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  • Really impossible to have Gimp 2.8 on Ubuntu 11.10?

    - by ubuntico
    For days, I have been trying to find a solution and repositories to install Gimp 2.8 on Ubuntu 11.10. Each time I get this error: Tried to update pango via sudo apt-get install pango-graphite [sudo] password for xxx: Reading package lists... Done Building dependency tree Reading state information... Done pango-graphite is already the newest version. Then also tried sudo apt-get install libgdk-pixbuf2* Reading package lists... Done Building dependency tree Reading state information... Done Note, selecting 'libgdk-pixbuf2.0-0' for regex 'libgdk-pixbuf2*' Note, selecting 'libgdk-pixbuf2.0-dev' for regex 'libgdk-pixbuf2*' Note, selecting 'libgdk-pixbuf2.0-doc' for regex 'libgdk-pixbuf2*' Note, selecting 'libgdk-pixbuf2-ruby' for regex 'libgdk-pixbuf2*' Note, selecting 'libgdk-pixbuf2-ruby1.8' for regex 'libgdk-pixbuf2*' Note, selecting 'libgdk-pixbuf2-ruby1.8-dbg' for regex 'libgdk-pixbuf2*' Note, selecting 'libgdk-pixbuf2.0-common' for regex 'libgdk-pixbuf2*' libgdk-pixbuf2-ruby is already the newest version. libgdk-pixbuf2-ruby1.8 is already the newest version. libgdk-pixbuf2-ruby1.8-dbg is already the newest version. libgdk-pixbuf2.0-doc is already the newest version. libgdk-pixbuf2.0-0 is already the newest version. libgdk-pixbuf2.0-dev is already the newest version. libgdk-pixbuf2.0-common is already the newest version. 0 upgraded, 0 newly installed, 0 to remove and 31 not upgraded. And still error :(. Please help as I do not want to upgrade to Ubuntu 12.04 just to have Gimp. Really a mission impossible????

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Adjusting the rate of movement of different objects on the same timer

    - by theUg
    I have a series of objects moving along the straight lines. I want to implement slight changes of velocity of each of the object. Constraint is existing model of animation. I am new to this, and not sure if it is the best way to accommodate varying speeds, but what do I know? It is a Java application that repaints the panel every time the timer expires. Timer is set via swing.Timer object that is set by timer delay constant. Every time the game is stepped objects’ coordinates advanced by an increment constant. Most of the objects are of the same class. Is there fairly easy way to refactor existing system to allow changing velocity for an individual object? Is there some obvious common solution I am not aware about? Idea I am having right now is to set timer delay fairly small, and only move objects every so many cycles of animation so that the apparent speed can be adjusted by varying how often they get moved. But that seems fairly involved, and I do not think it is the most elegant solution in terms of performance what with repainting the whole frame every 3-5 milliseconds. Can it be done by advancing the objects so many (varying) times during the certain interval (let’s say 35ms for something like 28fps), and use repaint() method to redraw just individual object? Do I need to mess with pausing animation for smoothness at higher redraw rates? Is it common practise to check for collision at larger step interval, but draw animation a lot more frequently?

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  • Unable to free space in /boot

    - by wadesworld
    Running: Linux ips-svf-1 3.0.0-22-server #36-Ubuntu SMP Tue Jun 12 17:56:20 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux I'm trying to free space in /boot with apt-get -y purge, but every time I run the command I get an error about unmet dependencies: sudo apt-get -y purge linux-headers-3.0.0-12 Reading package lists... Done Building dependency tree Reading state information... Done You might want to run 'apt-get -f install' to correct these: The following packages have unmet dependencies: linux-headers-3.0.0-12-server : Depends: linux-headers-3.0.0-12 but it is not going to be installed linux-image-server : Depends: linux-image-3.0.0-26-server but it is not going to be installed E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a solution). However, I can't run apt-get -f install since /boot is full. I also tried running dpkg --purge and dpkg --remove manually, but both give the same unmet dependency error. Any suggestions on how I can successfully free space in /boot? Is there anything I can delete with rm?

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Moving objects colliding when using unalligned collision avoidance (steering)

    - by James Bedford
    I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving slightly upwards, and one of the objects is moving slightly downwards. In my unaligned collision avoidance steering algorithm I'm finding the points on the object's forward line and the other object's forward line where these two lines are the closest. If these closest points are within a collision avoidance distance, and if the distance between them is smaller than the two radii of the two object's bounding spheres, then the objects should steer away in the appropriate direction. The problem is that for my case, the closest points on the lines are calculated to be really far away from the actual collision point. This is because the two forward lines for each object are moving away from each other as the objects pass. The problem is that because of this, no steering takes place, and the two objects partially collide. Does anyone have any suggestions as to how I can correctly calculate the point of collision? Perhaps by somehow taking into account the size of the two objects?

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  • "unresolvable problem" error when upgrading from 12.04 to 14.04

    - by flyingfisch
    So I have solved this issue, but now I have another problem: An unresolvable problem occurred while calculating the upgrade. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug using the command 'ubuntu-bug ubuntu-release-upgrader-core' in a terminal. I am not upgrading to a pre-release version of Ubuntu and I am not running a pre-release either. I have unchecked all my 3rd-party packages using Ubuntu Software Manager, EditSoftware Sources... What else might be wrong? UPDATE After doing sudo update-manager -d and sudo apt-get update;sudo apt-get dist-upgrade as per JimB's post, and then running sudo do-release-upgrade, here what I get: Err http://extras.ubuntu.com trusty/main Translation-en Err http://extras.ubuntu.com trusty/main Translation-en_US Err http://extras.ubuntu.com trusty/main Translation-en Ign http://extras.ubuntu.com trusty/main Translation-en_US Ign http://extras.ubuntu.com trusty/main Translation-en Fetched 0 B in 0s (0 B/s) Checking package manager Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done Calculating the changes Calculating the changes Could not calculate the upgrade An unresolvable problem occurred while calculating the upgrade. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug using the command 'ubuntu-bug ubuntu-release-upgrader-core' in a terminal. Restoring original system state Aborting Reading package lists... Done Building dependency tree Reading state information... Done Building data structures... Done === Command detached from window (Mon Aug 18 23:53:10 2014) === === Command terminated with exit status 1 (Mon Aug 18 23:53:10 2014) ===

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  • Unable to install Skype ("Unmet dependencies" error)

    - by Alex Maslakov
    Trying to install skype on Ubuntu 12, I faced and issue. When I type: sudo apt-get update sudo apt-get install skype I get an error Reading package lists... Done Building dependency tree Reading state information... Done skype is already the newest version. You might want to run 'apt-get -f install' to correct these: The following packages have unmet dependencies: skype : Depends: lib32stdc++6 (>= 4.1.1-21) but it is not going to be installed Depends: lib32asound2 (> 1.0.14) but it is not going to be installed Depends: ia32-libs but it is not going to be installed Depends: libc6-i386 (>= 2.7-1) but it is not going to be installed Depends: lib32gcc1 (>= 1:4.1.1-21+ia32.libs.1.19) but it is not going to be installed E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a solution). How do I solve it? Is the way I'm using the right one to install skype? UPDATE: If I try to do sudo apt-get install lib32stdc++6 lib32asound2 ia32-libs libc6-i386 lib32gcc1 skype then I get Reading package lists... Done Building dependency tree Reading state information... Done skype is already the newest version. You might want to run 'apt-get -f install' to correct these: The following packages have unmet dependencies: ia32-libs : Depends: ia32-libs-multiarch lib32asound2 : Depends: libasound2 (= 1.0.25-1ubuntu10) E: Unmet dependencies. Try 'apt-get -f install' with no packages (or specify a solution).

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  • Dealing with the node callback pyramid

    - by thecoop
    I've just started using node, and one thing I've quickly noticed is how quickly callbacks can build up to a silly level of indentation: doStuff(arg1, arg2, function(err, result) { doMoreStuff(arg3, arg4, function(err, result) { doEvenMoreStuff(arg5, arg6, function(err, result) { omgHowDidIGetHere(); }); }); }); The official style guide says to put each callback in a separate function, but that seems overly restrictive on the use of closures, and making a single object declared in the top level available several layers down, as the object has to be passed through all the intermediate callbacks. Is it ok to use function scope to help here? Put all the callback functions that need access to a global-ish object inside a function that declares that object, so it goes into a closure? function topLevelFunction(globalishObject, callback) { function doMoreStuffImpl(err, result) { doMoreStuff(arg5, arg6, function(err, result) { callback(null, globalishObject); }); } doStuff(arg1, arg2, doMoreStuffImpl); } and so on for several more layers... Or are there frameworks etc to help reduce the levels of indentation without declaring a named function for every single callback? How do you deal with the callback pyramid?

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  • What to Return with Async CRUD methods C#

    - by RualStorge
    While there is a similar question focused on Java, I've been in debates with utilizing Task objects. What's the best way to handle returns on CRUD methods (and similar)? Common returns we've seen over the years are: Void (no return unless there is an exception) Boolean (True on Success, False on Failure, exception on unhandled failure) Int or GUID (Return the newly created objects Id, 0 or null on failure, exception on unhandled failure) The updated Object (exception on failure) Result Object (Object that houses the manipulated object's ID, Boolean or status field to with success or failure indicated, Exception information if there was one, etc) The concern comes into play as we've started moving over to utilizing C# 5's Async functionality, and this brought the question up of how we should handle CRUD returns large-scale. In our systems we have a little of everything in regards to what we return, we want to make these returns standardized... Now the question is what is the recommended standard? Is there even a recommended standard yet? (I realize we need to decide our standard, but typically we do so by looking at best practices, see if it makes sense for us and go from there, but here we're not finding much to work with)

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  • Cannot install ia32-lib package

    - by A British Person
    I have several programs that reuquire 32 bit packages (pointing to the ia32-lib package). However, when I try to install it, this happens. spirit@ubuntu:~$ sudo apt-get install ia32-libs Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: ia32-libs : Depends: ia32-libs-multiarch but it is not installable E: Unable to correct problems, you have held broken packages. No big whoop, packages die all the time. I tried a month later however and I still got this error, trying to install the specific package produces this error. spirit@ubuntu:~$ sudo apt-get install ia32-libs-multiarch Reading package lists... Done Building dependency tree Reading state information... Done Package ia32-libs-multiarch is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source E: Package 'ia32-libs-multiarch' has no installation candidate I am no Linux whizz-kid, but this seems to be that the package doesn't exist. I searched for Skype in the software centre (I was told this installs the 32-bit packages) and it does not appear in the software centre, and the downloadable from their website produces an error about - funnily enough - no 32-bit packages. Anyone who helps me will get a medal from the gods with the weight of a thousand planets. Just don't wear it for god's sake.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Enterprise Instrumentation: The 'sessionName' parameter of value 'TraceSession' is not valid

    - by Michael Freidgeim
    We are still using Enterprise Instrumentation(that was created during .Net 1.1 time)In new Server 2008 environment and IIS 7 we have the following errors:The 'sessionName' parameter of value 'TraceSession' is not valid. A trace session of this name does not exist in the TraceSessions configuration file for Windows Trace Session Manager service. Ensure that a session of this name exists in the TraceSessions configuration file and that the Windows Trace Session Manager service is started.   at Microsoft.EnterpriseInstrumentation.EventSinks.TraceEventSink..ctor(IDictionary parameters, EventSource eventSource)   --- End of inner exception stack trace ---   at System.RuntimeMethodHandle._InvokeConstructor(IRuntimeMethodInfo method, Object[] args, SignatureStruct& signature, RuntimeType declaringType)   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)   at Microsoft.EnterpriseInstrumentation.EventSinks.EventSink.CreateNewEventSinks(DataRow[] eventSinkRows, EventSource eventSource)I’ve seen the same errors on development Win7 machines when using IIS. It seems not a problem on Cassini.I've checked ,that Windows Trace Session Manager Service has started and The file C:\Program Files (x86)\Microsoft Enterprise Instrumentation\Bin\Trace Service\TraceSessions.config has corresponding entry<?xml version="1.0" encoding="utf-8" ?><configuration >                <defaultParameters minBuffers="4" maxFileSize="10" maxBuffers="25" bufferSize="20" logFileMode="sequential" flushTimer="3" />                <sessionList>                                 <session name="TraceSession" enabled="false" fileName="C:\Program Files (x86)\Microsoft Enterprise Instrumentation\Bin\Trace Service\Logs\TraceLog.log" />                </sessionList></configuration>The errors still continue, but I was able to disable  the parameter in  eventSink configuration   <eventSink name=" traceSink" description=" Outputs events to the Windows Event Trace." type ="Microsoft.EnterpriseInstrumentation.EventSinks.TraceEventSink ">                <!-- MNF disabled parameter to  avoid error "The 'sessionName' parameter of value 'TraceSession' is not valid"                      < parameter name ="sessionName " value ="TraceSession " />                    -->    </ eventSink>Related old post http://bytes.com/topic/net/answers/104761-enterprise-instrumentation-windows-trace-session-managerOne day I wish to replace all EnterpriseInstrumentation calls with NLog.

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  • Loading Entities Dynamically with Entity Framework

    - by Ricardo Peres
    Sometimes we may be faced with the need to load entities dynamically, that is, knowing their Type and the value(s) for the property(ies) representing the primary key. One way to achieve this is by using the following extension methods for ObjectContext (which can be obtained from a DbContext, of course): 1: public static class ObjectContextExtensions 2: { 3: public static Object Load(this ObjectContext ctx, Type type, params Object [] ids) 4: { 5: Object p = null; 6:  7: EntityType ospaceType = ctx.MetadataWorkspace.GetItems<EntityType>(DataSpace.OSpace).SingleOrDefault(x => x.FullName == type.FullName); 8:  9: List<String> idProperties = ospaceType.KeyMembers.Select(k => k.Name).ToList(); 10:  11: List<EntityKeyMember> members = new List<EntityKeyMember>(); 12:  13: EntitySetBase collection = ctx.MetadataWorkspace.GetEntityContainer(ctx.DefaultContainerName, DataSpace.CSpace).BaseEntitySets.Where(x => x.ElementType.FullName == type.FullName).Single(); 14:  15: for (Int32 i = 0; i < ids.Length; ++i) 16: { 17: members.Add(new EntityKeyMember(idProperties[i], ids[i])); 18: } 19:  20: EntityKey key = new EntityKey(String.Concat(ctx.DefaultContainerName, ".", collection.Name), members); 21:  22: if (ctx.TryGetObjectByKey(key, out p) == true) 23: { 24: return (p); 25: } 26:  27: return (p); 28: } 29:  30: public static T Load<T>(this ObjectContext ctx, params Object[] ids) 31: { 32: return ((T)Load(ctx, typeof(T), ids)); 33: } 34: } This will work with both single-property primary keys or with multiple, but you will have to supply each of the corresponding values in the appropriate order. Hope you find this useful!

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  • How to fix out the error dpkg: error processing colord (--configure):

    - by ranjitpradhan
    I have upgrade my ubuntu from 11.10 to 12.04. at last i can found that when i tries to install some packages it shows a error. after reading some blog i tried to fix that error by "sudo dpkg --configure -a". but when i run this command it show another error this Setting up colord (0.1.16-2) ... useradd: cannot lock /etc/passwd; try again later. adduser: `/usr/sbin/useradd -d /var/lib/colord -g colord -s /bin/false -u 115 colord' returned error code 1. Exiting. dpkg: error processing colord (--configure): subprocess installed post-installation script returned error exit status 1 Setting up whoopsie (0.1.32) ... useradd: cannot lock /etc/passwd; try again later. adduser: `/usr/sbin/useradd -d /nonexistent -g whoopsie -s /bin/false -u 115 whoopsie' returned error code 1. Exiting. dpkg: error processing whoopsie (--configure): subprocess installed post-installation script returned error exit status 1 Setting up lightdm (1.2.1-0ubuntu1) ... Adding system user `lightdm' (UID 115) ... Adding new user `lightdm' (UID 115) with group `lightdm' ... useradd: cannot lock /etc/passwd; try again later. adduser: `/usr/sbin/useradd -d /var/lib/lightdm -g lightdm -s /bin/false -u 115 lightdm' returned error code 1. Exiting. dpkg: error processing lightdm (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of ubuntu-desktop: ubuntu-desktop depends on lightdm; however: Package lightdm is not configured yet. dpkg: error processing ubuntu-desktop (--configure): dependency problems - leaving unconfigured Errors were encountered while processing: colord whoopsie lightdm ubuntu-desktop what can i do now ?

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  • Which version management design methodology to be used in a Dependent System nodes?

    - by actiononmail
    This is my first question so please indicate if my question is too vague and not understandable. My question is more related to High Level Design. We have a system (specifically an ATCA Chassis) configured in a Star Topology, having Master Node (MN) and other sub-ordinate nodes(SN). All nodes are connected via Ethernet and shall run on Linux OS with other proprietary applications. I have to build a recovery Framework Design so that any software entity, whether its Linux, Ramdisk or application can be rollback to previous good versions if something bad happens. Thus I think of maintaining a State Version Matrix over MN, where each State(1,2....n) represents Good Kernel, Ramdisk and application versions for each SN. It may happen that one SN version can dependent on other SN's version. Please see following diagram:- So I am in dilemma whether to use Package Management Methodology used by Debian Distributions (Like Ubuntu) or GIT repository methodology; in order to do a Rollback to previous good versions on either one SN or on all the dependent SNs. The method should also be easier for upgrading SNs along with MNs. Some of the features which I am trying to achieve:- 1) Upgrade of even single software entity is achievable without hindering others. 2) Dependency checks must be done before applying rollback or upgrade on each of the SN 3) User Prompt should be given in case dependency fails.If User still go for rollback, all the SNs should get notification to rollback there own releases (if required). 4) The binaries should be distributed on SNs accordingly so that recovery process is faster; rather fetching every time from MN. 5) Release Patches from developer for bug fixes, feature enhancement can be applied on running system. 6) Each version can be easily tracked and distinguishable. Thanks

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  • Reflection velocity

    - by MindSeeker
    I'm trying to get a moving circular object to bounce (elastically) off of an immovable circular object. Am I doing this right? (The results look right, but I hate to trust that alone, and I can't find a tutorial that tackles this problem and includes the nitty gritty math/code to verify what I'm doing). If it is right, is there a better/faster/more elegant way to do this? Note that the object (this) is the moving circle, and the EntPointer object is the immovable circle. //take vector separating the two centers <x, y>, and then get unit vector of the result: MathVector2d unitnormal = MathVector2d(this -> Retxpos() - EntPointer -> Retxpos(), this -> Retypos() - EntPointer -> Retypos()).UnitVector(); //take tangent <-y, x> of the unitnormal: MathVector2d unittangent = MathVector2d(-unitnormal.ycomp, unitnormal.xcomp); MathVector2d V1 = MathVector2d(this -> Retxvel(), this -> Retyvel()); //Calculate the normal and tangent vector lengths of the velocity: (the normal changes, the tangent stays the same) double LengthNormal = DotProduct(unitnormal, V1); double LengthTangent = DotProduct(unittangent, V1); MathVector2d VelVecNewNormal = unitnormal.ScalarMultiplication(-LengthNormal); //the negative of what it was before MathVector2d VelVecNewTangent = unittangent.ScalarMultiplication(LengthTangent); //this stays the same MathVector2d NewVel = VectorAddition(VelVecNewNormal, VelVecNewTangent); //combine them xvel = NewVel.xcomp; //and then apply them yvel = NewVel.ycomp; Note also that this question is just about velocity, the position code is handled elsewhere (in other words, assume that this code is implemented at the exact moment that the circles begin to overlap). Thanks in advance for your help and time!

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  • How to choose between Tell don't Ask and Command Query Separation?

    - by Dakotah North
    The principle Tell Don't Ask says: you should endeavor to tell objects what you want them to do; do not ask them questions about their state, make a decision, and then tell them what to do. The problem is that, as the caller, you should not be making decisions based on the state of the called object that result in you then changing the state of the object. The logic you are implementing is probably the called object’s responsibility, not yours. For you to make decisions outside the object violates its encapsulation. A simple example of "Tell, don't Ask" is Widget w = ...; if (w.getParent() != null) { Panel parent = w.getParent(); parent.remove(w); } and the tell version is ... Widget w = ...; w.removeFromParent(); But what if I need to know the result from the removeFromParent method? My first reaction was just to change the removeFromParent to return a boolean denoting if the parent was removed or not. But then I came across Command Query Separation Pattern which says NOT to do this. It states that every method should either be a command that performs an action, or a query that returns data to the caller, but not both. In other words, asking a question should not change the answer. More formally, methods should return a value only if they are referentially transparent and hence possess no side effects. Are these two really at odds with each other and how do I choose between the two? Do I go with the Pragmatic Programmer or Bertrand Meyer on this?

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  • Should this code/logic be included in Business Objects class or a separate class?

    - by aspdotnetuser
    I have created a small application which has a three tier architecture and I have business object classes to represent entities such as User, Orders, UserType etc. In these classes I have methods that are executed when the Constuctor method of, for example, User is called. These methods perform calculations and generate details that setup data for attributes that are part of each User object. Here is the structure for the project in Visual Studio: Here is some code from the business object class User.cs: Public Class User { public string Name { get; set; } public int RandomNumber { get; set; } etc public User { Name = GetName(); RandomNumber = GetRandomNumber(); } public string GetName() { .... return name; } public int GetRandomNumber() { ... return randomNumber; } } Should this logic be included in the Business Object classes or should it be included in a Utilities class of some kind? Or in the business rules?

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  • Get Func-y

    - by PhubarBaz
    I was working on a Windows form app and needed a way to call out to a service without blocking the UI. There are a lot of ways to do this but I came up with one that I thought was pretty simple. It utilizes the System.Func<> generic class, which is basically a way to create delegates using generics. It's a lot more compact and simpler than creating delegates for each method you want to call asynchronously. I wanted to get it down to one line of code, but it was a lot simpler to use three lines.In this case I have a MyServiceCall method that takes an integer parameter and returns a ServiceCallResult object.public ServiceCallResult MyServiceCall(int param1)...You start by getting a Func<> object for the method you want to call, in this case MyServiceCall. Then you call BeginInvoke() on the Func passing in the parameter. The two nulls are parameters BeginInvoke expects but can be ignored here. BeginInvoke returns an IAsyncResult object that acts like a handle to the method call. Finally to get the value you call EndInvoke on the Func passing in the IAsyncResult object you got back from BeginInvoke.Func<int, ServiceCallResult> f = MyServiceCall;IAsyncResult async = f.BeginInvoke(23, null, null);ServiceCallResult result = f.EndInvoke(async);Doing it this way fires off a new thread that calls the MyServiceCall() method. This leaves the main application thread free to update the UI while the method call is running so it doesn't become unresponsive.

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  • Lubuntu 13.04, kernel still 3.8.0-32-generic

    - by Blue Ice
    My question is very similar to Ubuntu 13.10, kernel still 3.8.0-31-generic. Recently was updating to Saucy and the ethernet cable got unplugged. So I decided to run Software Update again, to reinstall files. It returned that "everything is up to date". But according to these command-line searches, that is incorrect. How can I install Saucy now safely from the command line? sudo apt-get install lubuntu-desktop Reading package lists... Done Building dependency tree Reading state information... Done lubuntu-desktop is already the newest version. The following package was automatically installed and is no longer required: linux-image-extra-3.8.0-19-generic Use 'apt-get autoremove' to remove it. 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. sudo apt-get dist-upgrade Reading package lists... Done Building dependency tree Reading state information... Done Calculating upgrade... Done 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. sudo apt-get update Get:1 http://extras.ubuntu.com raring Release.gpg [72 B] Hit http://extras.ubuntu.com raring Release Get:2 http://az-1.hpcloud.mirror.websitedevops.com raring Release.gpg Hit http://extras.ubuntu.com raring/main Sources Hit http://extras.ubuntu.com raring/main i386 Packages Get:3 http://az-1.hpcloud.mirror.websitedevops.com raring-updates Release.gpg Get:4 http://az-1.hpcloud.mirror.websitedevops.com raring-backports Release.gpg Get:5 http://az-1.hpcloud.mirror.websitedevops.com raring-security Release.gpg Get:6 http://az-1.hpcloud.mirror.websitedevops.com raring Release Ign http://extras.ubuntu.com raring/main Translation-en_US Ign http://extras.ubuntu.com raring/main Translation-en Hit http://ppa.launchpad.net raring Release.gpg Ign http://az-1.hpcloud.mirror.websitedevops.com raring Release E: GPG error: http://az-1.hpcloud.mirror.websitedevops.com raring Release: The following signatures were invalid: NODATA 1 NODATA 2 lsb_release -rd Description: Ubuntu 13.04 Release: 13.04 uname -r 3.8.0-32-generic

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  • CCMoveBy values on update()

    - by Jose M Pan
    Hope you can help me. This is my problem: I have a scheduled update, here I track the movements of my objects (sprites), I move them with CCMoveBy, and I need to constantly update the zOrder. For setting the zOrder I've made a setZOrder(), which it takes the actual position of the sprite. And here is the problem, I get all the X and Y values AFTER the object is in the target. I know I get the values after the object is in the new position because I've made a CCLog. I can read all the values from the sprite, only when it's in the new position, so everything is well sorted only when the objects are not moving. How can I get the CCMoveBy values on every tick update? (or how can I get the CCMoveBy values in "real-time"?) Thanks a lot in advance, Here is an idea of my code. this->schedule(schedule_selector(Game::update)); void Game::update(float dt) { setZOrder(); moveObjects(); } void Game::setZOrder() { //This function takes the X and Y position and the row and column where the sprite is. Is working good. But I'm getting the "move" action values, after the object is in place. } void Game::moveObjects() { for (i=0; i < numChildren; i++) { CCActionInterval* move = CCMoveBy::create(targetPoint, time); object[i]->runAction(move); } }

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  • Efficiency of iterators and alternatives? [migrated]

    - by user48037
    I have the following code for my game tiles: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { for (it = gameTiles[x][y].tiles.begin() ; it != gameTiles[x][y].tiles.end(); ++it) {}}} tiles is: struct Game_Tile { // More specific object types will be added here eventually vector<GameObject_Tile*> tiles; }; My problem is that if I change the vector to just be a single GameObject_Tile* instead and remove the iterator line in the loop I go from about 200fps to 450fps. Some context: The vector/pointer only contains one object in both scenarios. I will eventually need to store multiple, but for testing I just set it to a single pointer. The loop goes through 2,300 objects each frame and draws them. I would like to point out that if I remove the Draw (not seen int he example) method, I gain about 30 frames in both scenarios, the issue is the iteration. So I am wondering why having this as a vector being looped through by an iterator (to get at a single object) is costing me over 200 frames when compared to it being a single pointer? The 200+ frames faster code is: std::vector<GameObject_Tile*>::iterator it; for(int y = 0; y < GAME_TILES_Y; y++) { for(int x = 0; x < GAME_TILES_X; x++) { //gameTiles[x][y].tiles is used as a pointer here instead of using *it }} tiles is: struct Game_Tile { // More specific object types will be added here eventually GameObject_Tile* tiles; };

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  • What are the design principles that promote testable code? (designing testable code vs driving design through tests)

    - by bot
    Most of the projects that I work on consider development and unit testing in isolation which makes writing unit tests at a later instance a nightmare. My objective is to keep testing in mind during the high level and low level design phases itself. I want to know if there are any well defined design principles that promote testable code. One such principle that I have come to understand recently is Dependency Inversion through Dependency injection and Inversion of Control. I have read that there is something known as SOLID. I want to understand if following the SOLID principles indirectly results in code that is easily testable? If not, are there any well-defined design principles that promote testable code? I am aware that there is something known as Test Driven Development. Although, I am more interested in designing code with testing in mind during the design phase itself rather than driving design through tests. I hope this makes sense. One more question related to this topic is whether it's alright to re-factor an existing product/project and make changes to code and design for the purpose of being able to write a unit test case for each module?

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  • ???????????! Java EE 6???????????????/???????!!????UFJ????????????????????????Java EE 6??????JavaOne Tokyo 2012?????|WebLogic Channel|??????

    - by ???02
    ??UFJ?????????????????????????IT??????? ?????????UFJ?????????/????????2007?7????????????JavaEE5?????????Java EE??????????????????????2012?4???????JavaOne Tokyo 2012??????????Java EE 6?????????????????????????Java EE 6???????????????????????????????????????????Java EE 6???????"??????????????"???????????????????????????????????(???)Java EE 6?????????·?????????????????UFJ??????????????? IT??????? ???????? ???????????????????Java EE????????????????????J2EE 1.4??????????????????????????????(EoD:Ease of Development)?????????????????????2006??????Java EE 5?????????·??????????????????????EoD????????????????Java EE 5????????????????????????????Java Servlet?JavaServer Faces(JSF)?????????????API?EoD????????????Dependency Injection(DI???????)?Aspect Oriented Programming(AOP???????????????)???????????????RESTful Web?????API???????????????? ????????????????2009?12?????????????Java EE 6??????Java EE 6???????????????·??????????????????????????????????????????????????·??????????????????????????????????????????????????????Java EE 6????????????????????????Java EE??????Java EE 6???????????? Java EE 6????1?????????????????????????????????????Java EE 6???JSF??????1.2??2.0??????????????JSF 1.2?????????????????????????????????????????????????????????????????????????????????JSF 2.0??????????????????????????????????(???)????????Ajax??????????????????????????????????????????????????????JSF????????????????UI?????????????????(?????)?????HTML???JSF???????????HTML?JSF????????????(?)???????????????JSF 2.0???????????? ???EJB??????3.0??3.1??????????EJB 3.1???????EoD???????????????????????????????????????Singleton??????????Session Bean????????????Java Persistence API(JPA)??????1.0??2.0????????????????????(?????)?????????????? ???????Java EE 6???????API???/???????????????Java EE 6?????"?????"???????Contexts and Dependency Injection(CDI) 1.0?????????JSF?EJB?JPA???????????DI?????????????????????Java EE 5???DI????????Java EE?????????????????????????????CDI??????????JavaBeans????DI???????????????????CDI??????????????????·?????????????1???????????????(???????)?????????????????????????????????·??????? ??????????API?????1??????????Java API for RESTful Web Services(JAX-RS) 1.1?????????????????Java?RESTful Web????????????API?????????2???????1???SOAP????Web??????????????????????????????????????????????????1???Web??????????JavaScript????·???·???????????????????JAX-RS??? ????????????????????Java EE 6?????????????????????????EoD???????:???????JSF?????????????????????????:?????????API?????????????????????????????????????API?Java EE????????????????????????????????EJB?????EAR???????????WAR??????????????????????????????:JNDI????????????(?????)????????????Java EE 6??????????????????????! ?????????????·???????????????????????????Java EE 6??????????Java EE 5????????????????????????????????????????????Web?????????????????????Model/View/Controller(MVC)???????????????????????????(1)HTML?JSF???????????(JSF 2.0???)(2)????UI????????????????(JSF 2.0???)(3)JavaScript+JAX-RS?????????MVC????(1)HTML?JSF???????????(JSF 2.0???)(2)????UI????????????????(JSF 2.0???)(3)JavaScript+JAX-RS????? ??????(3)JavaScript+JAX-RS???????????????????????????????????·??????????·???????????????????????????????????????????????????????????(???)?????? ???????????3?????(3????)??????????????????3?????????????????????????????????????????????????????????????????????????????/????????????????????????????????????????????????????????·??????????????????????????????????????? ??????????????3??????????????????????????????????????????????????????????????????????????????????????????Java EE 6???CDI????????????·???(JSF?EJB?JPA)??????????????????????EJB??????WAR?????????????????????????????????????????????????????????????????????????????????????????????????? Java EE 6?????????????? ???????????????????????????????(?????·???????)???????Java EE 6???????????????????????????????????????????????·?????????????????????????Java EE 6???????????????????????API????????????????????????????????????·????????Java EE 6??????? ????Java EE 6????????????????????????????????Java EE 6???????????????????????Java EE 6??????????????????????????????????????????????Java EE 6???????????????????????????

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