services to help with this? Maybe something like OpenEMM or a services like MailChimp? But those seem focused more toward email marketing campaigns. I don't think I should have the webapp itself handle sending emails as it currently is for new user signups. I'm thinking I should setup a separate messaging server that can access the same backend/datastore as the webapp. Thoughts on this? Should I consider setting up some sort of message queueing service to help with this, such as JMS, RabbitMQ, ActiveMQ, etc.? Do I need to provide users a way to opt-out? Do I need to flag these as bulk messages? I don't really consider these email marketing messages, but I'm unsure what is considered appropriate or proper netiquette. Any advice is appreciated. I'm also very interested in open source tools or web services that simplify things and could help me to ramp up as quickly as possible. Thanks!

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  • index.html vs default.html

    - by Galwegian
    I've used both index.html and default.html in the past for home pages on sites I've built. These days I mostly use index.html, but I'm not sure why... consistency I suppose. I'm pretty sure IIS handle them the same, but I am wondering, though, if there's any benefit or pitfall in using one over the other, or are they treated the same in all respects? Thanks!

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  • Getting a gestureoverlayview

    - by Codejoy
    I have been using some nice tutorials on drawing graphics on my android. I wanted to also add in the cool gesture demo found here: http://developer.android.com/resources/articles/gestures.html That takes these lines of code: GestureOverlayView gestures = (GestureOverlayView) findViewById(R.id.gestures); gestures.addOnGesturePerformedListener(this); This is fine and dandy yet I realize in my demo i'm trying to build using code from "Playing with Graphics in Android". The demos make sense, everything makes sense but I found out by using: setContentView(new Panel(this)); as is required by the Playing With Graphics tutorials, then the findViewById seems to no longer be valid and returns null. At first I was about to post a stupider question as to why this is happening, a quick test of playing with the setContentView made me realize the cause of findViewById returning null, I just do not know how to remedy this issue. Whats the key I am missing here? I realize that the new Panel is doinking some reference up but I am not sure how to make the connection here. THe: R.id.gestures is defined right int he main.xml as: (just like the tutorial) Thanks, Shane p.s. im new here be gentle.

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  • When do married programmers find time to work?

    - by dave-keiture
    Hi people, Maybe my problem is unique (though I don't believe so), and probably I should go with it to the psychologist, but sinse I get married (~year ago) I feel that I don't have enough time to work anymore. For years I've been working at my day job doing regular stuff, and at nights I've been committing to the opensource projects, freelancing and self-educating. Now, I can't work at home at all, because once I start working, my wife either says that there're more important thing to do (walk out the dog, buy something in a grocery, etc.) or that I don't pay anough attention to her.. As a workaround, I've started getting up at 3-4AM in the morning to do the things I was usually doing nightly before. After a month of such schedule I feel myself totally crushed. So... 2 questions: Do you have the same problems, or I'm just a <..., who should say goodbye to programming, and start doing "really important things"? If you have the same problems, when do you find time to work? Maybe you know any cool lifehack or trick to spend at least some tome for doing the thing you like :) Best regards.

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  • how to dinamically add controls in asp.net Dynamic Data

    - by loviji
    Hello, i'm trying to work with asp.NET Dynamic Data. So, I see Dynamic Data not well learned by people as other technologies. now, to my question. Lets us work with Details.aspx page that located on ~\DynamicData\PageTemplates I need to add <asp:DynamicControl runat="server" to page into Form1.detailsTable. i've tried like this: protected DynamicControl myC=new DynamicControl(); protected void Page_Load(object sender, EventArgs e) { foreach(var c in table.Columns) { myC.DataField=c.DisplayName; FormView1.Controls.Add(myC); } } but I can not see the desired result. where is the problem. thanks

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  • Issues passing values to shader

    - by numerical25
    I am having issues passing values to my shader. My application compiles fine, but my cube object won't shade. Below is majority of my code. Most of my code for communicating with my shader is in createObject method myGame.cpp #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); //rotationAngleY += (float)D3DX_PI * 0.002f; //rotationAngleX += (float)D3DX_PI * 0.001f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(10.0f, 10.0f, 10.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And below is my shader effect.fx matrix Projection; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Color = Color; psInput.Normal = Normal; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }

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  • Problems with makeObjectsPerformSelector inside and outside a class?

    - by QuakAttak
    A friend and I are creating a card game for the iPhone, and in these early days of the project, I'm developing a Deck class and a Card class to keep up with the cards. I'm wanting to test the shuffle method of the Deck class, but I am not able to show the values of the cards in the Deck class instance. The Deck class has a NSArray of Card objects that have a method called displayCard that shows the value and suit using console output(printf or NSLog). In order to show what cards are in a Deck instance all at once, I am using this, [deck makeObjectsPerformSelector:@selector(displayCard)], where deck is the NSArray in the Deck class. Inside of the Deck class, nothing is displayed on the console output. But in a test file, it works just fine. Here's the test file that creates its own NSArray: #import <Foundation/Foundation.h> #import "card.h" int main (int argc, char** argv) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; Card* two = [[Card alloc] initValue:2 withSuit:'d']; Card* three = [[Card alloc] initValue:3 withSuit:'h']; Card* four = [[Card alloc] initValue:4 withSuit:'c']; NSArray* deck = [NSArray arrayWithObjects:two,three,four,nil]; //Ok, what if we release the objects in the array before they're used? //I don't think this will work... [two release]; [three release]; [four release]; //Ok, it works... I wonder how... //Hmm... how will this work? [deck makeObjectsPerformSelector:@selector(displayCard)]; //Yay! It works fine! [pool release]; return 0; } This worked beautifully, so I created an initializer around this idea, creating 52 card objects one at a time and adding them to the NSArray using deck = [deck arrayByAddingObject:newCard]. Is the real problem with how I'm using makeObjectsPerformSelector or something before/after it?

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  • What's your all-time creativity problem?

    - by furtelwart
    Sometimes, you stumble with programming. Sometimes, it's a lack of creativity, sometimes, you need a new solution. But there are a lot of situations, you stick in, every time they occur. For myself, it's when I have to create the interface between model and viewer. I designed my data structure very well and drew a GUI prototype, but the missing link won't be written. What are your personal barricades in developing projects?

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  • Inserting variable into routes - map.resources :posts, :as => X - is this possible?

    - by bgadoci
    Ok, so I am working on a blog application of sorts. Thus far, it allows for a user to sign up for their own account, create posts, tags, comments, etc. I have just implemented the ability to use www.myapp.com/brandon to set @user to find by username and therefore correctly display the users information at each url. So when you go to www.myapp.com/brandon you see all Brandon's posts, tags, and comments associated with those posts, etc. Works great. I'm implementing this URL mapping through the routes.rb file by adding the following: map.username_link '/:username', :controller => 'posts', :action => 'index' And then just setting the @user variable in the PostController and corresponding views to find_by_username. Now the issue is this. Once at www.myapp.com/brandon when you click on a post title, it sends to myapp.com/posts/id without the username in the URL. How do I tell rails to replace the /posts with /username. Is it even possible to insert the user_username variable into this code? map.resources :posts, :as => [what goes here]

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  • (interactive) graph as in graph theory on a web page ?

    - by LB
    Hi, I have to integrate a graph with nodes and edges on a web page. Ideally, i would like to be able to interact with it (like moving the nodes around). Actually, i'm beginning by representing trees, so i would appreciate to be able to collapse subtrees. How can I do that ? I was considering google-visualization api but i wasn't able to find the kind of visualization i'm looking for (org chart doesn't allow to have multiple fathers, if i understood well) I've got no idea of the kind of technology so my tagging may not be really accurate :-). thanks

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  • Why do some websites add "Slugs" to the end of URLs?

    - by Dave Webb
    Many websites, including this one, add what are apparently called slugs - descriptive but as far as I can tell useless bits of text - to the end of URLs. For example, the URL the site gives for this question is: http://stackoverflow.com/questions/47427/why-do-some-websites-add-slugs-to-the-end-of-urls But the following URL works just as well: http://stackoverflow.com/questions/47427/ Is the point of this text just to somehow make the URL more user friendly or are there some other benefits?

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  • Visual studio not detecting that exe is out of date after perforce revert

    - by CHaskell2
    This is a bit of an odd situation. Here's what's happening. So, we have a VS2008 project which outputs to a number of files under perforce control. These files have the always writable flag set. I compile the project in VS, which gives me up to date binaries on my machine. If I then revert those binaries via perforce, I have the version of the binaries that were up on perforce (ie, old ones.) Despite this, compiling the project again at this point detects no changes and will not remake those binaries. In a way, this makes sense, since none of the code or obj files have changed, but it's not really what I want to happen. This comes up in an edge case on our automated build server. I can think of tons of different little hacks I could do to fix this, but I'm thinking I could be missing something fundamental here. The actual build process uses the Unreal build tool, so there is a bit of magic going on behind the scenes that I'm not entirely familiar with too. Edit: This is a C/C++ project, forgot to mention that.

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  • Developer Burnout Stories

    - by Jeff V
    In question: "What causes developer burnout?" I told of a co-worker who got burned out and ended up leaving the profession. Have you seen developer burnout? Tell the story here. Whether it is funny or just plain sad and touching I'm sure it will tell us something about our profession. This will give us a sense of how common it is as well.

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  • Advice for Future Programmers?

    - by Nate Zaugg
    I have a buddy that is going to be giving some presentations to high-schoolers. Specifically he asked: What would you be looking for if they approached you about work? Perhaps you are in that age group right now. What do you want to know? Perhaps you are just a few years into the workforce. What do you wish someone had told you but never did? Perhaps you have children, relatives or friends in or soon to be in that age group. What are you worried they don't know about? I'm sure there are other perspectives and questions I'm not even thinking about. I'd like to hear what you have to say about it. Here was my list: Don't be afraid to try! Don't let the perception that something is too difficult stop you from experimenting. Curiosity may have killed the cat, but an un-inquisitive person is mostly useless. Stolen from Einstein: You don't really understand something until you can explain it to your grandmother. It's never enough to be smart, you also have to work well with others. Before you can be really smart, you must learn how to learn. There will always be someone smarter than you are -- Become their buddy! Get to know great minds and learn all you can. Some knowledge can only be expressed this way. Communication, Communication, Communication! Projects rarely fail because of technical reasons and the difference between good programmers and outstanding programmers is how well they communicate. A good work ethic never goes unnoticed. Know when to ask for help and when to figure something out for yourself.

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  • picturebox image randomisation C#

    - by cheesebunz
    Hi everyone, i am working on a puzzle slider program and trying to randomize images inside of pictureboxes. I did some research on the internet can't find any examples i could work on. These are my code: Random r = new Random(); PictureBox[] picBox = new PictureBox[9]; picBox[0] = new PictureBox(); picBox[1] = new PictureBox(); picBox[2] = new PictureBox(); picBox[3] = new PictureBox(); picBox[4] = new PictureBox(); picBox[5] = new PictureBox(); picBox[6] = new PictureBox(); picBox[7] = new PictureBox(); picBox[8] = new PictureBox(); i have bitmap array too: Bitmap[] pictures = new Bitmap[9]; pictures[0] = new Bitmap(@"1.1Bright.jpg"); pictures[1] = new Bitmap(@"1.2Bright.jpg"); pictures[2] = new Bitmap(@"1.3Bright.jpg"); pictures[3] = new Bitmap(@"2.1Bright.jpg"); pictures[4] = new Bitmap(@"2.2Bright.jpg"); pictures[5] = new Bitmap(@"2.3Bright.jpg"); pictures[6] = new Bitmap(@"3.1Bright.jpg"); pictures[7] = new Bitmap(@"3.2Bright.jpg"); pictures[8] = new Bitmap(@"3.3Dark.jpg"); i tried a few ways but i don't know how to set random pictures[] into the picBox[]: for(int i=0; i<=8;i++) { picBox[i].Image= pictures[r.Next(0,9)]; } the problem here is that some pictureboxes e.g picBox[1] and picBox[6] are repeated pictures. How do i make them non repeats? Examples are greatly appreciated thanks.

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  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

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  • Regular expressions in URL Rewrite Module for IIS7

    - by TN
    I have following rewrite rule to append .aspx extension if url has no extension. <rule name="SimpleRewrite" stopProcessing="true"> <match url="^(.*(?&lt;=/)([^/.]*))$" /> <action type="Rewrite" url="{R:1}.aspx" /> </rule> However the rule is not working: Error HTTP 500.52 - URL Rewrite Module Error. The expression "^(.*(?<=/)([^/.]*))$" has an invalid syntax. However, this regular expression works in .NET. What regular expressions are supported by IIS Url Rewrite Module? How to make positive lookbehind assertion?

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  • Gantt Chart online

    - by Luca
    I need to insert a horizontal bar chart in a web page. The thing I have to do is very similar to a Gantt Chart. I'd like to use a javascript library for the purpose. I tried jsgantt, but actually it is not very beautiful. I could evaluate also a server generation of the graph. In case my server side language is Python. It will be part of an internal project with no internet access, so Google Charts isn't an option.

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