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  • Ajax does not send the data to my php file [migrated]

    - by Mert METIN
    I try to send my data to php file but does not work. This my ajax file var artistIds = new Array(); $(".p16 input:checked").each(function(){ artistIds.push($(this).attr('id')); }); $.post('/json/crewonly/deleteDataAjax2', { artistIds: artistIds },function(response){ if(response == 'ok') alert('dolu'); elseif (response == 'error') alert('bos'); }); and this is my php public function deleteDataAjax2() { extract($_POST); if (isset($artistIds)) $this->sendJSONResponse('ok'); else $this->sendJSONResponse('error'); } However, my artistIds in php side is null. Why ?

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  • Wildcards!

    - by Tim Dexter
    Yes, its been a while, Im sorry, mumble, mumble ... no excuses. Well other than its been, as my son would say 'hecka busy.' On a brighter note I see Kan has been posting some cool stuff in my absence, long may he continue! I received a question today asking about using a wildcard in a template, something like: <?if:INVOICE = 'MLP*'?> where * is the wildcard Well that particular try does not work but you can do it without building your own wildcard function. XSL, the underpinning language of the RTF templates, has some useful string functions - you can find them listed here. I used the starts-with function to achieve a simple wildcard scenario but the contains can be used in conjunction with some of the others to build something more sophisticated. Assume I have a a list of friends and the amounts of money they owe me ... Im very generous and my interest rates a pretty competitive :0) <ROWSET> <ROW> <NAME>Andy</NAME> <AMT>100</AMT> </ROW> <ROW> <NAME>Andrew</NAME> <AMT>60</AMT> </ROW> <ROW> <NAME>Aaron</NAME> <AMT>50</AMT> </ROW> <ROW> <NAME>Alice</NAME> <AMT>40</AMT> </ROW> <ROW> <NAME>Bob</NAME> <AMT>10</AMT> </ROW> <ROW> <NAME>Bill</NAME> <AMT>100</AMT> </ROW> Now, listing my friends is easy enough <for-each:ROW> <NAME> <AMT> <end for-each> but lets say I just want to see all my friends beginning with 'A'. To do that I can use an XPATH expression to filter the data and tack it on to the for-each expression. This is more efficient that using an 'if' statement just inside the for-each. <?for-each:ROW[starts-with(NAME,'A')]?> will find me all the A's. The square braces denote the start of the XPATH expression. starts-with is the function Im calling and Im passing the value I want to check i.e. NAME and the string Im looking for. Just substitute in the characters you are looking for. You can of course use the function in a if statement too. <?if:starts-with(NAME,'A')?><?attribute@incontext:color;'red'?><?end if?> Notice I removed the square braces, this will highlight text red if the name begins with an 'A' You can even use the function to do conditional calculations: <?sum (AMT[starts-with(../NAME,'A')])?> Sum only the amounts where the name begins with an 'A' Notice the square braces are back, its a function we want to apply to the AMT field. Also notice that we need to use ../NAME. The AMT and NAME elements are at the same level in the tree, so when we are at the AMT level we need the ../ to go up a level to then come back down to test the NAME value. I have built out the above functions in a sample template here. Huge prizes for the first person to come up with a 'true' wildcard solution i.e. if NAME like '*im*exter* demand cash now!

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  • How to create the right loop / jquery / picture wipe? [migrated]

    - by Razor
    <script type="text/javascript" src="slider/jquery.touch-gallery-1.0.0.js"></script> <script type="text/javascript" src="slider/jquery.touch-gallery-1.0.0.min.js"></script> <script> $('body').live("click", function() { for (var i=0; i<4; i++) { alert("bla: "+i); } }); $('body').live("swipeleft", function(){ var nextpage = $("#page00002").next('section[data-role="page"]'); $.mobile.changePage(nextpage, 'slide'); }); $('body').live("swiperight", function(){ var prevpage = $("#page1").prev('section[data-role="page"]'); $.mobile.changePage(prevpage, 'slide'); }); </script>

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  • How does an Engine like Source process entities?

    - by Júlio Souza
    [background information] On the Source engine (and it's antecessor, goldsrc, quake's) the game objects are divided on two types, world and entities. The world is the map geometry and the entities are players, particles, sounds, scores, etc (for the Source Engine). Every entity has a think function, which do all the logic for that entity. So, if everything that needs to be processed comes from a base class with the think function, the game engine could store everything on a list and, on every frame, loop through it and call that function. On a first look, this idea is reasonable, but it can take too much resources, if the game has a lot of entities.. [end of background information] So, how does a engine like Source take care (process, update, draw, etc) of the game objects?

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  • How to attach turrets to tiles in a tile based game

    - by Joseph St. Pierre
    I am a flash developer, and I am building a Tower Defense game. The world is being built through tiles, and I have gotten that accomplished easily. I have also gotten level changes and enemy spawning down as well. However, I wish the player to be able to spawn turrets, and have those turrets be on specific tiles, based upon where the player placed it. Here is my code: stop(); colOffset = 50; rowOffset = 50; guns = []; placed = true; dead = 0; spawned = 0; level = 1; interval = 350 / level; amount = level * 20; counter = 0; numCol = 14; numRow = 10; tiles = []; k = 0; create = false; tileName = new Array("road","grass","end", "start"); board = new Array( new Array(1,1,1,1,3,1,1,1,1,1,2,1,1,1), new Array(1,1,1,0,0,1,1,1,1,1,0,1,1,1), new Array(1,1,1,0,1,1,1,1,1,1,0,0,1,1), new Array(1,1,1,0,0,0,1,1,1,1,1,0,1,1), new Array(1,1,1,0,1,0,0,0,1,1,1,0,0,1), new Array(1,1,1,0,1,1,1,0,0,1,1,1,0,1), new Array(1,1,0,0,1,1,1,1,0,1,1,0,0,1), new Array(1,1,0,1,1,1,1,1,0,1,0,0,1,1), new Array(1,1,0,0,0,0,0,0,0,1,0,1,1,1), new Array(1,1,1,1,1,1,1,1,0,0,0,1,1,1) ); buildBoard(); function buildBoard(){ for ( col = 0; col < numCol; col++){ for ( row = 0; row < numRow; row++){ _root.attachMovie("tile", "tile_" + col + "_" + row, _root.getNextHighestDepth()); theTile = eval("tile_" + col + "_" + row); theTile._x = (col * 50); theTile._y = (row * 50); theTile.row = row; theTile.col = col; tileType = board[row][col]; theTile.gotoAndStop(tileName[tileType]); tiles.push(theTile); } } } init(); function init(){ onEnterFrame = function(){ counter += 1; if ( spawned < amount && counter > 50){ min= _root.attachMovie("minion","minion",_root.getNextHighestDepth()); min._x = tile_4_0._x + 25; min._y = tile_4_0._y + 25; min.health = 100; choose = Math.round(Math.random()); if ( choose == 0 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_6._x + 25, tile_2_6._x + 25, tile_2_8._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_6._y + 25, tile_2_6._y + 25, tile_2_8._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25]; } else if ( choose == 1 ){ min.waypointX = [ tile_4_1._x +25, tile_3_1._x + 25, tile_3_2._x + 25, tile_3_3._x + 25, tile_5_3._x + 25, tile_5_4._x + 25, tile_7_4._x + 25, tile_7_5._x + 25, tile_8_5._x + 25, tile_8_8._x + 25, tile_8_9._x + 25, tile_10_9._x + 25, tile_10_7._x + 25, tile_11_7._x + 25, tile_11_6._x + 25, tile_12_6._x + 25, tile_12_4._x + 25, tile_11_4._x + 25, tile_11_2._x + 25, tile_10_2._x + 25, tile_10_0._x + 25 ]; min.waypointY = [ tile_4_1._y +25, tile_3_1._y + 25, tile_3_2._y + 25, tile_3_3._y + 25, tile_5_3._y + 25, tile_5_4._y + 25, tile_7_4._y + 25, tile_7_5._y + 25, tile_8_5._y + 25, tile_8_8._y + 25, tile_8_9._y + 25, tile_10_9._y + 25, tile_10_7._y + 25, tile_11_7._y + 25, tile_11_6._y + 25, tile_12_6._y + 25, tile_12_4._y + 25, tile_11_4._y + 25, tile_11_2._y + 25, tile_10_2._y + 25, tile_10_0._y + 25 ]; } min.i = 0; counter = 0; spawned += 1; min.onEnterFrame = function(){ dx = this.waypointX[this.i] - this._x; dy = this.waypointY[this.i] - this._y; radians = Math.atan2(dy,dx); degrees = radians * 180 / Math.PI; xspeed = Math.cos(radians); yspeed = Math.sin(radians); this._x += xspeed; this._y += yspeed; if( this._x == this.waypointX[this.i] && this._y == this.waypointY[this.i]){ this.i++; } if ( this._x == tile_10_0._x + 25 && this._y == tile_10_0._y + 25){ this.removeMovieClip(); dead += 1; } } } if ( dead >= amount ){ dead = 0; level += 1; amount = level * 20; spawned = 0; } } btnM.onRelease = function(){ create = true; } } game.onEnterFrame = function(){ } It is possible for me however to complete this task, but only once. I am able to make the turret, drag it over to a tile, and have it attach itself to the tile. No problem. The issue is, I cannot do these multiple times. Please Help.

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  • Real-world SignalR example, ditching ghetto long polling

    - by Jeff
    One of the highlights of BUILD last week was the announcement that SignalR, a framework for real-time client to server (or cloud, if you will) communication, would be a real supported thing now with the weight of Microsoft behind it. Love the open source flava! If you aren’t familiar with SignalR, watch this BUILD session with PM Damian Edwards and dev David Fowler. Go ahead, I’ll wait. You’ll be in a happy place within the first ten minutes. If you skip to the end, you’ll see that they plan to ship this as a real first version by the end of the year. Insert slow clap here. Writing a few lines of code to move around a box from one browser to the next is a way cool demo, but how about something real-world? When learning new things, I find it difficult to be abstract, and I like real stuff. So I thought about what was in my tool box and the decided to port my crappy long-polling “there are new posts” feature of POP Forums to use SignalR. A few versions back, I added a feature where a button would light up while you were pecking out a reply if someone else made a post in the interim. It kind of saves you from that awkward moment where someone else posts some snark before you. While I was proud of the feature, I hated the implementation. When you clicked the reply button, it started polling an MVC URL asking if the last post you had matched the last one the server, and it did it every second and a half until you either replied or the server told you there was a new post, at which point it would display that button. The code was not glam: // in the reply setup PopForums.replyInterval = setInterval("PopForums.pollForNewPosts(" + topicID + ")", 1500); // called from the reply setup and the handler that fetches more posts PopForums.pollForNewPosts = function (topicID) { $.ajax({ url: PopForums.areaPath + "/Forum/IsLastPostInTopic/" + topicID, type: "GET", dataType: "text", data: "lastPostID=" + PopForums.currentTopicState.lastVisiblePost, success: function (result) { var lastPostLoaded = result.toLowerCase() == "true"; if (lastPostLoaded) { $("#MorePostsBeforeReplyButton").css("visibility", "hidden"); } else { $("#MorePostsBeforeReplyButton").css("visibility", "visible"); clearInterval(PopForums.replyInterval); } }, error: function () { } }); }; What’s going on here is the creation of an interval timer to keep calling the server and bugging it about new posts, and setting the visibility of a button appropriately. It looks like this if you’re monitoring requests in FireBug: Gross. The SignalR approach was to call a message broker when a reply was made, and have that broker call back to the listening clients, via a SingalR hub, to let them know about the new post. It seemed weird at first, but the server-side hub’s only method is to add the caller to a group, so new post notifications only go to callers viewing the topic where a new post was made. Beyond that, it’s important to remember that the hub is also the means to calling methods at the client end. Starting at the server side, here’s the hub: using Microsoft.AspNet.SignalR.Hubs; namespace PopForums.Messaging { public class Topics : Hub { public void ListenTo(int topicID) { Groups.Add(Context.ConnectionId, topicID.ToString()); } } } Have I mentioned how awesomely not complicated this is? The hub acts as the channel between the server and the client, and you’ll see how JavaScript calls the above method in a moment. Next, the broker class and its associated interface: using Microsoft.AspNet.SignalR; using Topic = PopForums.Models.Topic; namespace PopForums.Messaging { public interface IBroker { void NotifyNewPosts(Topic topic, int lasPostID); } public class Broker : IBroker { public void NotifyNewPosts(Topic topic, int lasPostID) { var context = GlobalHost.ConnectionManager.GetHubContext<Topics>(); context.Clients.Group(topic.TopicID.ToString()).notifyNewPosts(lasPostID); } } } The NotifyNewPosts method uses the static GlobalHost.ConnectionManager.GetHubContext<Topics>() method to get a reference to the hub, and then makes a call to clients in the group matched by the topic ID. It’s calling the notifyNewPosts method on the client. The TopicService class, which handles the reply data from the MVC controller, has an instance of the broker new’d up by dependency injection, so it took literally one line of code in the reply action method to get things moving. _broker.NotifyNewPosts(topic, post.PostID); The JavaScript side of things wasn’t much harder. When you click the reply button (or quote button), the reply window opens up and fires up a connection to the hub: var hub = $.connection.topics; hub.client.notifyNewPosts = function (lastPostID) { PopForums.setReplyMorePosts(lastPostID); }; $.connection.hub.start().done(function () { hub.server.listenTo(topicID); }); The important part to look at here is the creation of the notifyNewPosts function. That’s the method that is called from the server in the Broker class above. Conversely, once the connection is done, the script calls the listenTo method on the server, letting it know that this particular connection is listening for new posts on this specific topic ID. This whole experiment enables a lot of ideas that would make the forum more Facebook-like, letting you know when stuff is going on around you.

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  • Loops, Recursion and Memoization in JavaScript

    - by Ken Dason
    Originally posted on: http://geekswithblogs.net/kdason/archive/2013/07/25/loops-recursion-and-memoization-in-javascript.aspxAccording to Wikipedia, the factorial of a positive integer n (denoted by n!) is the product of all positive integers less than or equal to n. For example, 5! = 5 x 4 x 3 x 2 x 1 = 120. The value of 0! is 1. We can use factorials to demonstrate iterative loops and recursive functions in JavaScript.  Here is a function that computes the factorial using a for loop: Output: Time Taken: 51 ms Here is the factorial function coded to be called recursively: Output: Time Taken: 165 ms We can speed up the recursive function with the use of memoization.  Hence,  if the value has previously been computed, it is simply returned and the recursive call ends. Output: Time Taken: 17 ms

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  • Efficient inline templates and C++

    - by Darryl Gove
    I've talked before about calling inline templates from C++, I've also talked about calling inline templates efficiently. This time I want to talk about efficiently calling inline templates from C++. The obvious starting point is that I need to declare the inline templates as being extern "C": extern "C" { int mytemplate(int); } This enables us to call it, but the call may not be very efficient because the compiler will treat it as a function call, and may produce suboptimal code based on that premise. So we need to add the no_side_effect pragma: extern "C" { int mytemplate(int); #pragma no_side_effect(mytemplate) } However, this may still not produce optimal code. We've discussed how the no_side_effect pragma cannot be combined with exceptions, well we know that the code cannot produce exceptions, but the compiler doesn't know that. If we tell the compiler that information it may be able to produce even better code. We can do this by adding the "throw()" keyword to the template declaration: extern "C" { int mytemplate(int) throw(); #pragma no_side_effect(mytemplate) } The following is an example of how these changes might improve performance. We can take our previous example code and migrate it to C++, adding the use of a try...catch construct: #include <iostream extern "C" { int lzd(int); #pragma no_side_effect(lzd) } int a; int c=0; class myclass { int routine(); }; int myclass::routine() { try { for(a=0; a<1000; a++) { c=lzd(c); } } catch(...) { std::cout << "Something happened" << std::endl; } return 0; } Compiling this produces a slightly suboptimal code sequence in the hot loop: $ CC -O -xtarget=T4 -S t.cpp t.il ... /* 0x0014 23 */ lzd %o0,%o0 /* 0x0018 21 */ add %l6,1,%l6 /* 0x001c */ cmp %l6,1000 /* 0x0020 */ bl,pt %icc,.L77000033 /* 0x0024 23 */ st %o0,[%l7] There's a store in the delay slot of the branch, so we're repeatedly storing data back to memory. If we change the function declaration to include "throw()", we get better code: $ CC -O -xtarget=T4 -S t.cpp t.il ... /* 0x0014 21 */ add %i1,1,%i1 /* 0x0018 23 */ lzd %o0,%o0 /* 0x001c 21 */ cmp %i1,999 /* 0x0020 */ ble,pt %icc,.L77000019 /* 0x0024 */ nop The store has gone, but the code is still suboptimal - there's a nop in the delay slot rather than useful work. However, it's good enough for this example. The point I'm making is that the compiler produces the better code with both the "throw()" and the no side effect pragma.

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  • Should I use a Class or Dictionary to Store Form Values

    - by Shamim Hafiz
    I am working on a C# .NET Application, where I have a Form with lots of controls. I need to perform computations depending on the values of the controls. Therefore, I need to pass the Form values to a function and inside that function, several helper functions will be called depending on the Control element. Now, I can think of two ways to pass all the Form values: i) Save everything in a Dictionary and pass the Dictionary to the function or ii) Have a class with attributes that corresponds to each of the Form element. Which of these two approaches , or any other, is better?

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  • jQuery mobile List-View is not working after adding some jquery code [closed]

    - by Kaidul Islam Sazal
    I am using jquery mobile and I have an array makeArrayin jquery and I have created few listview by the values of the array.Everything works fine.But the jquery mobile list-view style is not shown. Rather it is shown an ordinary list view. This is my code: $(document).ready(function(){ var url = "inventory/inventory.json"; var makeArray = new Array(); $.getJSON(url, function(data){ $.each(data, function(index, item){ if(($.inArray(item.make, makeArray)) == -1){ makeArray.push(item.make); $('.upper_case') .append('<li data-icon="list-arrow"> <a href="trade_form.php?='+ item.make +'"><img src="images/car_logo/buick.png" class="ui-li-thumb"/>' + item.make + '</a></li>'); } }); }); });

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  • Rotate a vector by given degrees (errors when value over 90)

    - by Ivan
    I created a function to rotate a vector by a given number of degrees. It seems to work fine when given values in the range -90 to +90. Beyond this, the amount of rotation decreases, i.e., I think objects are rotating the same amount for 80 and 100 degrees. I think this diagram might be a clue to my problem, but I don't quite understand what it's showing. Must I use a different trig function depending on the radians value? The programming examples I've been able to find look similar to mine (not varying the trig functions). Vector2D.prototype.rotate = function(angleDegrees) { var radians = angleDegrees * (Math.PI / 180); var ca = Math.cos(radians); var sa = Math.sin(radians); var rx = this.x*ca - this.y*sa; var ry = this.x*sa + this.y*ca; this.x = rx; this.y = ry; };

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  • Implementing a FSM with ActionScript 2 without using classes?

    - by Up2u
    I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has an A.I., the A.I. has 3 states: distanceCheck, ChaseTarget, and Hit the target. It's an FPS game and played via mouse. I have created the A.I. successfully, but I want to convert it to FSM method... My first state is CheckDistanceState() and in that function I look for the nearest target and trigger the function ChaseState(), there I insert the Hit() function to destroy the enemy, The 3 functions that I created are being called in AI_cursor.onEnterframe. Is there any chance to implement an FSM without the need to create a class? From what I've read before, you have to create a class. I prefer to write the code on frames in flash and I still don't understand how to have external classes.

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  • iscsitarget suddenly broken after upgrade of the 12.04 Hardware Stack

    - by RapidWebs
    After an upgrade to the latest Hardware Stack using Ubuntu 12.04, my iscsi service is not longer operational. The error from the service is such: FATAL: Module iscsi_trgt not found. I have learned that I might need to reinstall the package iscsitarget-dkms. this package builds a driver or something during installation, from source. During this build process, it reports and error, and now has also broke my package manager. Here is the relevant output: Building module: cleaning build area.... make KERNELRELEASE=3.13.0-34-generic -C /lib/modules/3.13.0-34-generic/build M=/var/lib/dkms/iscsitarget/1.4.20.2/build........(bad exit status: 2) Error! Bad return status for module build on kernel: 3.13.0-34-generic (i686) Consult /var/lib/dkms/iscsitarget/1.4.20.2/build/make.log for more information. Errors were encountered while processing: iscsitarget E: Sub-process /usr/bin/dpkg returned an error code (1) and this is the information provided by make.log: or iscsitarget-1.4.20.2 for kernel 3.13.0-34-generic (i686) Fri Aug 15 22:07:15 EDT 2014 make: Entering directory /usr/src/linux-headers-3.13.0-34-generic LD /var/lib/dkms/iscsitarget/1.4.20.2/build/built-in.o LD /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/built-in.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/tio.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/iscsi.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/nthread.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.o /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c: In function ‘worker_thread’: /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:73:28: error: void value not ignored as it ought to be /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:74:3: error: implicit declaration of function ‘get_io_context’ [-Werror=implicit-function-declaration] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:74:21: warning: assignment makes pointer from integer without a cast [enabled by default] cc1: some warnings being treated as errors make[2]: * [/var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.o] Error 1 make[1]: * [/var/lib/dkms/iscsitarget/1.4.20.2/build/kernel] Error 2 make: * [module/var/lib/dkms/iscsitarget/1.4.20.2/build] Error 2 make: Leaving directory `/usr/src/linux-headers-3.13.0-34-generic' I am at a loss on how to resolve this issue. any help would be appreciated!

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  • Drawing an animation over an already drawn screen

    - by Chandan Pednekar
    I am working on a XNA WP7 card game whose basic prototype is complete. In game screen, 6 cards are displayed at a time (3 for each of the two players say 1,2 and 3). If player A attacks one of player B's card then I want to show an animation over player B's card i.e the victim card(say a claw scratch for e.g.) My question is how do I approach with the animation system so that I can draw an animation over a card upon certain events e.g. dead, fire, claw attack etc. I have an attack function which detects which type of card is attacking which type of card. Depending on the type of attacker card I want to display the animation on the victim card. Can I call animation classes function for different animations in the attack function itself without actually having to call separate draw and update functions. If so, how? Also how do I play sound at the same time when the animation is going on?

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  • Better and Cheap Web Hosting Available with Linux

    Web hosting becomes very simplified when carried out on Linux. No, this is not just any assumption or declaration but a tried and tested fact that has been concluded after a lot of research and recon... [Author: John Anthony - Web Design and Development - March 29, 2010]

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  • Unity3D Android - Move your character to a specific x position

    - by user3666251
    Im making a new game for android and I wanted to move my character (which is a cube for now) to a specific x location (on top of a flying floor/ground thingy) but I've been having some troubles with it.I've been using this script : var jumpSpeed: float = 3.5; var distToGround: float; function Start(){ // get the distance to ground distToGround = collider.bounds.extents.y; } function IsGrounded(): boolean { return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1); } function Update () { // Move the object to the right relative to the camera 1 unit/second. transform.Translate(Vector3.forward * Time.deltaTime); if (Input.anyKeyDown && IsGrounded()){ rigidbody.velocity.x = jumpSpeed; } } And this is the result (which is not what I want) : https://www.youtube.com/watch?v=Fj8B6eI4dbE&feature=youtu.be Anyone has any idea how to do this ? Im new in unity and scripting.Im using java btw. Ty.

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  • Install Samba 3.0.24 on Ubuntu Server 10.04 from Source

    - by Nilpo
    Has anyone had any luck compiling and installing Samba 3.0.24 on Ubuntu 10.04? I'm trying to set up realtime virus scanning on Samba shares (ClamAV) using the legacy version of Samba as it is the latest release supported by samba-vscan-0.3.6b. I'm no expert at this but I think I have all of the dependencies covered and I'm following the documentation with the source code but I'm getting errors as if there is a problem with the source code. I downloaded the source directly from http://ftp.samba.org/pub/samba/stable/samba-3.0.24.tar.gz After running ./configure and make, I get the following error. Compiling client/mount.cifs.c client/mount.cifs.c: In function ‘main’: client/mount.cifs.c:1068: error: ‘PATH_MAX’ undeclared (first use in this function) client/mount.cifs.c:1068: error: (Each undeclared identifier is reported only once client/mount.cifs.c:1068: error: for each function it appears in.) make: *** [client/mount.cifs.o] Error 1 You can view the full output log here. Can anyone help me get this installed or suggest another means of implementing realtime virus scanning on Samba shares?

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  • Nautilus 3.6 est une catastrophe pour le créateur de Linux Mint, qui présente Nemo, le fork du gestionnaire de fichiers

    Nautilus 3.6 est une catastrophe pour le créateur de Linux Mint qui présente Nemo, le fork du gestionnaire de fichiers Le ton est à la provocation dans le monde de l'open source. Après Miguel De Icaza, le créateur de l'environnement de bureau GNOME, qui a déclaré que Linux avait échoué sur le Desktop, s'attirant les foudres de Linus Torvalds, c'est au tour d'un autre acteur de l'open source de faire une déclaration toute aussi controversée. Clement Lefebvre, créateur et responsable du développement de la distribution Linux Mint vient de déclarer dans un billet de blog que Nautilus 3.6 est une catastrophe.

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  • How can I link to callback functions in Lua such that the callbacks will be updated when the scripts are reloaded?

    - by Raptormeat
    I'm implementing Lua scripting in my game using LuaBind, and one of the things I'm not clear on is the logistics of reloading the scripts live ingame. Currently, using the LuaBind C++ class luabind::object, I save references to Lua callbacks directly in the classes that use them. Then I can use luabind::call_function using that object in order to call the Lua code from the C++ code. I haven't tested this yet, but my assumption is that if I reload the scripts, then all the functions will be redefined, BUT the references to the OLD functions will still exist in the form of the luabind::object held by the C++ code. I would like to be able to swap out the old for the new without manually having to manage this for every script hook in the game. How best to change this so the process works? My first thought is to not save a reference to the function directly, but maybe save the function name instead, and grab the function by name every time we want to call it. I'm looking for better ideas!

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  • How to find the occurrence of particular character in string - CHARINDEX

    - by Vipin
    Many times while writing SQL, we need to find if particular character is present in the column data. SQL server possesses an in-built function to do this job - CHARINDEX(character_to_search, string, [starting_position]) Returns the position of the first occurrence of the character in the string. NOTE - index starts with 1. So, if character is at the starting position, this function would return 1. Returns 0 if character is not found. Returns 0 if 'string' is empty. Returns NULL if string is NULL. A working example of the function is SELECT CHARINDEX('a', fname) a_First_occurence, CHARINDEX('a', fname, CHARINDEX('a', fname)) a_Second_occurrence FROM Users WHERE fname = 'aka unknown' OUTPUT ------- a_First_occurence a_Second_occurrence 1 3

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  • Should all, none, or some overriden methods call Super?

    - by JoJo
    When designing a class, how do you decide when all overridden methods should call super or when none of the overridden methods should call super? Also, is it considered bad practice if your code logic requires a mixture of supered and non-supered methods like the Javascript example below? ChildClass = new Class.create(ParentClass, { /** * @Override */ initialize: function($super) { $super(); this.foo = 99; }, /** * @Override */ methodOne: function($super) { $super(); this.foo++; }, /** * @Override */ methodTwo: function($super) { this.foo--; } }); After delving into the iPhone and Android SDKs, I noticed that super must be called on every overridden method, or else the program will crash because something wouldn't get initialized. When deriving from a template/delegate, none of the methods are supered (obviously). So what exactly are these "je ne sais quoi" qualities that determine whether a all, none, or some overriden methods should call super?

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  • OpenGL Drawing textured model (OBJ) black texture

    - by andrepcg
    I'm using OpenGL, Glew, GLFW and Glut to create a simple game. I've been following some tutorials and I have now a good model importer with textures (from ogldev.atspace.co.uk) but I'm having an issue with the model textures. I have a skybox with a beautiful texture as you can see in the picture That weird texture behind the helicopter (model) is the heli model that I've applied on purpose to that wall to demonstrate that specific texture is working, but not on the helicopter. I'll include the files I'm working on so you can check it out. Mesh.cpp - http://pastebin.com/pxDuKyQa Texture.cpp - http://pastebin.com/AByWjwL6 Render function + skybox - http://pastebin.com/Vivc9qnT I'm just calling mesh->Render(); before the drawSkyBox function, in the render loop. Why is the heli black when I can perfectly apply its texture to another quad? I've debugged the code and the mesh-render() call is correctly fetching the texture number and passing it to the texture-bind() function.

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  • Should all, none, or some overridden methods call Super?

    - by JoJo
    When designing a class, how do you decide when all overridden methods should call super or when none of the overridden methods should call super? Also, is it considered bad practice if your code logic requires a mixture of supered and non-supered methods like the Javascript example below? ChildClass = new Class.create(ParentClass, { /** * @Override */ initialize: function($super) { $super(); this.foo = 99; }, /** * @Override */ methodOne: function($super) { $super(); this.foo++; }, /** * @Override */ methodTwo: function($super) { this.foo--; } }); After delving into the iPhone and Android SDKs, I noticed that super must be called on every overridden method, or else the program will crash because something wouldn't get initialized. When deriving from a template/delegate, none of the methods are supered (obviously). So what exactly are these "je ne sais quoi" qualities that determine whether a all, none, or some overriden methods should call super?

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  • What are deferred callbacks?

    - by tentimes
    I understand the idea of a callback, where I pass a function into another function and that function then uses the supplied function at will. I am struggling to understand deferred callbacks, even after googling it. Could someone provide a simple explanation please? I program in Ruby, but also know C/C++ a bit, but most of all I was a experienced assembly language programmer. So I am wondering is it a bit like a stack of callback addresses that get pop'd? I am hoping to learn jquery or node.js and these deferred callbacks seem integral to both. I understand basic threading principles (though mutex object makes my head hurt ;)

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  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

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