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  • Printing to different printers using mozilla.

    - by Nick-ACNB
    I am currently creating a web application that will be deployed in an intranet environment. I chose firefox to be the browser that will run it. However, in the application I am building, I need to be able to print to different printers quickly since they use different paper size depending on what client is coming. To avoid many time-wasting mistakes that could occur, for instance someone choosing the wrong printer and wasting paper. Also, the time used to find the right printer for the job and then pressing print is considered too long in the current context. Is there any solution to this problem? I understand the potential security flaw behind this, but please be aware that this is solely an intranet project and that I can reduce the browser's security to the lowest since they don't access internet. I know there could be something doable behind IE (ActiveX or VBScript) but I am using firefox. Also, I guess there could also be something rather tricky that when you press print on the browser, it saves what needs to be printed to a DB and then there is an exe app that runs and fetch that DB every set ammount of time and print to the right printer. Any suggestion would be greatly appreciated. I doubt I am the only one to ever face this issue! :) Thank you very much.

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  • how do I get the IP of incoming ICMP due to UDP-send to dead client in Ruby?

    - by banister
    so.. I'm doing a small multiplayer game with blocking UDP and IO.select. To my problem.. (In the server) reading from a UDP socket (packet, sender = @socket.recvfrom(1000)) which have just sent a packet to a dead client results in a ICMP unreachable (and exception Errno::ECONNRESET in ruby). The problem is that I can't find any way whatsoever to extract the IP of that ICMP.. so I can clean out that dead client. Anyone know how to achieve this? thanks

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  • Is enemy / bot A.I. part of the model or controller in an MVC game

    - by Iain
    It could be part of the model because it's part of the business logic of the game. It could be part of the controller because it could be seen as simulating player input, which would be considered part of the controller, right? Or would it? What about a normal enemy, like a goomba in Mario? UPDATE: Wow, that's really not the answer I was expecting. As far as I could tell, A.I. is an internal part of the autonomous game system, hence model. I'm still not convinced.

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  • How to obtain Bing maps like InfoWindow in Google Maps?

    - by BillB
    I'm using Google Maps v3. I really like the InfoWindows found in Bing, as opposed to Google. Screenshots & functionality found here comparing the two: http://www.axismaps.com/blog/2009/07/data-probing-and-info-window-design-on-web-based-maps/ Question: How can I replicate Bing like InfoWindows while using Google Maps v3? UPDATE: To be more specific, what I like about Bing's InfoWindows include: - The pointer dynamically changes sides from left/right/bottom/top, as opposed to Google limited to only have the InfoWindow pointer on the bottom - Bing's InfoWindows use less space - You can configure Bing's InfoWindows to pop up outside of the map bounders so that you don't have to autopan the map to display the marker's InfoWindow

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  • SetCursor reverts after a mouse move

    - by Joe Ludwig
    I am using SetCursor to set the system cursor to my own image. The code looks something like this: // member on some class HCURSOR _cursor; // at init time _cursor = LoadCursorFromFile("somefilename.cur"); // in some function SetCursor(_cursor); When I do this the cursor does change, but on the first mouse move message it changes back to the default system arrow cursor. This is the only code in the project that is setting the cursor. What do I need to do to make the cursor stay the way I set it?

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  • I do not know whether it should continue to develop this code sharing service :(

    - by user296268
    I created an open source Project : TwPaste on github. It provides The Social Source Code and Plain Text Sharing Service. You can post any source code here , All pastes and comments will post to twitter . I'm not sure the usefulness of this project , so I need your feedback to improve it , if you think it is useless , please tell me directly, I'll close it soon. Thanks. You can access it form below link twpaste.com

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  • MS Query Analizer/Management Studio replacement?

    - by kprobst
    I've been using SQL Server since version 6.5 and I've always been a bit amazed at the fact that the tools seem to be targeted to DBAs rather than developers. I liked the simplicity and speed of the Query Analizer for example, but hated the built-in editor, which was really no better than a syntax coloring-capable Notepad. Now that we have Management Studio the management part seems a bit better but from a developer standpoint the tools is even worse. Visual Studio's excellent text editor... without a way to customize keyboard bindings!? Don't get me started on how unusable is the tree-based management hierarchy. Why can't I re-root the tree on a list of stored procs for example the way the Enterprise Manager used to allow? Now I have a treeview that needs to be scrolled horizontally, which makes it eminently useless. The SQL server support in Visual Studio is fantastic for working with stored procedures and functions, but it's terrible as a general ad hoc data query tool. I've tried various tools over the years but invariably they seem to focus on the management side and shortchange the developer in me. I just want something with basic admin capabilities, good keyboard support and requisite DDL functionality (ideally something like the Query Analyzer). At this point I'm seriously thinking of using vim+sqlcmd and a console... I'm that desperate :) Those of you who work day in and day out with SQL Server and Visual Studio... do you find the tools to be adequate? Have you ever wished they were better and if you have found something better, could you share please? Thanks!

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  • Generic FSM for game in C++ ?

    - by Mr.Gando
    Hello, I was wondering if there's a way I could code some kind of "generic" FSM for a game with C++?. My game has a component oriented design, so I use a FSM Component. my Finite State Machine (FSM) Component, looks more or less this way. class gecFSM : public gecBehaviour { public: //Constructors gecFSM() { state = kEntityState_walk; } gecFSM(kEntityState s) { state = s; } //Interface void setRule(kEntityState initialState, int inputAction, kEntityState resultingState); void performAction(int action); private: kEntityState fsmTable[MAX_STATES][MAX_ACTIONS]; }; I would love to hear your opinions/ideas or suggestions about how to make this FSM component, generic. With generic I mean: 1) Creating the fsmTable from an xml file is really easy, I mean it's just a bunch of integers that can be loaded to create an MAX_STATESxMAX_ACTION matrix. void gecFSM::setRule(kEntityState initialState, int inputAction, kEntityState resultingState) { fsmTable[initialState][inputAction] = resultingState; } 2) But what about the "perform Action" method ? void gecFSM::performAction(int action) { switch( smTable[ ownerEntity->getState() ][ action ] ) { case WALK: /*Walk action*/ break; case STAND: /*Stand action*/ break; case JUMP: /*Jump action*/ break; case RUN: /*Run action*/ break; } } What if I wanted to make the "actions" and the switch generic? This in order to avoid creating a different FSM component class for each GameEntity? (gecFSMZombie, gecFSMDryad, gecFSMBoss etc ?). That would allow me to go "Data Driven" and construct my generic FSM's from files for example. What do you people suggest?

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  • Objects do not retain the frame that I give then when using CGAffineTransforms with Core Animation

    - by user170030
    Hi, I'm making a game where when a card is touched, it grows so that it is focused, and when you 'let go', it goes back to its original size and place. This seems pretty standard, however, when I add cards and move the hand around to accommodate different numbers of cards, touching the card makes it go to its original place, and not to the new place. This has been stumping me for a while now Any hints would be much appreciated. Thanks !

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  • SilverLight WebApp Calling Webservice in the same solution

    - by Ben
    Hi, I have a website solution that is composed of a SilverLight Project and an ASP Site that contains an asmx Webservice. The SilverLight project calls various methods in the Webservice, and this works fine on my home PC. When i publish the site (using 123-Reg if that makes a difference), it appears that the SilverLight app is no longer able to call the webservice. I have tried debugging the app by pointing my local version of the site to my published webservice and i get a "policy" issue. I know that 123 Reg have .Net 3.5 running on their servers, so i would assume that the site should "just work" when i publish it. Am i making a hugely stupid assumption there? Is there anything that i can do to change the "policies" within my app? Or is there another way around what i am trying to do ( i need to keep the webservice, as i want for it to be used from other places, and dont really want to duplicate code and create the same methods within the SilverLight project). Thanks

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  • Easy Way for Non-Nerd to Manage Simple Site?

    - by Mark Evans
    Hi I'm not sure if this is an appropriate question for StackOverflow. I have a friend show wants a simple "Brochure Ware" web site. I could make it for him but it would be better if he could manage it himself. Are there any services out there that allow a non-technical person to create and maintain a very simple site? I'm thinking just a few pages - contact, about, home with some photos and general info. He also wants to sell some stuff but I'm going to suggest he does this using EBay but the web site would be a handy reference for potential customers who want to know more about him and his services. Thanks a lot! Cheers Mark

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  • Touching an object in a tweened animation?

    - by Michael
    I'm having trouble porting a simple game I developed for the iPhone over to Android. The game has an animated ball which moves from Point A to Point B. The user must touch the ball before it reaches point B or lose the game. This was easy to implement on the iPhone using Core Animation since I could locate the current position of the ball by accessing its animation layer. In Android, I attempted to recreate the game using tweened animation and represented the ball as a Drawable. My issue is that I can't determine if the user is touching the spot because the Drawable apparently bounds do not update as the ball visually moves - making the program think the ball is always in its original position. While searching these forums I saw an Android team dev. confirm that you can't get the current location in a tweened animation but offered no solution for a workaround. Can I accomplish this on the Android using my current approach? If not, what approach should I use? Best regards, Michael

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  • How does this Singleton Web Class persists session data, even though session is not updated in the p

    - by Micah Burnett
    Ok, I've got this singleton-like web class which uses session to maintain state. I initially thought I was going to have to manipulate the session variables on each "set" so that the new values were updated in the session. However I tried using it as-is, and somehow, it remembers state. For example, if run this code on one page: UserContext.Current.User.FirstName = "Micah"; And run this code in a different browser tab, FirstName is displayed correctly: Response.Write(UserContext.Current.User.FirstName); Can someone tell me (prove) how this data is getting persisted in the session? Here is the class: using System; using System.Collections.Generic; using System.Linq; using System.Web; public class UserContext { private UserContext() { } public static UserContext Current { get { if (System.Web.HttpContext.Current.Session["UserContext"] == null) { UserContext uc = new UserContext(); uc.User = new User(); System.Web.HttpContext.Current.Session["UserContext"] = uc; } return (UserContext)System.Web.HttpContext.Current.Session["UserContext"]; } } private string HospitalField; public string Hospital { get { return HospitalField; } set { HospitalField = value; ContractField = null; ModelType = null; } } private string ContractField; public string Contract { get { return ContractField; } set { ContractField = value; ModelType = string.Empty; } } private string ModelTypeField; public string ModelType { get { return ModelTypeField; } set { ModelTypeField = value; } } private User UserField; public User User { get { return UserField; } set { UserField = value; } } public void DoSomething() { } } public class User { public int UserId { get; set; } public string FirstName { get; set; } }

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  • Increased kerning on website text

    - by Bradley Herman
    We're developing a site for a client right now and my boss (designer only) is once again making me increase letter-spacing on the text so that it looks 'prettier'. I am of the firm belief that this often causes eye-strain and hinders readability in body copy, but being the boss, she is of course always 'right' until I can provide her with examples showing why she's wrong (generally pretty easy). In this case, however, I can't find any articles talking about eye-strain and kerning, so I figured I'd ask what you guys think about the issue of increased letter-spacing in web text. Take a look at http://sparktoignite.com/allograft/process.php and tell me how you feel about the body copy. We're using font-embedding, so you'll only see the proper font in FF, Safari, and Chrome. Let me know what you guys think about the readability and eye-strain caused by the font. My boss currently thinks it's 100% perfect (she wanted the kerning increased further, but I talked her down luckily).

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  • Does ASP.net 1.1 support Generic HttpHandlers ?

    - by Campos
    I need to get an image from a SQL Server as a byte[], and load it to a WebControl.Image. The only seemingly good way to do it that I found is to implement IHttpHandler and handle the request accordingly. But I'm stuck to using asp.net 1.1. Does it support ashx files?

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  • Are these jobs for developer or designers or for client itself?

    - by jitendra
    Spell checking grammar checking Descriptive alt text for big chart , graph images, technical images To write Table summary and caption Descriptive Link text Color Contrast checking Deciding in content what should be H2 ,H3, H4... and what should be <strong> or <span class="boldtext"> Meta Description and keywords for each pages Image compression To decide Filenames for images,PDf etc To decide Page's <title> for each page

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  • AI opponent car logic in car race game.

    - by ashok patidar
    hello i want to develop AI car(opponent) in car race game what should be my direction to develop them with less complexity because i don't have any idea. because the player car is moving on the scrolling track plz suggest me should i have to use relative motion or way point concept but that should also be change on the scrolling track (i.e. player car movement)

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  • Design issue in Iphone Dev - Generic implementation for Game Bonuses

    - by Idan
    So, I thought consulting you guys about my design, cause I sense there might be a better way of doing it. I need to implement game bonuses mechanism in my app. Currently there are 9 bonuses available, each one is based of different param of the MainGame Object. What I had in mind was at app startup to initialize 9 objects of GameBonus while each one will have different SEL (shouldBonus) which will be responsible for checking if the bonus is valid. So, every end of game I will just run over the bonuses array and call the isBonusValid() function with the MainGame object(which is different after every game). How's that sound ? The only issue I have currently, is that I need to make sure that if some bonuses are accepted some other won't (inner stuff)... any advice how to do that and still maintain generic implementation ? @interface GameBonus : NSObject { int bonusId; NSString* name; NSString* description; UIImage* img; SEL shouldBonus; } @implementation GameBonus -(BOOL) isBonusValid(MainGame*)mainGame { [self shouldBonus:mainGame]; } @end

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  • 'Bank Switching' Sprites on old NES applications

    - by Jeffrey Kern
    I'm currently writing in C# what could basically be called my own interpretation of the NES hardware for an old-school looking game that I'm developing. I've fired up FCE and have been observing how the NES displayed and rendered graphics. In a nutshell, the NES could hold two bitmaps worth of graphical information, each with the dimensions of 128x128. These are called the PPU tables. One was for BG tiles and the other was for sprites. The data had to be in this memory for it to be drawn on-screen. Now, if a game had more graphical data then these two banks, it could write portions of this new information to these banks -overwriting what was there - at the end of each frame, and use it from the next frame onward. So, in old games how did the programmers 'bank switch'? I mean, within the level design, how did they know which graphic set to load? I've noticed that Mega Man 2 bankswitches when the screen programatically scrolls from one portion of the stage to the next. But how did they store this information in the level - what sprites to copy over into the PPU tables, and where to write them at? Another example would be hitting pause in MM2. BG tiles get over-written during pause, and then get restored when the player unpauses. How did they remember which tiles they replaced and how to restore them? If I was lazy, I could just make one huge static bitmap and just grab values that way. But I'm forcing myself to limit these values to create a more authentic experience. I've read the amazing guide on how M.C. Kids was made, and I'm trying to be barebones about how I program this game. It still just boggles my mind how these programmers accomplisehd what they did with what they had. EDIT: The only solution I can think of would be to hold separate tables that state what tiles should be in the PPU at what time, but I think that would be a huge memory resource that the NES wouldn't be able to handle.

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