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  • How to implement the setup rules like Clash of Clan?

    - by user25959
    Now I'm already implement the setup build rules which the building could move by unit grid width and height. But the validation detection is poor efficiency. The algorithm cost me 10~12(ms) in average when I move the building. Here is my approach to that: 1.Basic Grid, it is a two dimensional array. Grid[row][column], so that I can save info for each grid. Like whether is it in occupied or excluded. 2.Exclude Space, this is a space which limit same building numbers in space.

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  • Cocos2D: Upgrading from OpenGL 1.1 to 2.0

    - by Alex
    I have recently starting upgrading my ios game to the latest Cocos2D (2.0 rc), and I am having some difficulties upgrading my texture generation code to OpenGL 2.0. In the old version I generated images with this code: CCRenderTexture *rt = [CCRenderTexture renderTextureWithWidth:WIDTH height:HEIGHT]; [rt beginWithClear:bgColor.r g:bgColor.g b:bgColor.b a:bgColor.a]; glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, (GLsizei)nVerts); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); [rt end]; But since OpenGL 2.0 works differently this code won't work. What is the best way to use the new OpenGL?

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  • Zooming to point of interest

    - by user1010005
    I have the following variables: Point of interest which is the position(x,y) in pixels of the place to focus. Screen width,height which are the dimensions of the window. Zoom level which sets the zoom level of the camera. And this is the code I have so far. void Zoom(int pointOfInterestX,int pointOfInterstY,int screenWidth, int screenHeight,int zoomLevel) { glTranslatef( (pointOfInterestX/2 - screenWidth/2), (pointOfInterestY/2 - screenHeight/2),0); glScalef(zoomLevel,zoomLevel,zoomLevel); } And I want to do zoom in/out but keep the point of interest in the middle of the screen. but so far all of my attempts have failed and I would like to ask for some help.

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  • What tags should be used for SEO in simple blog posts? [closed]

    - by homepage
    Possible Duplicate: What are the best ways to increase your site's position in Google? Order of HTML meta tags I'm new to websites in general (which is why I'm starting on blogger) and am just curious as to which tags I should be using in my posts? My posts generally include a title relevant to the keyword of my blog, an image, a video, my content, and a link to my twitter. I don't really use any tags and someone mentioned that they may help for SEO. So I figured I would ask for some advice from people who know what they are doing. EDIT I apologize for not clarifying, I meant tags such as: Header tag: <h1>This is my title</h1> Image tags with attributes: <img src="keyword_image.jpg" width="100" height="78" ALT="this_shows_examples"> What other tags and attributes are ones I should use for a well put together website and SEO?

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  • Collaborative Whiteboard using WebSocket in GlassFish 4 - Text/JSON and Binary/ArrayBuffer Data Transfer (TOTD #189)

    - by arungupta
    This blog has published a few blogs on using JSR 356 Reference Implementation (Tyrus) as its integrated in GlassFish 4 promoted builds. TOTD #183: Getting Started with WebSocket in GlassFish TOTD #184: Logging WebSocket Frames using Chrome Developer Tools, Net-internals and Wireshark TOTD #185: Processing Text and Binary (Blob, ArrayBuffer, ArrayBufferView) Payload in WebSocket TOTD #186: Custom Text and Binary Payloads using WebSocket One of the typical usecase for WebSocket is online collaborative games. This Tip Of The Day (TOTD) explains a sample that can be used to build such games easily. The application is a collaborative whiteboard where different shapes can be drawn in multiple colors. The shapes drawn on one browser are automatically drawn on all other peer browsers that are connected to the same endpoint. The shape, color, and coordinates of the image are transfered using a JSON structure. A browser may opt-out of sharing the figures. Alternatively any browser can send a snapshot of their existing whiteboard to all other browsers. Take a look at this video to understand how the application work and the underlying code. The complete sample code can be downloaded here. The code behind the application is also explained below. The web page (index.jsp) has a HTML5 Canvas as shown: <canvas id="myCanvas" width="150" height="150" style="border:1px solid #000000;"></canvas> And some radio buttons to choose the color and shape. By default, the shape, color, and coordinates of any figure drawn on the canvas are put in a JSON structure and sent as a message to the WebSocket endpoint. The JSON structure looks like: { "shape": "square", "color": "#FF0000", "coords": { "x": 31.59999942779541, "y": 49.91999053955078 }} The endpoint definition looks like: @WebSocketEndpoint(value = "websocket",encoders = {FigureDecoderEncoder.class},decoders = {FigureDecoderEncoder.class})public class Whiteboard { As you can see, the endpoint has decoder and encoder registered that decodes JSON to a Figure (a POJO class) and vice versa respectively. The decode method looks like: public Figure decode(String string) throws DecodeException { try { JSONObject jsonObject = new JSONObject(string); return new Figure(jsonObject); } catch (JSONException ex) { throw new DecodeException("Error parsing JSON", ex.getMessage(), ex.fillInStackTrace()); }} And the encode method looks like: public String encode(Figure figure) throws EncodeException { return figure.getJson().toString();} FigureDecoderEncoder implements both decoder and encoder functionality but thats purely for convenience. But the recommended design pattern is to keep them in separate classes. In certain cases, you may even need only one of them. On the client-side, the Canvas is initialized as: var canvas = document.getElementById("myCanvas");var context = canvas.getContext("2d");canvas.addEventListener("click", defineImage, false); The defineImage method constructs the JSON structure as shown above and sends it to the endpoint using websocket.send(). An instant snapshot of the canvas is sent using binary transfer with WebSocket. The WebSocket is initialized as: var wsUri = "ws://localhost:8080/whiteboard/websocket";var websocket = new WebSocket(wsUri);websocket.binaryType = "arraybuffer"; The important part is to set the binaryType property of WebSocket to arraybuffer. This ensures that any binary transfers using WebSocket are done using ArrayBuffer as the default type seem to be blob. The actual binary data transfer is done using the following: var image = context.getImageData(0, 0, canvas.width, canvas.height);var buffer = new ArrayBuffer(image.data.length);var bytes = new Uint8Array(buffer);for (var i=0; i<bytes.length; i++) { bytes[i] = image.data[i];}websocket.send(bytes); This comprehensive sample shows the following features of JSR 356 API: Annotation-driven endpoints Send/receive text and binary payload in WebSocket Encoders/decoders for custom text payload In addition, it also shows how images can be captured and drawn using HTML5 Canvas in a JSP. How could this be turned in to an online game ? Imagine drawing a Tic-tac-toe board on the canvas with two players playing and others watching. Then you can build access rights and controls within the application itself. Instead of sending a snapshot of the canvas on demand, a new peer joining the game could be automatically transferred the current state as well. Do you want to build this game ? I built a similar game a few years ago. Do somebody want to rewrite the game using WebSocket APIs ? :-) Many thanks to Jitu and Akshay for helping through the WebSocket internals! Here are some references for you: JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API

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  • Help me start my Atheros AR9285 working on Ubuntu 12.10

    - by user100449
    Could you, pls, help me with my wireless card Atheros AR9285 on Ubuntu 10.12.. I've already went through all possible advices and still cannot start my wireless card. I have a laptop Toshiba Portege Z830 where Wifi've already worked under Windows 7. But after migration on Ubuntu 10.12. I'm not able get it work. My actual situation is on image bellow This is what I see on command lshw *-network UNCLAIMED description: Network controller product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:02:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:c0500000-c050ffff This is what I see on command rfkill list 0: Toshiba Bluetooth: Bluetooth Soft blocked: yes Hard blocked: no 1: hci0: Bluetooth Soft blocked: yes Hard blocked: no Any idea? Thank you Michal

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  • Function that requires many parameters

    - by user877329
    I have a problem related to this: Are there guidelines on how many parameters a function should accept? In my case, I have a function that describes a rounded rectangle. The caller specifies An integer which determines how the rectangle should be merged into previously created shapes An Anchor, which is a point that is used for alignment (right, left, top, bottom etc). (0,-1) means that position (next parameter) describes the top, middle point of the rectangle. The position of the rectangle Width and height Corner radius Should I use Parameter Object pattern in this case? It is hard to see how these parameters are related

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Monitor Display issue

    - by dsiddens
    When booting I will have to boot maybe 3 or 4 times to get a screen that is not displayed diagonally or is not using the full screen width. Hardware specification: HP s7727c with AMD64 and NVIDIA chipsets and Insignia 22" monitor/TV. The Ubuntu version is 9.10 Karmic. I'd like to stay current with Ubuntu on this machine, but have gone down to 9.10 to get this described functioning. I tried higher versions and could not get past the "black screen" I think this issue is connected to the NVIDIA chipset/driver problem. I am a GUI user and I don't follow the other solutions posted which make use of the command line. I suppose if the command line solution could be given without making any assumptions of the receiving person's knowledge base, then even I and others like me, could implement it. Thank you for your time and assistance. Doug

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  • Am I violating LSP if the condition can be checked?

    - by William
    This base class for some shapes I have in my game looks like this. Some of the shapes can be resized, some of them can not. private Shape shape; public virtual void SetSizeOfShape(int x, int y) { if (CanResize()){ shape.Width = x; shape.Height = y; } else { throw new Exception("You cannot resize this shape"); } } public virtual bool CanResize() { return true; } In a sub class of a shape that I don't ever want to resize I am overriding the CanResize() method so a piece of client code can check before calling the SetSizeOfShape() method. public override bool CanResize() { return false; } Here's how it might look in my client code: public void DoSomething(Shape s) { if(s.CanResize()){ s.SetSizeOfShape(50, 70); } } Is this violating LSP?

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  • choppy streaming audio

    - by user88503
    I could use some help troubleshooting choppy streaming audio. The problem is jerky playback regardless of audio or video with audio. Both Chromium and Firefox have the problem, however files played directly on the machine with Rhythmbox sound just fine. I'm running 12.04 LTS on a C2D T9300. Most of the audio problems others ask about seem to be hardware related, so the following information might be relevant. sudo lshw -c multimedia *-multimedia description: Audio device product: 82801H (ICH8 Family) HD Audio Controller vendor: Intel Corporation physical id: 1b bus info: pci@0000:00:1b.0 version: 03 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=snd_hda_intel latency=0 resources: irq:48 memory:f8400000-f8403fff

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  • -webkit-linear-gradient Not working in Dreamweaver CS6

    - by Ken
    I've tried multiple times to apply the following piece of code in a CSS document: display: block; width: 500px; margin: 500px auto; padding: 15px; text-align: center; border: 4px solid blue; background: -webkit-linear-gradient(top,black,white); outline: 7px solid red; Everything appears correctly, except the gradient. I have CS6 Live View turned on, and it still refuses to appear. All I get in my box is a white background, as opposed to the black to white gradient. However, when I type the same line of code into the trial of Coda 2 I downloaded, it works perfectly. Is there anything I can do to resolve the issue?

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  • When and How is an image cached for an ASPX with ContentType = image/jpeg ?

    - by Aamir Hasan
     In asp.net you can cache your page. You can vary the output cache by the followingThe query string in an initial request (HTTP GET).Control values passed on postback (HTTP POST values).The HTTP headers passed with a request.The major version number of the browser making the request.      A custom string in the page. In that case, you create custom code in the Global.asax file to specify the page's caching behavior.Link: http://msdn2.microsoft.com/en-us/library/xadzbzd6(VS.80).aspxyou can set the output caching for your GetImage.aspx, so that you dont have to requery the database every image request ,but you must use varybyParam , so that you have a cached version for every parameters arrangement:set the output cache for your page like this :At top of ASPX page: <%@ OutputCache Duration="600" VaryByParam="ID,Height,Width" %>VaryByParam  attribute allows you to vary the cached output depending on the query string.Adding this will make your images cached for 600 seconds, so that if the image request within this period ,the cahed version will be returned

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  • Combo box filter on Extjs4.1.3

    - by saravanakumar
    I have created a window with combo box. Combo configuration is xtype :'combo', fieldLabel : 'Command', labelAlign : 'right', id :'commandInputComboId', store : commandStore, displayField: 'command', valueField : 'id', width : 500, enableKeyEvents : true, allowblank : false, queryMode: 'local', typeAhead : true, triggerAction: 'all', query filter works for normal data. But I have data with escape chars like &lt; because I need to show it as '<' for ex my data is <get-all-users> Filter apply only when I type &lt; not for <. How can apply filter on this data?

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  • Collisions on complex map 2D

    - by waxx
    I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is out of question. I thought about an editor where you'd draw rectangles on the map that would represent areas that are collidable with and then saving such "collision map" with only black/white gfx. Or maybe should I save exact rectangles data with their x/y/width/height into some text file and go from there? What would you recommend? Thanks.

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  • Material tiling and offset in unity

    - by Simran kaur
    Ambiguity: What exactly is the difference between Tiling the material and Offset of material? Need to do: I need the material to be repeated n times on the object where I need to set the value of n via script.How do I do it? It seems to happen through Tiling(tried via inspector) but again what is difference between mainTextureOffset and setTextureOffset? Tried: Following is the line of code that I tried to repeat the texture n number of times on an object(repeat across the width of object), but it does nothing significant that I can see.

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  • The orientation media query

    Right now Jason Grigby’s excellent summary of the orientation media query is making the round of blogs and tweets, and that’s well deserved. Media queries will become extremely important in the near future, when we have to build websites that work on any device resolution from 300px to 1280px or more.Still, there’s one tiny nitpick I’d like to make, so that you fully understand when to use orientation and when to use device-width.orientation is supported by Android 2, Bolt, MicroB, and Firefox. And...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Silverlight 4 + RIA Services - Ready for Business: Consuming Data in the Silverlight Client

    To continue our series, lets see where the fun comes in my look at how easy that is to consume from the client.  First just to help you understand what is happening behind the covers, lets look at a code-behind solution.  In View\Home.xaml put a simple DataGrid on the form. <sdk:DataGrid Name="dataGrid1" Height="152" Width="692" /> Then add these lines of code to Home.xaml.cs   1: var context = new DishViewDomainContext(); 2: this.dataGrid1.ItemsSource...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Will my game engine be compatible with physics engines?

    - by Bane
    My engine supports Scene handling, Cameras, and has a Renderer. Also, it has a class called Drawable, which has the position, the shape and the picture of an object. The picture property has width, height, rotation and a draw method. All game objects are supposed to inherit from this Drawable class, and are added to the Scene, along with a Map (collection of Tiles, that also inherit from Drawable), lights, and so on and so forth. The shape property of a Drawable is a Polygon, a collection of user defined vertices around the position of a Drawable (this is a relative coordinate system, so [0, 0] is the position of the Drawable. With this setup, will the users of my engine (probably only me) still be able to intergrate physics engines such as Box2DJS into their games?

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  • Javascript Open a Window Full Size (Mazimized)

    - by SAMIR BHOGAYTA
    function f_open_window_max( aURL, aWinName ) { var wOpen; var sOptions; sOptions = 'status=yes,menubar=yes,scrollbars=yes,resizable=yes,toolbar=yes'; sOptions = sOptions + ',width=' + (screen.availWidth - 10).toString(); sOptions = sOptions + ',height=' + (screen.availHeight - 122).toString(); sOptions = sOptions + ',screenX=0,screenY=0,left=0,top=0'; wOpen = window.open( '', aWinName, sOptions ); wOpen.location = aURL; wOpen.focus(); wOpen.moveTo( 0, 0 ); wOpen.resizeTo( screen.availWidth, screen.availHeight ); return wOpen; }

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  • Mysql query does not update row [closed]

    - by Gerculy Robert
    // Connect to server and select database. mysql_connect("$host", "$username", "$password")or die("cannot connect"); mysql_select_db("$db_name")or die("cannot select DB"); // get value of id that sent from address bar /*$id=$_GET['$usrid'];*/ // Retrieve data from database $sql="SELECT * FROM user WHERE id='$usrid'"; $result=mysql_query($sql); $rows=mysql_fetch_array($result); ?> <table width="400" border="0" cellspacing="1" cellpadding="0"> <tr> <form name="form1" method="post" action="update.php"> <td> <table width="100%" border="0" cellspacing="1" cellpadding="0"> <tr> <td>&nbsp;</td> <td colspan="3"><strong>Update site info</strong> </td> </tr> <tr> <td align="center">&nbsp;</td> <td align="center">&nbsp;</td> <td align="center">&nbsp;</td> <td align="center">&nbsp;</td> </tr> <tr> <td align="center">&nbsp;</td> <td align="center"><strong>User Name</strong></td> <td align="center"><strong>Site url</strong></td> <td align="center"><strong>Url banner</strong></td> </tr> <tr> <td>&nbsp;</td> <td align="center"> <input name="username" type="text" id="username" value="<? echo $rows['username']; ?>"> </td> <td align="center"> <input name="siteurl" type="text" id="siteurl" value="<? echo $rows['siteurl']; ?>" size="40"> </td> <td> <input name="urlbanner" type="text" id="urlbanner" value="<? echo $rows['urlbanner']; ?>" size="40"> </td> </tr> <tr> <td>&nbsp;</td> <td> <input name="id" type="hidden" id="id" value="<? echo $rows['id']; ?>"> </td> <td align="center"> <input type="submit" name="Submit" value="Submit"> </td> <td>&nbsp;</td> </tr> </table> </td> </form> </tr> </table> <?php // close connection mysql_close(); ?> // Connect to server and select database. mysql_connect("$host", "$username", "$password")or die("cannot connect"); mysql_select_db("$db_name")or die("cannot select DB"); // update data in mysql database $sql="update user SET siteurl='$siteurl', username='$username', urlbanner='$urlbanner' WHERE id=$usrid"; $result=mysql_query($sql); // if successfully updated. if($result){ echo "Successful"; echo "<BR>"; echo "<a href='edit.php'>View result</a>"; } else { echo "ERROR"; } Hello, I have this two pages wich should update 3 rows. The problem is it does not update all , only 2 . I tried over 1 hour to find the problem but nothing. The row , siteurl, is not being updated at all . The table is : varchar(255) Database and session is ok. Any idea ? It's just a simple update code , should work fine :(

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  • Actionscript - Dropping Multiple Objects Using an Array?

    - by Eratosthenes
    I'm trying to get these fireBalls to drop more often, im not sure if im using Math.random correctly also, for some reason I'm getting a null reference because I think the fireBalls array waits for one to leave the stage before dropping another one? this is the relevant code: var sun:Sun=new Sun var fireBalls:Array=new Array() var left:Boolean; function onEnterFrame(event:Event){ if (left) { sun.x = sun.x - 15; }else{ sun.x = sun.x + 15; } if (fireBalls.length>0&&fireBalls[0].y>stage.stageHeight){ // Fireballs exit stage removeChild(fireBalls[0]); fireBalls.shift(); } for (var j:int=0; j<fireBalls.length; j++){ fireBalls[j].y=fireBalls[j].y+15; if (fireBalls[j].y>stage.stageHeight-fireBall.width/2){ } } if (Math.random()<.2){ // Fireballs shooting from Sun var fireBall:FireBall=new FireBall; fireBall.x=sun.x; addChild(fireBall); fireBalls.push(fireBall); } }

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  • Broadcom bcm4313 Ubuntu 13.10 connection time out

    - by Wahtever
    After upgrading to Ubuntu 13.10 I keep getting connection timed out every few seconds at which point i have to disconnect and reconnect to the WiFi network. The WiFi card worked fine on 13.04 with the bcmwl-kernel-source installed but giving problems on 13.10: *-network description: Wireless interface product: BCM4313 802.11bgn Wireless Network Adapter vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth1 version: 01 serial: c0:14:3d:cc:c9:c7 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=6.30.223.141 (r415941) ip=192.168.1.4 latency=0 multicast=yes wireless=IEEE 802.11abg resources: irq:17 memory:f0500000-f0503fff How can i fix this? Thanks

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  • Virtualbox, How do I change guest (precise) resolution to 16:9 (1920x1080) instead of default 4:3?

    - by CHolmstedt
    There are many questions about resolution issues on askubuntu but no question/solution seems to solve my issue. I've a 12.04/precise host system and installed Ubuntu 12.04/precise as guest system as well. After installation I had the option of selecting 1024x768 (4:3) and 800x600 (4:3) as resolution in display settings. After installing guest additions the options 1280x960 (4:3) and 1440x1050 (4:3) was added to the list. Now 4 in total all having the 4:3 ratio. I then activated full screen mode (host+f) and got the guest running in native 1920x1200 (16:10) for my screen. After deactivating full screen two more options had been added to the resolutions dropdown list, 1920x1200 (16:10) and 1600x1200 (4:3). I want to run the guest in 1920x1080 (16:9) so I can easily record screencasts in "full-hd". Last time I had this problem the solution was to run "VBoxManage controlvm nameofyourVM setvideomodehint width height colordepth" command from the host but now I want to know if there is any easier way to solve this?

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  • Get and install Nvidia GeForce 8400 GS driver

    - by williepabon
    Recently, I changed my OS kernel from 10.04 to 11.10 (bugs), but after doing it, the video driver for the 8400 GS disappeared (was there in 10.04). I worked out the same procedure I did to install it in 10.04, mainly, sudo apt-get --purge remove nvidia-current sudo apt-get --purge autoremove sudo add-apt-repository ppa:ubuntu-x-swat/x-updates sudo apt-get update sudo apt-get -y install nvidia-current but it didn't work even though the commands seemed to install the driver without problems. Right now my machine is working with the standard drivers, as shown. williepabon@WP-WrkStation:~$ sudo lshw -C display [sudo] password for williepabon: *-display description: VGA compatible controller product: nVidia Corporation vendor: nVidia Corporation physical id: 0 bus info: pci@0000:05:00.0 version: a2 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list rom configuration: driver=nouveau latency=0 resources: irq:16 memory:de000000-deffffff memory:c0000000-cfffffff memory:d0000000-d1ffffff ioport:cc80(size=128) memory:dfc00000-dfc7ffff Any suggestions to correct the problem? Thanks

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