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  • How does process priority influence a process

    - by Luis Alvarado - The Wolverine
    Assuming we have read the following question: Change niceness (priority) of a running process and we know about root, non-root permissions: What actually happens when a running process (Through renice) or a new process (Through nice) gets its priority changed to a positive/negative value it previously had. Does it mean more memory is assign to it? Does more CPU power go to that particular process? Does it reduce any timing for resources for that process? What happens when the process priority change?

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  • lightspark in Firefox doesn't show up

    - by user70105
    I have installed LightSpark Flash Player alternative from what is called the official PPA: https://launchpad.net/~sparkers/+archive/ppa (I mean, I added this repository and then sudo apt-get install lightspark). But Firefox doesn't feel it. It looks exacly like when I hadn't installed LightSpark. In "Firefox - Addons - Plugins" there is no new entry. What should I do to really use Lightspark after installing it?

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  • SQL 2008 R2 UK Launch

    - by simonsabin
    Don't forget to register for the SQL Server 2008 R2 Launch event in London on the 15th April. http://www.microsoft.com/uk/techdays/itprodaythursday.aspx Why not make a long weekend of it and do the launch and SQLBits (www.sqlbits.com ) followed by a few days sightseeing in London. We will be opening registration for SQLBits next week but in the mean time get registering for the launch day, from what I understand there are only a few places left. http://www.microsoft.com/uk/techdays/itprodaythursday.aspx

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  • CodePlex Daily Summary for Saturday, November 27, 2010

    CodePlex Daily Summary for Saturday, November 27, 2010Popular ReleasesMahTweets for Windows Phone: Nightly 69: Latest nightly for build 69XamlQuery/WPF - The Write Less, Do More, WPF Library: XamlQuery-WPF v1.2 (Runtime, Source): This is the first release of popular XamlQuery library for WPF. XamlQuery has already gained recognition among Silverlight developers.Math.NET Numerics: Beta 1: First beta of Math.NET Numerics. Only contains the managed linear algebra provider. Beta 2 will include the native linear algebra providers along with better documentation and examples.WatchersNET.SiteMap: WatchersNET.SiteMap 01.03.02: Whats NewNew Tax Filter, You can now select which Terms you want to Use.Minecraft GPS: Minecraft GPS 1.1: 1.1 Release New Features Compass! New style. Set opacity on main window to allow overlay of Minecraft.Microsoft All-In-One Code Framework: Visual Studio 2010 Code Samples 2010-11-25: Code samples for Visual Studio 2010Typps (formerly jiffycms) wysiwyg rich text HTML editor for ASP.NET AJAX: Typps 2.9: -When uploading files (not images), through the file uploader and the multi-file uploader, FileUploaded and MultiFileUploaded event handlers were reporting an empty event argument, this is fixed now. -Fixed also url field not updating when uploading a file ( not image)Wii Backup Fusion: Wii Backup Fusion 0.8.5 Beta: - WBFS repair (default) options fixed - Transfer to image fixed - Settings ui widget names fixed - Some little bug fixes You need to reset the settings! Delete WiiBaFu's config file or registry entries on windows: Linux: ~/.config/WiiBaFu/wiibafu.conf Windows: HKEY_CURRENT_USER\Software\WiiBaFu\wiibafu Mac OS X: ~/Library/Preferences/com.wiibafu.wiibafu.plist Caution: This is a BETA version! Errors, crashes and data loss not impossible! Use in test environments only, not on productive syste...Minemapper: Minemapper v0.1.3: Added process count and world size calculation progress to the status bar. Added View->'Status Bar' menu item to show/hide the status bar. Status bar is automatically shown when loading a world. Added a prompt, when loading a world, to use or clear cached images.SQL Monitor: SQL Monitor 1.4: 1.added automatically load sql server instances 2.added friendly wait cursor 3.fixed problem with 4.0 fx 4.added exception handlingSexy Select: sexy select v0.4: Changes in v0.4 Added method : elements. This returns all the option elements that are currently added to the select list Added method : selectOption. This method accepts two values, the element to be modified and the selected state. (true/false)Deep Zoom for WPF: First Release: This first release of the Deep Zoom control has the same source code, binaries and demos as the CodeProject article (http://www.codeproject.com/KB/WPF/DeepZoom.aspx).Simple Service Locator: Simple Service Locator v0.12: The Simple Service Locator is an easy-to-use Inversion of Control library that is a complete implementation of the Common Service Locator interface. It solely supports code-based configuration and is an ideal starting point for developers unfamiliar with larger IoC / DI libraries New features in this release Collections that are registered using RegisterAll<T> can now be injected using automatic constructor injection. A new RegisterAll<T>(params T[]) method overload is added that allows ea...BlogEngine.NET: BlogEngine.NET 2.0 RC: This is a Release Candidate version for BlogEngine.NET 2.0. The most current, stable version of BlogEngine.NET is version 1.6. Find out more about the BlogEngine.NET 2.0 RC here. If you want to extend or modify BlogEngine.NET, you should download the source code. To get started, be sure to check out our installation documentation and the installation screencast. If you are upgrading from a previous version, please take a look at the Upgrading to BlogEngine.NET 2.0 instructions. As this ...NodeXL: Network Overview, Discovery and Exploration for Excel: NodeXL Excel Template, version 1.0.1.156: The NodeXL Excel template displays a network graph using edge and vertex lists stored in an Excel 2007 or Excel 2010 workbook. What's NewThis release adds a feature for aggregating the overall metrics in a folder full of NodeXL workbooks, adds geographical coordinates to the Twitter import features, and fixes a memory-related bug. See the Complete NodeXL Release History for details. Please Note: There is a new option in the setup program to install for "Just Me" or "Everyone." Most people...VFPX: FoxBarcode v.0.11: FoxBarcode v.0.11 - Released 2010.11.22 FoxBarcode is a 100% Visual FoxPro class that provides a tool for generating images with different bar code symbologies to be used in VFP forms and reports, or exported to other applications. Its use and distribution is free for all Visual FoxPro Community. Whats is new? Added a third parameter to the BarcodeImage() method Fixed some minor bugs History FoxBarcode v.0.10 - Released 2010.11.19 - 85 Downloads Project page: FoxBarcodeDotNetAge -a lightweight Mvc jQuery CMS: DotNetAge 1.1.0.5: What is new in DotNetAge 1.1.0.5 ?Document Library features and template added. Resolve issues of templates Improving publishing service performance Opml support added. What is new in DotNetAge 1.1 ? D.N.A Core updatesImprove runtime performance , more stabilize. The DNA core objects model added. Personalization features added that allows users create the personal website, manage their resources, store personal data DynamicUIFixed the PageManager could not move page node bug. ...ASP.NET MVC Project Awesome (jQuery Ajax helpers): 1.3.1 and demos: A rich set of helpers (controls) that you can use to build highly responsive and interactive Ajax-enabled Web applications. These helpers include Autocomplete, AjaxDropdown, Lookup, Confirm Dialog, Popup Form and Pager tested on mozilla, safari, chrome, opera, ie 9b/8/7/6MDownloader: MDownloader-0.15.24.6966: Fixed Updater; Fixed minor bugs;WPF Application Framework (WAF): WPF Application Framework (WAF) 2.0.0.1: Version: 2.0.0.1 (Milestone 1): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Remark The sample applications are using Microsoft’s IoC container MEF. However, the WPF Application Framework (WAF) doesn’t force you to use the same IoC container in your application. You can use ...New ProjectsCommunity Megaphone for Windows Phone: The Official CommunityMegaphone application for Windows Phone. Releases are in XAP format, allowing you to upload the compiled application into a device using the Windows Phone Application Deployment tool. Download the source code to learn how to build Windows Phone applications.Group positioning GPS: this is a project for a subject in the university geographic information systems, its about a group of gadjets that can know the position of the other devices in the same group.IIS HTTPS Binder: On IIS 7 that you can not create more than one HTTPS binding, even though you have more then one SSL certificate and you need HTTPS binding on different hosted websites. If you have one IP address you can bind only one SSL to chosen website. This small application can fix this.Inspired Faith Now Playing: A ClickOnce-deployed desktop application that sits in your application tray and notifies you when any of your favorite Messianic Jewish and Christian artists or songs play on the Inspired Faith online radio station (http://inspiredfaith.org)MA Manager: The goal of this software is to help manage a martial arts school through multiple clients and platforms. This allows instructors to easily track students progress overtime.MathModels: This project contains commonly used algorithm implementations in C# .netMyFlickr API: MyFlickr API is a library for developers allows them to call Flickr API from any .Net Application.NerdOnRails.DynamicProxy: a small dynamic-proxy implementation using the new dynamic object that was introduced with .Net 4.NerdOnRails.Injector: a small dependency injection framework for .netNHyperV: NHyperV is a C# Hyper-V programming model.Power Scheme Switcher: This is a very simple utility that exposes an icon in the system tray and allows you to quickly change the Power Plan Scheme from there. It is developed in c# with Vs 2010(WinForm)rcforms: Custom sharepoint forms exampleRobo Commander: This is a Lego NXT commander developed under Visual Studio. This console will have basic commands and uses the NXT++ libraries. Shared Genomics Project - Workbench Codebase: The Shared Genomics workbench enables a diverse user group of researchers to explore the associations between genetic and other factors in their datasets. It provides a graphical user interface to the analysis functions published in a sister Codeplex project i.e. MPI Codebase.SharePoint 2010 PowerShell v2 reference: This project hosts a complete PowerShell v2 reference for SharePoint 2010.Social PowerFlow: Experiments with PowerWF and the social network - integrating Windows Powershell and Windows Workflow Foundation with Facebook and TwitterTweetSayings: Twitter SayingsXamlQuery/WPF - The Write Less, Do More, WPF Library: XamlQuery/WPF is a lightweight yet powerful library that enables rapid development in WPF. It simplifies several tasks like page/window traversing; finding controls by name, type, style, property value or position in control tree; event handling; animating and much more.XmlDSigEx XML Digital Signature Library: The XmlDSigEx library is an alternative to using the SignedXml classes in the .Net Framework. It addresses some of the shortcomings of the standard types particularly in regards to canonicalisation and the enveloped transform. It is currently under development.Yoi's Online Project: This is online storage for Yovi's project?????? ???? ???: ?????? ???? ?? ????? ??? ?????? ? ??????? ?? ???? ??? ????

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  • Side effect-free interface on top of a stateful library

    - by beta
    In an interview with John Hughes where he talks about Erlang and Haskell, he has the following to say about using stateful libraries in Erlang: If I want to use a stateful library, I usually build a side effect-free interface on top of it so that I can the use it safely in the rest of my code. What does he mean by this? I am trying to think of an example of how this would look, but my imagination and/or knowledge is failing me.

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  • Why are many programmers moving their code to github?

    - by Chibueze Opata
    For the past 6 months or more, I've been seeing many codes hosted at sourceforge.net as well as other hosting sites "Move to GitHub". A mere Google Search with the phrase "Moved to Github" returns several results containing the text moved to github. This is very confusing for me, and I'm wondering, why exactly are people moving? Does it mean that GitHub is better or is there some special advantage I'm not seeing?

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  • How do you calculate UVW coordinates?

    - by Jenko
    I'm working on a 3d engine and I'm calculating UVT coordinates, where U and V represent pixels on the texture measured in 0-1, and T is: T = perspective / Z But I'm trying to use this perspective-correct triangle rasteriser, which requires a W, per vertex. How do I calculate the W for each vertex for the drawPerspectiveTexturedPolygon() function? Hint: The code comments refer to W as the "homogenous coordinate" ... does that mean anything?

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  • How does it matter if a character is 8 bit or 16 bit or 32 bit

    - by vin
    Well, I am reading Programing Windows with MFC, and I came across Unicode and ASCII code characters. I understood the point of using Unicode over ASCII, but what I do not get is how and why is it important to use 8bit/16bit/32bit character? What good does it do to the system? How does the processing of the operating system differ for different bits of character. My question here is, what does it mean to a character when it is a x-bit character?

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  • Smallest netbook that runs Ubuntu?

    - by Warren P
    I am looking for an ubuntu netbook that is very small. If possible, the size of the hp 95lx. If anybody remembers those old DOS, or Windows CE devices, that were basically calculator size, with keyboards, I'm sure you can see what I mean. I am aware of pandora and it seems nearly perfect (if you settle for running its custom LInux instead of ubuntu), but as it's a small privately produced unit, and not currently commercially available, I'm looking for something that IS available now in north america.

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  • What is more preferable, Creating dedicated domains for mobile apps that shares different content or associate them with folders in one domain?

    - by Abdullah Al-Khalidi
    I want to consult you in an SEO matter which i am completely lost with, I've built a social mobile application that allows users to share text content and made all the content that appears on the application available via the web through dedicated links, however, those links cannot be navigated through the website but they are generated when users shares content through the app to social media networks. I've implemented this method on three applications with totally different content, and I've directed all generated URLs to be from the main company website which is http://frootapps.com so when users shares something, the url will change to http://frootapps.com/qareeb/share.aspx?data=127311. My question, which one is more preferable, a dedicated website for each app that uses such method? or it is ok to keep doing it the same way I am doing it?

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  • Retrieving model position after applying modeltransforms in XNA

    - by Glen Dekker
    For this method that the goingBeyond XNA tutorial provides, it would be really convenient if I could retrieve the new position of the model after I apply all the transforms to the mesh. I have edited the method a little for what I need. Does anyone know a way I can do this? public void DrawModel( Camera camera ) { Matrix scaleY = Matrix.CreateScale(new Vector3(1, 2, 1)); Matrix temp = Matrix.CreateScale(100f) * scaleY * rotationMatrix * translationMatrix * Matrix.CreateRotationY(MathHelper.Pi / 6) * translationMatrix2; Matrix[] modelTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(modelTransforms); if (camera.getDistanceFromPlayer(position+position1) > 3000) return; foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = modelTransforms[mesh.ParentBone.Index] * temp * worldMatrix; effect.View = camera.viewMatrix; effect.Projection = camera.projectionMatrix; } mesh.Draw(); } }

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • CreateRenderTarget returns 0x80070057 in big surface resolution

    - by senggen
    I have created the SLI merged desktop of three 1920x1680 monitors, so the desktop resolution is 5760x1080. There is a 0x80070057 error, while calling CreateRenderTarget to create the RT_Surface: IDirect3DSurface9* _render_surface; HRESULT hr = _device->CreateRenderTarget( _desktop_width * 2, _desktop_height + 1, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &_render_surface, NULL); It works OK with desktop resolution 1024x768, and the total resolution is 3072x768. In http://msdn.microsoft.com/en-us/library/windows/desktop/bb174361(v=vs.85).aspx, it says If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_NOTAVAILABLE, D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY. and no description about 0x80070057. HRESULT: 0x80070057 (2147942487) Name: E_INVALIDARG Description: An invalid parameter was passed to the returning function Somebody please help me.

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  • Best way to prevent Google from indexing a directory [duplicate]

    - by Gkhan14
    This question already has an answer here: Stopping Google index some web pages I have 5 answers I've researched many methods on how to prevent Google/other search engines from crawling a specific directory. The two most popular ones I've seen are: Adding it into the robots.txt file: Disallow: /directory/ Adding a meta tag: <meta name="robots" content="noindex, nofollow"> Which method would work the best? I want this directory to remain "invisible" from search engines so it does not affect any of my site's ranking. In other words, I want this directory to be neutral/invisible and "just there." I don't want it to affect any ranking. Which method would be the best to achieve this?

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  • What are the software design essentials? [closed]

    - by Craig Schwarze
    I've decided to create a 1 page "cheat sheet" of essential software design principles for my programmers. It doesn't explain the principles in any great depth, but is simply there as a reference and a reminder. Here's what I've come up with - I would welcome your comments. What have I left out? What have I explained poorly? What is there that shouldn't be? Basic Design Principles The Principle of Least Surprise – your solution should be obvious, predictable and consistent. Keep It Simple Stupid (KISS) - the simplest solution is usually the best one. You Ain’t Gonna Need It (YAGNI) - create a solution for the current problem rather than what might happen in the future. Don’t Repeat Yourself (DRY) - rigorously remove duplication from your design and code. Advanced Design Principles Program to an interface, not an implementation – Don’t declare variables to be of a particular concrete class. Rather, declare them to an interface, and instantiate them using a creational pattern. Favour composition over inheritance – Don’t overuse inheritance. In most cases, rich behaviour is best added by instantiating objects, rather than inheriting from classes. Strive for loosely coupled designs – Minimise the interdependencies between objects. They should be able to interact with minimal knowledge of each other via small, tightly defined interfaces. Principle of Least Knowledge – Also called the “Law of Demeter”, and is colloquially summarised as “Only talk to your friends”. Specifically, a method in an object should only invoke methods on the object itself, objects passed as a parameter to the method, any object the method creates, any components of the object. SOLID Design Principles Single Responsibility Principle – Each class should have one well defined purpose, and only one reason to change. This reduces the fragility of your code, and makes it much more maintainable. Open/Close Principle – A class should be open to extension, but closed to modification. In practice, this means extracting the code that is most likely to change to another class, and then injecting it as required via an appropriate pattern. Liskov Substitution Principle – Subtypes must be substitutable for their base types. Essentially, get your inheritance right. In the classic example, type square should not inherit from type rectangle, as they have different properties (you can independently set the sides of a rectangle). Instead, both should inherit from type shape. Interface Segregation Principle – Clients should not be forced to depend upon methods they do not use. Don’t have fat interfaces, rather split them up into smaller, behaviour centric interfaces. Dependency Inversion Principle – There are two parts to this principle: High-level modules should not depend on low-level modules. Both should depend on abstractions. Abstractions should not depend on details. Details should depend on abstractions. In modern development, this is often handled by an IoC (Inversion of Control) container.

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  • Performing user authentication in a CodeIgniter controller constructor?

    - by msanford
    In "The Clean Code Talks -- Unit Testing" (http://youtu.be/wEhu57pih5w), Miško Hevery mentions that "as little work as possible should be done in constructors [to make classes more easily testable]'. It got me thinking about the way I have implemented my user authentication mechanism. Having delved into MVC development through CodeIgniter, I designed my first web application to perform user authentication for protected resources in controllers' constructors in cases where every public function in that controller requires the user to be authenticated. For controllers with public methods having mixed authentication requirements, I would naturally move the authentication from the constructor to each method requiring authentication (though I don't currently have a need for this). I made this choice primarily to keep the controller tight, and to ensure that all resources in the controller are always covered. As for code longevity and maintainability: given the application structure, I can't foresee a situation in which one of the affected controllers would need a public method that didn't require user authentication, but I can see this as a potential drawback in general with this implementation (i.e., requiring future refactoring). Is this a good idea?

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  • SQL Server overload in London in June

    - by simonsabin
    After the awesome SQLSocial last night in London we are just about to announce another event next week but in the mean time Paul and Kimberly are doing an Immersion event by Heathrow and have said anyone can come along on the Tuesday or Wednesday nights. If you want to pop along register quick before the space fills up. The event is being held at the Renaissance London Heathrow Hotel .  21 June 2011: Tuesday evening SQL Sentry will present: Tips for Query Tuning with SQL Sentry Plan Explorer...(read more)

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  • Fixed timestep and interpolation question

    - by Eric
    I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me tween properties of my game entites. Properties such as scale, shear, position, color, rotation etc. Im curious of how I'd interpolate these values, since there's a lot of them. My first thought is to keep a previous value of every property (colorPrev, scalePrev etc.), and interpolate between those. Is this the correct method? To interpolate my characters I use their velocity; renderPostion = position + (velocity * interpolation), but I cannot apply that to color for example. So what is the desired method to interpolate various properties or a entity? Is there any rule of thumb to use?

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  • openfeint or gamecenter?

    - by Gajet
    which one has more potential customers, easier API, and wider feature list? i'm going to develop implement one of those two for highscore recording in my game which ones gives more advantages? and by the way I might be going to port my game to android, so if you know any thing that can help me not to rewrite my code (for example a C++ wrapper for both of them) that would mean a greate plus for openfeint in my point of veiw.

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • passwordless ssh not working

    - by kuurious
    I've tried to setup a password-less ssh b/w A to B and B to A as well. Generated the public and private key using ssh-keygen -trsa on both the machines. Used the ssh-copy-id utility to copy the public-keys from A to B as well as B to A. The passwordless ssh works from A to B but not from B to A. I've checked the permissions of the ~/ssh/ folder and seems to be normal. A's .ssh folder permissions: -rw------- 1 root root 13530 2011-07-26 23:00 known_hosts -rw------- 1 root root 403 2011-07-27 00:35 id_rsa.pub -rw------- 1 root root 1675 2011-07-27 00:35 id_rsa -rw------- 1 root root 799 2011-07-27 00:37 authorized_keys drwxrwx--- 70 root root 4096 2011-07-27 00:37 .. drwx------ 2 root root 4096 2011-07-27 00:38 . B's .ssh folder permissions: -rw------- 1 root root 884 2011-07-07 13:15 known_hosts -rw-r--r-- 1 root root 396 2011-07-27 00:15 id_rsa.pub -rw------- 1 root root 1675 2011-07-27 00:15 id_rsa -rw------- 1 root root 2545 2011-07-27 00:36 authorized_keys drwxr-xr-x 8 root root 4096 2011-07-06 19:44 .. drwx------ 2 root root 4096 2011-07-27 00:15 . A is an ubuntu 10.04 (OpenSSH_5.3p1 Debian-3ubuntu4, OpenSSL 0.9.8k 25 Mar 2009) B is a debian machine (OpenSSH_5.1p1 Debian-5, OpenSSL 0.9.8g 19 Oct 2007) From A: #ssh B works fine. From B: #ssh -vvv A ... ... debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: /root/.ssh/identity ((nil)) debug2: key: /root/.ssh/id_rsa (0x7f1581f23a50) debug2: key: /root/.ssh/id_dsa ((nil)) debug3: Wrote 64 bytes for a total of 1127 debug1: Authentications that can continue: publickey,password debug3: start over, passed a different list publickey,password debug3: preferred gssapi-keyex,gssapi-with-mic,gssapi,publickey,keyboard-interactive,password debug3: authmethod_lookup publickey debug3: remaining preferred: keyboard-interactive,password debug3: authmethod_is_enabled publickey debug1: Next authentication method: publickey debug1: Trying private key: /root/.ssh/identity debug3: no such identity: /root/.ssh/identity debug1: Offering public key: /root/.ssh/id_rsa debug3: send_pubkey_test debug2: we sent a publickey packet, wait for reply debug3: Wrote 368 bytes for a total of 1495 debug1: Authentications that can continue: publickey,password debug1: Trying private key: /root/.ssh/id_dsa debug3: no such identity: /root/.ssh/id_dsa debug2: we did not send a packet, disable method debug3: authmethod_lookup password debug3: remaining preferred: ,password debug3: authmethod_is_enabled password debug1: Next authentication method: password [email protected]'s password: Which essentially means it's not authenticating using the file /root/id_rsa. I ran the ssh-add command in both the machines as well. The authentication part of /etc/ssh/sshd_config file is # Authentication: LoginGraceTime 120 PermitRootLogin yes StrictModes yes RSAAuthentication yes PubkeyAuthentication yes #AuthorizedKeysFile %h/.ssh/authorized_keys # Don't read the user's ~/.rhosts and ~/.shosts files I'm running out of ideas. Any help would be appreciated.

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  • know more on /etc/hosts

    - by Habi
    Can somebody explain what does this mean? Explanation to each line will be helpful. I have mentioned some of my queries in comments too. 127.0.0.1 localhost //According to @Dave, it's machine ip. 127.0.1.1 dell-Inspiron-342 // then what is this ip of? The following lines are desirable for IPv6 capable hosts ::1 ip6-localhost ip6-loopback fe00::0 ip6-localnet ff00::0 ip6-mcastprefix ff02::1 ip6-allnodes ff02::2 ip6-allrouters

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  • Windows 8 Security Flaws

    A Feeling of Complacency The amount of hype coming out of the Microsoft camp concerning Windows 8's enhanced security features is pretty high. With an improved Windows Defender integrated into the upcoming operating system, some users may feel that they will have adequate protection against malware and other threats. While the improved protection is a plus, this does not mean that other trusted programs should be avoided, as it is somewhat lazy to believe that Microsoft's integrated protection in Windows 8 will provide all the security that is necessary. Careless Web Surfing The internet of...

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