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  • How to Access a Private Variable?

    - by SoulBeaver
    This question isn't meant to sound as blatantly insulting as it probably is right now. This is a homework assignment, and the spec sheet is scarce and poorly designed to say the least. We have a function: double refuel( int liter, GasStation *gs ) { // TODO: Access private variable MaxFuel of gs and decrement. } Sound simple enough? It should be, but the class GasStation comes with no function that accesses the private variable MaxFuel. So how can I access it anyway using the function refuel? I'm not considering creating a function setFuel( int liter ) because the teacher always complains rather energetically if I change his specification. So... I guess I have to do some sort of hack around it, but I'm not sure how to go about this without explicitely changing the only function in GasStation and giving it a parameter so that I can call it here. Any hints perhaps?

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  • openssl ssl encryption

    - by deddihp
    Hello, I want to discuss about openssl write and read method. Assume I have an data structure like below: /-----------------------------------------------------\ | my_header | PAYLOAD | \-----------------------------------------------------/ | | \ / \ / not encrypted encrypted I think the proper algorithm would be like this : SEND: build my_header with my own header. encrypt PAYLOAD with encryption function attach my_header and PAYLOAD (encrypted) to one buffer send it using common POSIX function just like send or sendto RECV: using common POSIX function just like recv or recvfrom. extract my_header and PAYLOAD(encrypted) decrypt PAYLOAD with decryption function at last i got my_header and PAYLOAD(decrypted). How is your approach if you face a problem like above. Since openssl encrypt all of data that is sent to SSL_write function (CMIIW). Thanks

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  • How to setup passwordless SSH access for root user

    - by Cerin
    I need to configure a machine so software installation can be automated remotely via SSH. Following the wiki, I was able to setup SSH keys so my user can access the machine without a password, but I still need to manually enter my password when I use sudo, which obviously an automated process shouldn't have to do. Although my /etc/ssh/sshd_config has PermitRootLogin yes, I can't seem to be able to login as root, presumably because it's not a "real" account with a separate password. How do I configure SSH keys, so a process can remotely login as root on Ubuntu?

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  • Lenovo IdeaPad P400 - Disabling the annoying requirement for the Fn key to use F1-F12

    - by Yon
    On Lenovo laptops, in order to use F5 you need to press Fn-F5 (same with F1-F12). It's really annoying and I'd like to reverse the situation. On Windows, a Lenovo driver could help: http://forums.lenovo.com/t5/ThinkPad-Edge-S-series/Disable-Fn-Keys-E420/td-p/803609 How can I resolve this on Ubuntu 12.04? I couldn't find Lenovo drivers for Linux. UPDATE: Found a peculiar solution for this on Windows. Can anyone recommend a good equivalent for Xubuntu: http://forums.lenovo.com/t5/IdeaPad-Y-U-V-Z-and-P-series/How-do-you-reset-the-function-keys-on-a-P500-ideapad-to-legacy/td-p/958995

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  • How to change the terminal to SCO compliant

    - by kaushik
    I have a server in which SCO 5.x is installed. I have several thin clients which were supplied from our head office. Those thin clients have linux pre-installed in them. When we tried to connect to our SCO server, we have found out that the thin client does not support SCO terminal type. So the program (Which is written in Oracle forms) is not working correctly. Lots of function keys stopped working and screen also not getting refreshed correctly. Hence we decided to use Ubuntu Live USB keys in thin clients. Now the problem is how can we change the terminal type to SCO in ubuntu ? Means I want it in the text terminal (Alt+Ctrl+F1,F2...) (Not in xterm...graphical terminal emulators). Does ubuntu support SCO terminal type ?

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  • How to change keyboard layout?

    - by swedishhh
    I'm on ubuntu 12.04. Recently I bought a cheap apple style bluetooth keyboard. It pairs OK. I paired it with the current 102 key still attached. Anyway I noticed that the character mapping is incorrect. Most keys do not type anything - some keys on the right (k, l, ;') etc give numbers, but that's about it. So I rebooted, with 102 kbd unattached, and the bluetooth keyboard on, ready to connect. After boot at the login screen, the bluetooth keyboard had paired. I typed my password, and it logged in fine!! However after the user login was complete it reverted to the broken behaviour. A glance at the layout chart shows ubuntu thinks I still have the 102 layout, even though it remained disconnected. Any ideas? Thanks, Dave

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  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

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  • Could someone help me understand SQL TDE Database encryption?

    - by SLC
    I don't quite follow how it works. According to the MSDN Article there is a big hierarchy of keys protecting other keys and passwords. At some point the database is encrypted. You query the database which is encrypted, and it works seamlessly. If you're able to simply connect to the database as normal and not have to worry about any of the encryption from a developer point of view, how exactly is it secure? Surely anyone can simply connect and do select * from x and the data is revealed. Sorry my question is a bit scattered, I am just very confused by the article.

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  • .delegate equivalent of an existing .live method in jQuery 1.4.2

    - by kim3er
    I have an event handler bound to the hover event using the .live method, which is below: $(".nav li").hover(function () { $(this).addClass("hover"); }, function () { $(this).removeClass("hover"); }); It is important to note, that I require both functions within the handler to ensure synchronisation. Is it possible to rewrite the function using .delegate, as the following does not work? $(".nav").delegate("li", "hover", function () { $(this).addClass("hover"); }, function () { $(this).removeClass("hover"); }); Rich

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  • How do I clear xmodmap settings?

    - by Wayne Werner
    Exactly what the title asks. How do I clear xmodmap settings? I have an IBM model M, and somehow xkeycaps got it into its head that my "End" key was not any key at all. xev reports keypresses when I use it, so I know the event is being generated by the keyboard. Also, xkeycaps thinks that my arrow keys are all wonky, and apparently the scrollbar is broken so it only scrolls down - so I can't scroll up to find an IBM keyboard that just maybe is close to my map so I can fix my keys. So I'm trying to reset my keyboard to the default settings, but the xmodmap manpage is woefully devoid of "reset all" or "clear all" or anything of that nature (that I was able to find). Help would be greatly appreciated!

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  • getSelection() by Double Click or manual selection is not the same

    - by sanceray3
    Hi all, I allow me to ask a question, because I have a little probleme with an function which returns me the parent of a selection. $('input[type=button].btn_transform').click(function(){ var selectionObj = getSelected();//Function which gives me selection var theParent=selectionObj.anchorNode.parentNode; alert (theParent); }) For example with this sentence : "the cat is <strong>gray</strong>." If I select manually the word "gray" and click on my button, the function returns me [object HTMLSpanElement]. But if I select the same word by double clicking, the function returns me [object HTMLParagraphElement]. Do you know why ? Thanks a lot.

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  • jQuery validation plugin doesn't work for me

    - by Idsa
    I have the following code to enable validation work: $(document).ready(function() { $("#eventForm").validate({ rules: { startDate: "required", startTime: "required", endDate: { required: function (element) { var endTimeValue = $('#endTime').val(); return (endTimeValue != null && endTimeValue != ''); } }, endTime: { required: function (element) { var endDateValue = $('#endDate').val(); return (endDateValue != null && endDateValue != ''); } } }, messages: { startDate: "Please enter event local start date", startTime: "Please enter event local start time" }, errorPlacement: function (error, element) { error.appendTo(element.parent().next()); }, submitHandler: function (form) { var options = { dataType: 'json', success: eventCreationSuccess, error: eventCreationError }; alert('submit'); //$(form).ajaxSubmit(options); } }); }); But validation plugin doesn't catch submit - default submit is executed. jQuery and validation plugin scripts are imported.

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  • 5 Things SQL Server should get rid of

    - by Jonathan Kehayias
    Paul Randal ( blog | twitter ) started a new meme last night with his blog post " What 5 things should SQL Server get rid of? " A few bloggers have posted their top 5 lists, so here is mine. Creating Foreign Keys without mentioning Indexes This is probably a performance tuning consultants favorite.  I know that Greg Low has blogged about this in the past (see Indexing Foreign Keys - should SQL Server do that automatically? ) and back then, and now I still do think this should be an...(read more)

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • New ZFS Encryption features in Solaris 11.1

    - by darrenm
    Solaris 11.1 brings a few small but significant improvements to ZFS dataset encryption.  There is a new readonly property 'keychangedate' that shows that date and time of the last wrapping key change (basically the last time 'zfs key -c' was run on the dataset), this is similar to the 'rekeydate' property that shows the last time we added a new data encryption key. $ zfs get creation,keychangedate,rekeydate rpool/export/home/bob NAME PROPERTY VALUE SOURCE rpool/export/home/bob creation Mon Mar 21 11:05 2011 - rpool/export/home/bob keychangedate Fri Oct 26 11:50 2012 local rpool/export/home/bob rekeydate Tue Oct 30 9:53 2012 local The above example shows that we have changed both the wrapping key and added new data encryption keys since the filesystem was initially created.  If we haven't changed a wrapping key then it will be the same as the creation date.  It should be obvious but for filesystems that were created prior to Solaris 11.1 we don't have this data so it will be displayed as '-' instead. Another change that I made was to relax the restriction that the size of the wrapping key needed to match the size of the data encryption key (ie the size given in the encryption property).  In Solaris 11 Express and Solaris 11 if you set encryption=aes-256-ccm we required that the wrapping key be 256 bits in length.  This restriction was unnecessary and made it impossible to select encryption property values with key lengths 128 and 192 when the wrapping key was stored in the Oracle Key Manager.  This is because currently the Oracle Key Manager stores AES 256 bit keys only.  Now with Solaris 11.1 this restriciton has been removed. There is still one case were the wrapping key size and data encryption key size will always match and that is where they keysource property sets the format to be 'passphrase', since this is a key generated internally to libzfs and to preseve compatibility on upgrade from older releases the code will always generate a wrapping key (using PKCS#5 PBKDF2 as before) that matches the key length size of the encryption property. The pam_zfs_key module has been updated so that it allows you to specify encryption=off. There were also some bugs fixed including not attempting to load keys for datasets that are delegated to zones and some other fixes to error paths to ensure that we could support Zones On Shared Storage where all the datasets in the ZFS pool were encrypted that I discussed in my previous blog entry. If there are features you would like to see for ZFS encryption please let me know (direct email or comments on this blog are fine, or if you have a support contract having your support rep log an enhancement request).

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  • how to get additional response in ajax?

    - by udaya
    Hi I am using ajax to showing the error message ...I am getting the values in success: function(msgqq) This is my ajax if want to get another response then how to get ex: I want success: function(msgqq) and success: function(msg) This is my ajax function UserNameAvailablity(inp) { $.ajax({ type: "GET", url: "<?=base_url()?>/system/application/views/ssitAjax.php", cache: false, data: "txtUserName="+inp, success: function(msgqq){ document.getElementById('showErrmessage').innerHTML=msgqq; $("#showErrmessage").html(msgqq); if(txtUserName.value =="") { document.getElementById('txtUserName').focus(); document.getElementById('txtUserName').value=""; } } }); }

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  • How to handle encryption key conflicts when synchronizing data?

    - by Rafael
    Assume that there is data that gets synchronized between several devices. The data is protected with a symmetric encryption algorithm and a key. The key is stored on each device and encrypted with a password. When a user changes the password only the key gets re-encrypted. Under normal circumstances, when there is a good network connection to other peers, the current key gets synchronized and all data on the new device gets encrypted with the same key. But how to handle situations where a new device doesn’t have a network connection and e.g. creates its own new, but incompatible key? How to keep the usability as high as possible under such circumstances? The application could detect that there is no network and hence refuse to start. That’s very bad usability in my opinion, because the application isn’t functional at all in this case. I don’t consider this a solution. The application could ignore the missing network connection and create a new key. But what to do when the application gains a network connection? There will be several incompatible keys and some parts of the underlying data could only be encrypted with one key and other parts with another key. The situation would get worse if there would be more keys than just two and the application would’ve to ask every time for a password when another object that should get decrypted with another key would be needed. It is very messy and time consuming to try to re-encrypt all data that is encrypted with another key with a main key. What should be the main key at all in this case? The oldest key? The key with the most encrypted objects? What if the key got synchronized but not all objects that got encrypted with this particular key? How should the user know for which particular password the application asks and why it takes probably very long to re-encrypt the data? It’s very hard to describe encryption “issues” to users. So far I didn’t find an acceptable solution, nor some kind of generic strategy. Do you have some hints about a concrete strategy or some books / papers that describe synchronization of symmetrically encrypted data with keys that could cause conflicts?

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  • Problem with text deletion in vi editor

    - by user184256
    When I am writing C code on the vi editor, I am not able to use the backspace keys or my arrow keys to delete or navigate through lines. Some unexpected special characters occur on the screen that is on middle of my code and I am not able to delete them also. If I use my delete key, the whole code gets deleted. I have tried both insert mode using 'i' and 'a'. I am able to manage this situation for C programming by using the text editors but when I am creating LeX and yacc programs, I find this awkward. Can you please help me with this?

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  • jQuery getScript and Google Maps API Problem

    - by k0ni
    HI I got a problem with loading the google maps api. I got my own object with a function that initializes the map, and the google maps api gets loaded via jquery.getscript. but i always get an error message in the callback function: var MyGMap = { GMapScriptURL: "http://maps.google.com/maps?file=api&v=2&async=2&key=", Map: null, Geocoder: null, InitiazlizeMaps: function () { if (GBrowserIsCompatible()) { this.Map = new GMap2(document.getElementById("map_canvas")); this.Map.setCenter(new GLatLng(37.4419, -122.1419), 13); this.Geocoder = new GClientGeocoder(); } } } $(function(){ var CurrentKey = "MY_KEY"; $.getScript(MyGMap.GMapScriptURL + CurrentKey, function () { MyGMap.InitiazlizeMaps(); // throws GMap2 is undefined }); }); whats wrong? why is this not running?

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  • How can I get jQuery to perform a synchronous, rather than asynchronous, AJAX request?

    - by Artem Tikhomirov
    Hello. I have a javascript widget witch provides standard extension points. One of them is the beforecreate function. It should return false to prevent an item from being created. I've added an AJAX call into this function using jQuery: beforecreate: function(node,targetNode,type,to) { jQuery.get('http://example.com/catalog/create/' + targetNode.id + '?name=' + encode(to.inp[0].value), function(result) { if(result.isOk == false) alert(result.message); }); } But I want to prevent my widget from creating the item, so I should return false in the mother-function, not in the callback. Is there any way to perform a synchronized AJAX request using jQuery or any other API? Thanks.

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  • PHP MVC Framework Structure

    - by bigstylee
    I am sorry about the amount of code here. I have tried to show enough for understanding while avoiding confusion (I hope). I have included a second copy of the code at Pastebin. (The code does execute without error/notice/warning.) I am currently creating a Content Management System while trying to implement the idea of Model View Controller. I have only recently come across the concept of MVC (within the last week) and trying to implement this into my current project. One of the features of the CMS is dynamic/customisable menu areas and each feature will be represented by a controller. Therefore there will be multiple versions of the Controller Class, each with specific extended functionality. I have looked at a number of tutorials and read some open source solutions to the MVC Framework. I am now trying to create a lightweight solution for my specific requirements. I am not interested in backwards compatibility, I am using PHP 5.3. An advantage of the Base class is not having to use global and can directly access any loaded class using $this->Obj['ClassName']->property/function();. Hoping to get some feedback using the basic structure outlined (with performance in mind). Specifically; a) Have I understood/implemented the concept of MVC correctly? b) Have I understood/implemented Object Orientated techniques with PHP 5 correctly? c) Should the class propertise of Base be static? d) Improvements? Thank you very much in advance! <?php /* A "Super Class" that creates/stores all object instances */ class Base { public static $Obj = array(); // Not sure this is the correct use of the "static" keyword? public static $var; static public function load_class($directory, $class) { echo count(self::$Obj)."\n"; // This does show the array is getting updated and not creating a new array :) if (!isset(self::$Obj[$class]) && !is_object(self::$Obj[$class])) //dont want to load it twice { /* Locate and include the class file based upon name ($class) */ return self::$Obj[$class] = new $class(); } return TRUE; } } /* Loads general configuration objects into the "Super Class" */ class Libraries extends Base { public function __construct(){ $this->load_class('library', 'Database'); $this->load_class('library', 'Session'); self::$var = 'Hello World!'; //testing visibility /* Other general funciton classes */ } } class Database extends Base { /* Connects to the the database and executes all queries */ public function query(){} } class Session extends Base { /* Implements Sessions in database (read/write) */ } /* General functionality of controllers */ abstract class Controller extends Base { protected function load_model($class, $method) { /* Locate and include the model file */ $this->load_class('model', $class); call_user_func(array(self::$Obj[$class], $method)); } protected function load_view($name) { /* Locate and include the view file */ #include('views/'.$name.'.php'); } } abstract class View extends Base { /* ... */ } abstract class Model extends Base { /* ... */ } class News extends Controller { public function index() { /* Displays the 5 most recent News articles and displays with Content Area */ $this->load_model('NewsModel', 'index'); $this->load_view('news', 'index'); echo $this->var; } public function menu() { /* Displays the News Title of the 5 most recent News articles and displays within the Menu Area */ $this->load_model('news/index'); $this->load_view('news/index'); } } class ChatBox extends Controller { /* ... */ } /* Lots of different features extending the controller/view/model class depending upon request and layout */ class NewsModel extends Model { public function index() { echo $this->var; self::$Obj['Database']->query(/*SELECT 5 most recent news articles*/); } public function menu() { /* ... */ } } $Libraries = new Libraries; $controller = 'News'; // Would be determined from Query String $method = 'index'; // Would be determined from Query String $Content = $Libraries->load_class('controller', $controller); //create the controller for the specific page if (in_array($method, get_class_methods($Content))) { call_user_func(array($Content, $method)); } else { die('Bad Request'. $method); } $Content::$var = 'Goodbye World'; echo $Libraries::$var . ' - ' . $Content::$var; ?> /* Ouput */ 0 1 2 3 Goodbye World! - Goodbye World

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  • JQuery: Specify placement of error messages inline using Metadata and Validate plugins

    - by jalperin
    I'm doing form validation using JQuery with the validate and metadata plugins. I'm using the metadata plugin so I can specify the rules and messages inline in the html form instead of in the javascript in the page . I'm getting an error when I try to specify the location of the error message using errorPlacement. (If I specify it in the section it works fine, but not if I specify it inline.) Here's what my html looks like: <input name="list" id="list1" type="checkbox" validate="{required:true, minlength:1, messages:{required:'Please select at least one newsletter.', minlength:'Please select at least one newsletter.'}, errorPlacement: function(error, element) { error.appendTo('#listserror');} }"> As reported by the validate debug function, the error is: "error.appendTo is not a function." It works fine if I specify it in the section like this: $().ready(function() { $("#subscribeForm").validate({ errorPlacement: function(error, element) { if (element.attr("name") == "list" ) error.appendTo("#listserror"); else error.insertAfter(element); } }); });

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  • How to make a player stay within bounds of world with 2D Camera

    - by Craig
    Im creating a simple top down survival game. At the moment, i have the sprite which is a ship and moves by rotating left or right then going forward in that direction. I have implemented a 2D camera, its always centered on the player. However, when i move towards the bounds of the world that the sprite is in it just keeps on going :( How to i sort it that it stops at the edge of the world and cant go beyond it? Cheers :) Below is the main game class using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; //tried world bounds here if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } } my 2d camera class using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace GamesCoursework_1 { public class Camera2d { protected float _zoom; // Camera Zoom public Matrix _transform; // Matrix Transform public Vector2 _pos; // Camera Position protected float _rotation; // Camera Rotation public int _viewportWidth, _viewportHeight; // viewport size public Camera2d(int ViewportWidth, int ViewportHeight) { _zoom = 1.0f; _rotation = 0.0f; _pos = Vector2.Zero; _viewportWidth = ViewportWidth; _viewportHeight = ViewportHeight; } // Sets and gets zoom public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < 0.1f) _zoom = 0.1f; } // Negative zoom will flip image } public float Rotation { get { return _rotation; } set { _rotation = value; } } // Auxiliary function to move the camera public void Move(Vector2 amount) { _pos += amount; } // Get set position public Vector2 Pos { get { return _pos; } set { _pos = value; } } public Matrix get_transformation(GraphicsDevice graphicsDevice) { _transform = // Thanks to o KB o for this solution Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } } }

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  • Plurality [Sci-Fi Video]

    - by Asian Angel
    It is the year 2023 in New York City and the Bentham Grid has been online for two years. All that you are is tied to your DNA signature and no cash, ID cards, or keys are required now. Things run smoothly until multiple versions of people start showing up…and then it all starts to fall apart. PLURALITY [via Geeks are Sexy] HTG Explains: How Antivirus Software Works HTG Explains: Why Deleted Files Can Be Recovered and How You Can Prevent It HTG Explains: What Are the Sys Rq, Scroll Lock, and Pause/Break Keys on My Keyboard?

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  • Difficulty with MooTools Class.extend

    - by Erin Drummond
    Consider the following code: var Widget = new Class({ Implements: [Options], options: { "name" : "BaseWidget" }, initialize: function(options) { alert("Options are: " + JSON.stringify(options)); //alerts "Options are: undefined" this.setOptions(options); alert("My options are: " + JSON.stringify(this.options)); //alerts "My options are: { 'name' : 'BaseWidget' }" }, getName: function() { return this.options.name; } }); var LayoutWidget = Widget.extend({ initialize: function() { this.parent({ "name" : "Layout" }); } }); alert(new LayoutWidget().getName()); //alerts "BaseWidget" I am having difficulty in determining why the argument passed in the "this.parent()" call in "initialize" function of LayoutWidget is coming through as "undefined" in the initialize function of Widget. I am using MooTools 1.2.2. Would somebody be able to point me in the right direction?

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