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  • Updating your DotNetNuke Copyright Statement for 2011, and beyond

    - by Chris Hammond
    originally posted on my DotNetNuke.com blog Every January people start thinking “oh crap, I need to update the copyright statement on my website”. And everyone runs out and makes the change to the current year. Well, if you use DotNetNuke you can easily change the Copyright statement on your site from the Site Settings page, found under the Admin menu. You’ll find a setting like the following. If your Skin in DotNetNuke uses the Copyright SkinObject then changing that setting and updating the settings...(read more)

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  • SilverlightShow for November 14 - 20, 2011

    - by Dave Campbell
    Check out the Top Five most popular news at SilverlightShow for SilverlightShow Top 5 News for November 14 - 20, 2011. Here are the top 5 news on SilverlightShow for last week: Why Adobe had to Kill Flash Player for Mobile; and Silverlight, Flex, HTML5 parallels PhoneGap on Windows Phone Tips 10 tips about porting Silverlight apps to WinRT/Metro style apps (Part 1) Microsoft reportedly rolling out 7740 OS update for Windows Phone The WinRT Genome Project Visit and bookmark SilverlightShow. Stay in the 'Light 

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  • How do I publish updates?

    - by Klikini
    A common issue with Unity is the suspend feature, which reboots some computers when resuming. I have figured out how to fix it, tested it, and it works. You change line 11 of /etc/default/grub to: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_sleep=nonvs" I would like to post this as an update for future Ubuntu versions. How do I do this? More info about the changes: Sony Vaio FW350 reboots instead of waking up after sleep/suspend

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  • Book Review: Fast Track to MDX

    - by Greg Low
    Another book that I re-read while travelling last week was Fast Track to MDX . I still think that it's the best book that I've seen for introducing the core concepts of MDX. SolidQ colleague Mark Whitehorn, along with Mosha Pasumansky and Robert Zare do an amazing job of building MDX knowledge throughout the book. I had dinner with Mark in London a few years back and I was pestering him to update this book. The biggest limitation of the book is that it was written for SQL Server 2000 Analysis Services,...(read more)

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  • Ignore certain packages from ppa

    - by Fraekkert
    I've been using Elementary Desktop for a while, but after the last update, Docky have broken. I've tried using the Docky stable ppa, but it is overridden by the Elementary ppa, as they provide a newer version of Docky. I would like to keep receiving updates to the Elementary theme, but I would also like to use the older version of Docky. Is there any way I can do this, or do I simply have to file a bug and wait?

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • OVERVIEW ORACLE SALES PLAYS

    - by michaela.seika(at)oracle.com
    As an EMEA VAD partner, please update your knowledge on Oracle's Hardware and Software Solutions. Please join us at one of the following WebConferences and sent us a short mail for your registration: Tuesday, 15. February 2011 Sales Play 1: Overview of the High Impact Sales Plays - SALES Thursday, 17. February 2011 Sales Play 2: High Impact Sales Plays - TECHNICAL Further information: Database Application Acceleration with Flash Storage  Oracle's Sun Hardware Solutions

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  • SQL Server Version

    I'm continually trying to track down what service packs are installed on various SQL Servers I support. I can never find the right support page on Microsoft's site. So here's an article with all the SQL Server version information I can track down. If you know of any older versions or can help me fill out any missing data, please post in the comments and I'll update the article.

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  • WebCenter Customer Spotlight: Azul Brazilian Airlines

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution SummaryAzul Linhas Aéreas Brasileiras (Azul Brazilian Airlines) is the third-largest airline in Brazil serving  42 destinations with a fleet of 49 aircraft and employs 4,500 crew members. The company wanted to offer an innovative site with a simple purchasing process for customers to search for and buy tickets and for the company’s marketing team to more effectively conduct its campaigns. To this end, Azul implemented Oracle WebCenter Sites, succeeding in gathering all of the site’s key information onto a single platform. Azul can now complete the Web site content updating process—which used to take approximately 48 hours—in less than five minutes. Company OverviewAzul Linhas Aéreas Brasileiras (Azul Brazilian Airlines) has established itself as the third-largest airline in Brazil, based on a business model that combines low prices with a high level of service. Azul serves 42 destinations with a fleet of 49 aircraft. It operates 350 daily flights with a team of 4,500 crew members. Last year, the company transported 15 million passengers, achieving a 10% share of the Brazilian market, according to the Agência Nacional de Aviação Civil (ANAC, or the National Civil Aviation Agency). Business ChallengesThe company wanted to offer an innovative site with a simple purchasing process for customers to search for and buy tickets and for the company’s marketing team to more effectively conduct its campaigns. Provide customers with an  innovative Web site with a simple process for purchasing flight tickets Bring dynamism to the Web site’s content updating process to provide autonomy to the airline’s strategic departments, such as marketing and product development Facilitate integration among the site’s different application providers, such as ticket availability and payment process, on which ticket sales depend Solution DeployedAzul worked with the  Oracle partner TQI to implement Oracle WebCenter Sites, succeeding in gathering all of the site’s key information onto a single platform. Previously, at least three servers and corporate information environments had directed data to the portal. The single Oracle-based platform now facilitates site updates, which are daily and constant. Business Results Gained development freedom in all processes—from implementation to content editing Gathered all of the Web site’s key information onto a single platform, facilitating its daily and constant updating, whereas the information was previously spread among at least three IT environments and had to go through a complex process to be made available online to customers Reduced time needed to update banners and other Web site content from an average of 48 hours to less than five minutes Simplified the flight ticket sales process thanks to tool flexibility that enabled the company to improve Website usability “Oracle WebCenter Sites provides an easy-to-use platform that enables our marketing department to spend less time updating content and more time on innovative activities. Previously, it would take 48 hours to update content on our Web site; now it takes less than five minutes. We have shown the market that we are innovators, enabling customer convenience through an improved flight ticket purchase process.” Kleber Linhares, Information Technology and E-Commerce Director, Azul Linhas Aéreas Brasileiras Additional Information Azul Brazilian Airlines Case Study Oracle WebCenter Sites Oracle WebCenter Sites Satellite Server

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  • Programming is easy, Designing is hard

    - by Rachel
    I work as Programmer and I feel if design documents are properly in place and requirements are clearly specified than programming is not that difficult but when I think in terms of Designing a Software than it gives chills to me and I think its a very difficult part. I want to develop my Design Skills so, How should I go about it ? Are there any books, blogs, websites or other approaches that SO community can suggest ? Update: By Design I meant Design of overall Application or particular problem at hand and not UI Design.

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  • What is the proper name for this design pattern in Python?

    - by James
    In Python, is the proper name for the PersonXXX class below PersonProxy, PersonInterface, etc? import rest class PersonXXX(object): def __init__(self,db_url): self.resource = rest.Resource(db_url) def create(self,person): self.resource.post(person.data()) def get(self): pass def update(self): pass def delete(self): pass class Person(object): def __init__(self,name, age): self.name = name self.age = age def data(self): return dict(name=self.name,age=self.age)

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  • Black screen on latest Nvidia Cards when starting LightDM/Ubuntu

    - by Luis Alvarado
    Today I installed an Nvidia GT440 on my computer, changing the one that existed there, an Nvidia 9500GT. After changing it I started getting a problem where the screen just went black when loading the lightdm login screen (Where I punt my user and password). The thing is, if I disconnect the VGA cable and connect it again I get to see the lightdm greeter and everything works perfect. The problem is that I have to connect/disconnect every time I reboot the PC. I tried installing the 285.xx drivers. Same problem. I removed the Nvidia drivers installed with Jockey, rebooted, same problem. I install the current 280.xx again, same problem. After all that I installed a fresh install of Ubuntu, selected to install the Nvidia drivers while installing it from the livecd. After booting the same problem appeared. Dmesg does not say anything wrong about it. Same goes for the log from Jockey. What else should I check or what to do to solve it. Just to clarify, this does not happen BEFORE the lightdm greeter appears. Am guessing before the actual use of the video card with X starts with all the 2D/3D stuff that is used in ligthdm and unity. I can use any tty and even see the Ubuntu logo when starting. UPDATE: When I open a game in fullscreen the problem appears again. I have to unplug the monitor cable and plug it back in to see the game. Then when I quit the game I have to do it again to see the desktop. UPDATE 2: Today I bought a HDMI cable, connected the video card to the TV am testing it with and it actually did log in correctly without any black screen but it shows the resolution a little over the actual size of the screen. So I see only half of the launcher since the left side of it is hidden outside of the real resolution and the top bar is beyond the resolution. So the black screen is related to the VGA connection.

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  • Problem with RecordMyDesktop program

    - by Saeid87
    I am trying to record some tutorials using RecordMyDesktop application. The problem is the video becomes jagged and unusable as you can see from the screenshot I have taken while playing a saved video. I don't know what can be the problem, but I guess it has something to do with my graphics driver. My laptop is using Intel HD 3000 series and I couldn't find any update for it. If you know what might be the problem and how to solve it I will really appreciate it!

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  • Windows is not available in GRUB's boot menu, but Windows Recovery is available

    - by rafalcieslak
    I had Windows Vista installed on a laptop. I have installed separately Ubuntu, wanting to have a dual-boot system. Now, Ubuntu works OK, but I am unable to boot into Windows. GRUB menu provides me with two entries: "Windows Vista (loader)" and "Windows Recovery Environment (loader)". However, BOTH boot into recovery environment. Running sudo update-grub does not change anything. I use an up-to-date 10.10.

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  • For Google Rich Snippets: Is it 'harmful' to add the same `hreview-aggregate` microformat markup in several places?

    - by Oliver
    We are right now incorporating microformats markup for reviews into a client's web application and were wondering, whether it can be harmful to provide the same information on more than one page, e.g. on a dynamic search page and on the concrete product page. Does anybody have any experience with this? UPDATE: Actually, I was wondering, if Google showed a link to the page the review comes from, then how would they decide which of the sources of the review they would link to? Or don't they?

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  • How do I make this rendering thread run together with the main one?

    - by funk
    I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart. There is one Thread running for the entire game: package com.android.testgame; import android.graphics.Canvas; public class GameLoopThread extends Thread { static final long FPS = 10; // 10 Frames per Second private final GameView view; private boolean running = false; public GameLoopThread(GameView view) { this.view = view; } public void setRunning(boolean run) { running = run; } @Override public void run() { long ticksPS = 1000 / FPS; long startTime; long sleepTime; while (running) { Canvas c = null; startTime = System.currentTimeMillis(); try { c = view.getHolder().lockCanvas(); synchronized (view.getHolder()) { view.onDraw(c); } } finally { if (c != null) { view.getHolder().unlockCanvasAndPost(c); } } sleepTime = ticksPS - (System.currentTimeMillis() - startTime); try { if (sleepTime > 0) { sleep(sleepTime); } else { sleep(10); } } catch (Exception e) {} } } } As far as I know I would have to create a second Thread for the bomb. package com.android.testgame; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Bomb { private final Bitmap bmp; private final int width; private final int height; private int currentFrame = 0; private static final int BMPROWS = 1; private static final int BMPCOLUMNS = 13; private int x = 0; private int y = 0; public Bomb(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMPCOLUMNS; this.height = bmp.getHeight() / BMPROWS; this.bmp = bmp; x = 250; y = 250; } private void update() { currentFrame++; new BombThread().start(); } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } class BombThread extends Thread { @Override public void run() { try { sleep(200); } catch(InterruptedException e){ } } } } The Threads would then have to run simultaneously. How do I do this?

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  • Isometric layer moving inside map

    - by gronzzz
    i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see map out of bounds. But i can not understand algorithm of how to do that. It's my layer scale/moving code. - (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { _isTouchBegin = YES; } - (void)touchMoved:(UITouch *)touch withEvent:(UIEvent *)event { NSArray *allTouches = [[event allTouches] allObjects]; UITouch *touchOne = [allTouches objectAtIndex:0]; CGPoint touchLocationOne = [touchOne locationInView: [touchOne view]]; CGPoint previousLocationOne = [touchOne previousLocationInView: [touchOne view]]; // Scaling if ([allTouches count] == 2) { _isDragging = NO; UITouch *touchTwo = [allTouches objectAtIndex:1]; CGPoint touchLocationTwo = [touchTwo locationInView: [touchTwo view]]; CGPoint previousLocationTwo = [touchTwo previousLocationInView: [touchTwo view]]; CGFloat currentDistance = sqrt( pow(touchLocationOne.x - touchLocationTwo.x, 2.0f) + pow(touchLocationOne.y - touchLocationTwo.y, 2.0f)); CGFloat previousDistance = sqrt( pow(previousLocationOne.x - previousLocationTwo.x, 2.0f) + pow(previousLocationOne.y - previousLocationTwo.y, 2.0f)); CGFloat distanceDelta = currentDistance - previousDistance; CGPoint pinchCenter = ccpMidpoint(touchLocationOne, touchLocationTwo); pinchCenter = [self convertToNodeSpace:pinchCenter]; CGFloat predictionScale = self.scale + (distanceDelta * PINCH_ZOOM_MULTIPLIER); if([self predictionScaleInBounds:predictionScale]) { [self scale:predictionScale scaleCenter:pinchCenter]; } } else { // Dragging _isDragging = YES; CGPoint previous = [[CCDirector sharedDirector] convertToGL:previousLocationOne]; CGPoint current = [[CCDirector sharedDirector] convertToGL:touchLocationOne]; CGPoint delta = ccpSub(current, previous); self.position = ccpAdd(self.position, delta); } } - (void)touchEnded:(UITouch *)touch withEvent:(UIEvent *)event { _isDragging = NO; _isTouchBegin = NO; // Check if i need to bounce _touchLoc = [touch locationInNode:self]; } #pragma mark - Update - (void)update:(CCTime)delta { CGPoint position = self.position; float scale = self.scale; static float friction = 0.92f; //0.96f; if(_isDragging && !_isScaleBounce) { _velocity = ccp((position.x - _lastPos.x)/2, (position.y - _lastPos.y)/2); _lastPos = position; } else { _velocity = ccp(_velocity.x * friction, _velocity.y *friction); position = ccpAdd(position, _velocity); self.position = position; } if (_isScaleBounce && !_isTouchBegin) { float min = fabsf(self.scale - MIN_SCALE); float max = fabsf(self.scale - MAX_SCALE); int dif = max > min ? 1 : -1; if ((scale > MAX_SCALE - SCALE_BOUNCE_AREA) || (scale < MIN_SCALE + SCALE_BOUNCE_AREA)) { CGFloat newSscale = scale + dif * (delta * friction); [self scale:newSscale scaleCenter:_touchLoc]; } else { _isScaleBounce = NO; } } }

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  • How do I remove this duplicate sources.list entry?

    - by blade19899
    Sometimes, when I run sudo apt-get update or install an app sudo apt-get install I get the error below at the bottom in the gnome-terminal and I can't remove it. I searched for it in the software-sources and in y-ppa-manager and I am not sure I want to mess with the sources list since I am a bit of a noob. Duplicate sources.list entry http://archive.canonical.com/ubuntu/ oneiric/partner amd64 Packages \ (/var/lib/apt/lists/archive.canonical.com_ubuntu_dists_oneiric_partner_binary-amd64_Packages)

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  • openGL managing images, VBOs and shaders

    - by roxlu
    I'm working on a game where I use shaders with vertex attributes (so not immediate mode). I'm drawing lots of images and changing the width/height of the quads I use to draw them a lot. To optimize this it's probably a good idea to have one buffer but then one needs to update the complete buffer when one image changes (or only a part of the buffer using glBufferSubData...) I was just wondering what kind of strategies you guys are using?

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  • robots.txt not updated

    - by Haridharan
    I have updated some url's and files in robots.txt file to block url's and files from google search results but, still files displaying in search results. As per a suggestion from a site I tried to update the robots.txt by below steps. In Google Webmaster tools, Health - Fetch as Google - type the url and click the fetch button. but, still files displaying in search results. Note: in Google Webmaster tools, Health - Blocked URL's - robots.txt file - downloaded date looks two dates back.

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  • ASP.NET 4.0 and the Entity Framework 4 - Part 5 - Using the GridView and the EntityDataSource

    In this article, Vince demonstrates the usage of the GridView control to view, add, update, and delete records using the Entity Framework 4. After providing a short introduction, he provides the steps required to create a web site, entity data model, web form and template fields with the help of relevant source code and screenshots.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Vermont IT Jobs: Local ASP.NET Contractor possible hire

    The website www.imsuperb.com is looking for an ASP.NET developer to help them out with a site update. This is a contract position that could lead to a full time job. Contact Nick Lynch at [email protected] you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Behavior Trees and Animations

    - by Tom
    I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my "PlayAnimationWalk" just be another node in the tree? Something similar to this: [Approach Player] - Play Walk animation - Move Towards player - Stop Walk animation Or should the node just update an AnimationState in the blackboard and have some type of animation handler/component reference this for which animation should be playing? This has been driving me nuts :)

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