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  • space in url; did browser got smarter or server?

    - by Xah Lee
    It looks like today you no longer to have to encode spaces by %20 in your html links or image links. For example, suppose you have this image at ?http://example.com/i/my house.jpg?. Notice the space there. In your html code, you can just do this: <img src="http://example.com/i/my house.jpg" alt="my house"> It work in all current version of browsers. Though, what i'm not sure is that whether the browser encodes it before requesting the url, or a particular server will do the right with with paths with space? (apache)

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  • Access violation reading location 0x00184000.

    - by numerical25
    having troubles with the following line HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); it appears the CreateBuffer method is having troubles reading &mVB. mVB is defined in box.h and looks like this ID3D10Buffer* mVB; Below is the code it its entirety. this is all files that mVB is in. //Box.cpp #include "Box.h" #include "Vertex.h" #include <vector> Box::Box() : mNumVertices(0), mNumFaces(0), md3dDevice(0), mVB(0), mIB(0) { } Box::~Box() { ReleaseCOM(mVB); ReleaseCOM(mIB); } float Box::getHeight(float x, float z)const { return 0.3f*(z*sinf(0.1f*x) + x*cosf(0.1f*z)); } void Box::init(ID3D10Device* device, float m, float n, float dx) { md3dDevice = device; mNumVertices = m*n; mNumFaces = 12; float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; std::vector<Vertex> vertices(mNumVertices); for(DWORD i = 0; i < m; ++i) { float z = halfDepth - (i * dx); for(DWORD j = 0; j < n; ++j) { float x = -halfWidth + (j* dx); float y = getHeight(x,z); vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); if(y < -10.0f) vertices[i*n+j].color = BEACH_SAND; else if( y < 5.0f) vertices[i*n+j].color = LIGHT_YELLOW_GREEN; else if (y < 12.0f) vertices[i*n+j].color = DARK_YELLOW_GREEN; else if (y < 20.0f) vertices[i*n+j].color = DARKBROWN; else vertices[i*n+j].color = WHITE; } } D3D10_BUFFER_DESC vbd; vbd.Usage = D3D10_USAGE_IMMUTABLE; vbd.ByteWidth = sizeof(Vertex) * mNumVertices; vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER; vbd.CPUAccessFlags = 0; vbd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &vertices; HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB)); //create the index buffer std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face int k = 0; for(DWORD i = 0; i < m-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = i*n+j; indices[k+1] = i*n+j+1; indices[k+2] = (i*1)*n+j; indices[k+3] = (i*1)*n+j; indices[k+4] = i*n+j+1; indices[k+5] = (i*1)*n+j+1; k+= 6; } } D3D10_BUFFER_DESC ibd; ibd.Usage = D3D10_USAGE_IMMUTABLE; ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3; ibd.BindFlags = D3D10_BIND_INDEX_BUFFER; ibd.CPUAccessFlags = 0; ibd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = &indices; HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB)); } void Box::Draw() { UINT stride = sizeof(Vertex); UINT offset = 0; md3dDevice->IASetVertexBuffers(0, 1, &mVB, &stride, &offset); md3dDevice->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0); md3dDevice->DrawIndexed(mNumFaces*3, 0 , 0); } //Box.h #ifndef _BOX_H #define _BOX_H #include "d3dUtil.h" Box.h class Box { public: Box(); ~Box(); void init(ID3D10Device* device, float m, float n, float dx); void Draw(); float getHeight(float x, float z)const; private: DWORD mNumVertices; DWORD mNumFaces; ID3D10Device* md3dDevice; ID3D10Buffer* mVB; ID3D10Buffer* mIB; }; #endif Thanks again for the help

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  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • How to add site search function to website using XHTML/HTML?

    - by felixd68
    I really want to learn how to make my own search engine for my site. I have the defined buttons and labels, but it doesn't search. I can't figure out the HTML or XHTML code for actually searching the site. This is the code I have so far: <p class="search"> <label>SEARCH</label> <input name="search" type="text" class="txt" /> <input name="search-btn" type="submit" class="btn" value="SEARCH" /> </p> Thanks!

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  • my window's handle is unused and cannot be evaluated

    - by numerical25
    I am trying to encapsulate my Win32 application into a class. My problem occurs when trying to initiate my primary window for the application below is my declaration and implementation... I notice the issue within my class method InitInstance(); declaration #pragma once #include "stdafx.h" #include "resource.h" #define MAX_LOADSTRING 100 class RenderEngine { protected: int m_width; int m_height; ATOM RegisterEngineClass(); public: static HINSTANCE m_hInst; HWND m_hWnd; int m_nCmdShow; TCHAR m_szTitle[MAX_LOADSTRING]; // The title bar text TCHAR m_szWindowClass[MAX_LOADSTRING]; // the main window class name bool InitWindow(); bool InitDirectX(); bool InitInstance(); //static functions static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); static INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam); int Run(); }; implementation #include "stdafx.h" #include "RenderEngine.h" HINSTANCE RenderEngine::m_hInst = NULL; bool RenderEngine::InitWindow() { RenderEngine::m_hInst = NULL; // Initialize global strings LoadString(m_hInst, IDS_APP_TITLE, m_szTitle, MAX_LOADSTRING); LoadString(m_hInst, IDC_RENDERENGINE, m_szWindowClass, MAX_LOADSTRING); if(!RegisterEngineClass()) { return false; } if(!InitInstance()) { return false; } return true; } ATOM RenderEngine::RegisterEngineClass() { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = RenderEngine::WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = m_hInst; wcex.hIcon = LoadIcon(m_hInst, MAKEINTRESOURCE(IDI_RENDERENGINE)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_RENDERENGINE); wcex.lpszClassName = m_szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } LRESULT CALLBACK RenderEngine::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; PAINTSTRUCT ps; HDC hdc; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(m_hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_PAINT: hdc = BeginPaint(hWnd, &ps); // TODO: Add any drawing code here... EndPaint(hWnd, &ps); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } bool RenderEngine::InitInstance() { m_hWnd = NULL;// When I step into my code it says on this line 0x000000 unused = ??? expression cannot be evaluated m_hWnd = CreateWindow(m_szWindowClass, m_szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, m_hInst, NULL); if (!m_hWnd)// At this point, memory has been allocated unused = ??. It steps over this { return FALSE; } if(!ShowWindow(m_hWnd, m_nCmdShow))// m_nCmdShow = 1 and m_hWnd is still unused and expression {//Still cannot be evaluated. This statement is true. and shuts down. return false; } UpdateWindow(m_hWnd); return true; } // Message handler for about box. INT_PTR CALLBACK RenderEngine::About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int RenderEngine::Run() { MSG msg; HACCEL hAccelTable; hAccelTable = LoadAccelerators(m_hInst, MAKEINTRESOURCE(IDC_RENDERENGINE)); // Main message loop: while (GetMessage(&msg, NULL, 0, 0)) { if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return (int) msg.wParam; } and my winMain function that calls the class // RenderEngine.cpp : Defines the entry point for the application. #include "stdafx.h" #include "RenderEngine.h" // Global Variables: RenderEngine go; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. RenderEngine::m_hInst = hInstance; go.m_nCmdShow = nCmdShow; if(!go.InitWindow()) { return 0; } go.Run(); return 0; }

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  • JavaScript/HTML: How do I display an IMG with a set dimension and if the image is wider or taller th

    - by NickNick
    I have a bunch of images that are guaranteed to have: minimum width = 200px maximum width = 250px minimum height = 150px maximum height = 175px What I want to do is display a consist 200px by 150px rectangle of the image while maintaining scale (no stretching or shrinking). Which means, I might have some overflow. How can I display the image so that it keeps porpotions to the original image size, yet displayed inside a 200x150 px window and hiding any overflow?

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  • Capture form fields and repopulate the form with them

    - by Joel Cunningham
    I am currently testing a large web form and would like to be able to easily populate the form with several different lots of test data without having to type them each time. Is there a generic way to capture form inputs on a web page and have them repopulated on a different page load? I thought a tool like greasemonkey might be able to do something like this.

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  • Connecting C++ backend to Javascript

    - by baseballtank13
    I was hoping to make a website that displays a google map with points based of information returned by a C++ function. I know you can use Java Server Pages to call java methods on the server with javascript. Would there be a way to connect C++ code on the server with javascript in order to produce the same result as java server pages?

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  • How is the "click to view more" function implemented?

    - by bobo
    We often see websites that display first few lines of an article and then append ... [More] so that people who are interested in can click on it to view the full article. To implement this functionality, we first need to find out where the article text should be cut to append the ... [More]. Since there must be some HTML/ CSS coupled with the article text, we must remember to ignore them when calculating the length of the text. But there is something I just can't figure it out, if more than one language is mixed in the first few lines of the article text, the length of the text will be very difficult to calculate since the characters can be of variable length. How should we solve this problem?

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  • PHP Session variable isset(..)=1 after session_start()

    - by Nicsoft
    Hello! I guess I am not understanding the scope of session variables, or the session itself, in PHP, hence this question: This is my code if(!session_id()==""){ echo "Getting rid of session"."</br>"; session_destroy(); } echo "Before session_start(): ".isset($_SESSION["first_date_of_week"])."</br>"; session_start(); echo "After session_start(): ".isset($_SESSION["first_date_of_week"])." ".$_SESSION["first_date_of_week"]->format("Y-m-d")."</br>"; The output is: Before session_start(): After session_start(): 1 2011-01-09 How come that when doing the isset(..) on the session variable it is set directly after starting the session, even though I haven't even used it or set it yet? It does, however, still have the same value as before. Also, session_id()="" since the if-clause is never triggered. I never kill the session, how come it is set to ""? I.e. I refresh the page and expects the session to still be alive. Using the isset(..) function is then pretty useless testing if it has been set already... Thanks in advance! /Niklas

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  • Open source social network

    - by user72185
    I looked through the existing questions of this kind but didn't find what I was looking for so here goes. I need an open source framework where people can... Create user accounts Invite friends Have a friends list Write messages to each other (some kind of inbox system) Create posts on a standard message forum On top of this I will create some kind of game where users interact, so it must be posibble to extend the framework with new database tables and functionality. The platform is Windows, but other than that I'm willing to try pretty much anything. Thanks for suggestions!

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  • How do games move around objects (in general)

    - by user146780
    I'm sure there's not just 1 answer to this but, do game engines actually change the vectors in memory, or use gltransformations? Because pushing and popping the matrix all the time seems inefficient, but if you keep modifying the verticies you cant make use of display lists. So I'm wondering how it's done in general. Thanks

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  • How do I change the color of a Cocos2d MenuItem?

    - by Rob Sawyer
    [MenuItemFont setFontSize:20]; [MenuItemFont setFontName:@"Helvetica"]; //I'm trying to change the color of start (below item) MenuItem *start = [MenuItemFont itemFromString:@"Start Game" target:self selector:@selector(startGame:)]; MenuItem *help = [MenuItemFont itemFromString:@"Help" target:self selector:@selector(help:)]; Menu *startMenu = [Menu menuWithItems:start, help, nil]; [startMenu alignItemsVertically]; [self add:startMenu];

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  • online CSS optimizer?

    - by Dand
    Is there an online CSS optimizer equivalent to Googles JavaScript Closure Optimizer. I've found plenty of CSS compressors online, but I'm looking for a CSS optimizer ... where it actually removes redundant/conflicting attributes

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  • Conceptually, how does replay work in a game?

    - by SnOrfus
    I was kind of curious as to how replay might be implemented in a game. Initially, I thought that there would be just a command list of every player/ai action that was taken in the game, and it then 're-plays' the game and lets the engine render as usual. However, I have looked at replays in FPS/RTS games, and upon careful inspection even things like the particles and graphical/audible glitches are consistent (and those glitches are generally *in*consistent). So How does this happen. In fixed camera angle games I though it might just write every frame of the whole scene to a stream that gets stored and then just replays the stream back, but that doesn't seem like enough for games that allow you to pause and move the camera around. You'd have to store the locations of everything in the scene at all points in time (No?). So for things like particles, that's a lot of data to push which seems like a significant draw on the game's performance whilst playing.

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  • Django: What's the correct way to get the requesting IP address?

    - by swisstony
    I'm trying to develop an app using Django 1.1 on Webfaction. I'd like to get the IP address of the incoming request, but when I use request.META['REMOTE_ADDR'] it returns 127.0.0.1. There seems to be a number of different ways of getting the address, such as using HTTP_X_FORWARDED_FOR or plugging in some middleware called SetRemoteAddrFromForwardedFor. Just wondering what the best approach was?

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  • What is the best XNA book, which can teach you the 2d & 3d game programming from basic to advance?

    - by Setve
    1- What is the best XNA book, which can teach the 2d & 3d game programming from basic to advance? Is it possible after reading that book create professional looking 3d games??? 2- Any suggestion how can become professional game developer with XNA, and create cool 3d games? 3- Is it XNA industry standard for creating games? 4- Is it any work place can join as XNA game developer?

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  • Is Python good for highload web projects?

    - by Vitali Fokin
    Hello! I decidet to start my own web project. It should be highload project, and I can't decide which technologies should I use. I'm good in ASP.NET MVC, but I like languages like Python more than C#. I read a lot about Python and Django/Pylons/etc but I didn't find any good examples of highload projects on python. So, the question is: Is Python good for highload project? Is it enough fast? And if it is, are python frameworks like django/pylons/etc good for this? Or asp.net mvc will be better choice? PS, I'm not interesting in Java, Ruby and PHP :) So, I'm choosing only between Python + django/pylons/etc and asp.net mvc. Thanks in advance. Please, don't make holywars :)

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  • mootools accordion styling problem

    - by Midhat
    I just built my first mootools accordion, but it is adding a lot of inline styles which is just ruining my UI. I can set up a inline style with !important keyword but it will just make my css maintenance a nightmare. any ideas how to get rid of the inline styles

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