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  • MySQL for Excel new features (1.2.0): Save and restore Edit sessions

    - by Javier Rivera
    Today we are going to talk about another new feature included in the latest MySQL for Excel release to date (1.2.0) which can be Installed directly from our MySQL Installer downloads page.Since the first release you were allowed to open a session to directly edit data from a MySQL table at Excel on a worksheet and see those changes reflected immediately on the database. You were also capable of opening multiple sessions to work with different tables at the same time (when they belong to the same schema). The problem was that if for any reason you were forced to close Excel or the Workbook you were working on, you had no way to save the state of those open sessions and to continue where you left off you needed to reopen them one by one. Well, that's no longer a problem since we are now introducing a new feature to save and restore active Edit sessions. All you need to do is in click the options button from the main MySQL for Excel panel:  And make sure the Edit Session Options (highlighted in yellow) are set correctly, specially that Restore saved Edit sessions is checked: Then just begin an Edit session like you would normally do, select the connection and schema on the main panel and then select table you want to edit data from and click over Edit MySQL Data. and just import the MySQL data into Excel:You can edit data like you always did with the previous version. To test the save and restore saved sessions functionality, first we need to save the workbook while at least one Edit session is opened and close the file.Then reopen the workbook. Depending on your version of Excel is where the next steps are going to differ:Excel 2013 extra step (first): In Excel 2013 you first need to open the workbook with saved edit sessions, then click the MySQL for Excel Icon on the the Data menu (notice how in this version, every time you open or create a new file the MySQL for Excel panel is closed in the new window). Please note that if you work on Excel 2013 with several workbooks with open edit sessions each at the same time, you'll need to repeat this step each time you open one of them: Following steps:  In Excel 2010 or previous, you just need to make sure the MySQL for Excel panel is already open at this point, if its not, please do the previous step specified above (Excel 2013 extra step). For Excel 2010 or older versions you will only need to do this previous step once.  When saved sessions are detected, you will be prompted what to do with those sessions, you can click Restore to continue working where you left off, click Discard to delete the saved sessions (All edit session information for this file will be deleted from your computer, so you will no longer be prompted the next time you open this same file) or click Nothing to continue without opening saved sessions (This will keep the saved edit sessions intact, to be prompted again about them the next time you open this workbook): And there you have it, now you will be able to save your Edit sessions, close your workbook or turn off your computer and you will still be able to reopen them in the future, to continue working right where you were. Today we talked about how you can save your active Edit sessions and restore them later, this is another feature included in the latest MySQL for Excel release (1.2.0). Please remember you can try this product and many others for free downloading the installer directly from our MySQL Installer downloads page.Happy editing !

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  • Designing and refactoring of payment logic

    - by jokklan
    Im currently working on an application that helps users to coordinate dinner clubs and all related accounting. (A dinner club is where people in a group, take turns to cook for the rest and then you pay a small amount to participate. This is pretty normal in dorms and colleges where im from). However there is some different models that all have a price and the accounting aspect is therefore a little spread. We both have DinnerClub, ShoppingItem and are about to implement the third Payment when users pay their debts (or get refunded for expenses). Each of these have a "price" attribute and a users expense (that he or she needs refunded) is calculated by the total of these "prices" minus what other users have bought and he or she have used/participated in. My question is then if someone have some hints to refactor this bring all this behavior together in one place? For now have i thought about a Transaction class that are responsible for this behaviour, but I'm a little worried about the performance impact on having to query for another polymorphic record each time i want to show the price on dinner clubs and shopping items (i have a standard index page with a list for both so it's a lot of extra records being queried)...

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • How to Effectively Create Bullet Patterns

    - by SoulBeaver
    I'm currently creating a top-down shooter like Touhou. The most important factor of the game is that there are many diverse patterns and ways at which bullets are generated and shot at the player, see this video: http://www.youtube.com/watch?v=4Nb5Ohbt1Sg#start=0:60;end=9:53; At the moment, I'm using a class "Pattern" which has a series of steps on moving and shooting. However, I feel this method is quite laborous as I have to create a new Pattern for each attack and perhaps new Bullet classes that will implement a certain behavior. This question received a comment suggesting I should look into BulletML for easy creation and storage of bullets with a specific pattern. It looks decent, but it led me to wonder, what other solutions do you have that I should take into consideration? Update My current design is as follows: An example of an implemented pattern: My GigasPattern first executes a teleport which moves Alice to a certain point (X, Y) on the screen. After this is completed, the pattern starts using the Mover to move the sprite around (whereas teleporting has separate effects and animation). These are of no concern, really, as they are quite simple. The Shooter also creates various Attacks, which are classes again that the Shooter can use to create various patterns of bullets, much like the one in the question I posted. Once the Mover has reached it's destination, both it and the shooter stop and return to an inactive state. The pattern completes, is removed by the AI and a new one gets chosen.

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  • Dynamic Jump spot

    - by Pasquale Sada
    I have an initial velocity V(Vx,Vy,VZ) and a spot where he stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacle around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized;

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  • Rails: The Law of Demeter [duplicate]

    - by user2158382
    This question already has an answer here: Rails: Law of Demeter Confusion 4 answers I am reading a book called Rails AntiPatterns and they talk about using delegation to to avoid breaking the Law of Demeter. Here is their prime example: They believe that calling something like this in the controller is bad (and I agree) @street = @invoice.customer.address.street Their proposed solution is to do the following: class Customer has_one :address belongs_to :invoice def street address.street end end class Invoice has_one :customer def customer_street customer.street end end @street = @invoice.customer_street They are stating that since you only use one dot, you are not breaking the Law of Demeter here. I think this is incorrect, because you are still going through customer to go through address to get the invoice's street. I primarily got this idea from a blog post I read: http://www.dan-manges.com/blog/37 In the blog post the prime example is class Wallet attr_accessor :cash end class Customer has_one :wallet # attribute delegation def cash @wallet.cash end end class Paperboy def collect_money(customer, due_amount) if customer.cash < due_ammount raise InsufficientFundsError else customer.cash -= due_amount @collected_amount += due_amount end end end The blog post states that although there is only one dot customer.cash instead of customer.wallet.cash, this code still violates the Law of Demeter. Now in the Paperboy collect_money method, we don't have two dots, we just have one in "customer.cash". Has this delegation solved our problem? Not at all. If we look at the behavior, a paperboy is still reaching directly into a customer's wallet to get cash out. EDIT I completely understand and agree that this is still a violation and I need to create a method in Wallet called withdraw that handles the payment for me and that I should call that method inside the Customer class. What I don't get is that according to this process, my first example still violates the Law of Demeter because Invoice is still reaching directly into Customer to get the street. Can somebody help me clear the confusion. I have been searching for the past 2 days trying to let this topic sink in, but it is still confusing.

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  • game play strategy in an arena

    - by joulesm
    I am writing a player's behavior for an arena game, and I'm wondering if you can offer some strategies. I'm writing it in Python, but I'm just interested in the high level game play. Here are the game aspects: Arena is a circle of a given size. The arena size shrinks every round to help break ties. Players are much smaller circles, can be on teams of 1 or 2 players. Players attack by colliding with other players, and based on the physics of the collision (speed of both players, angle), one could force another player out of the arena. Once a player is out of the arena, they are out of the game (for that round). The goal is to be the only team with players left in the arena. All other players have been pushed (through collisions or mistakes) out of the arena. It is possible for there to be no winner if the last two players exit the arena at the same time. Once the player has been programmed, the game just runs. There is no human intervention in the game. I'm thinking it's easiest to implement a few simple programmatic rules for my player to follow. For example, stay close to center of the arena, attack opponents from the inner side of the arena, etc. Are there any good simple game strategies? Would adding a random aspect to the game help? For example, to avoid predictability by the other team or something. Thanks in advance.

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  • Player & Level class structure in 2D python console game?

    - by Markus Meskanen
    I'm trying to create a 2D console game, where I have a player who can freely move around in a level (~map, but map is a reserved keyword) and interfere with other objects. Levels construct out of multiple Blocks, such as player(s), rocks, etc. Here's the Block class: class Block(object): def __init__(self, x=0, y=0, char=' ', solid=False): self.x = x self.y = y self.char = char self.solid = solid As you see, each block has a position (x, y) and a character to represent the block when it's printed. Each block also has a solid attribute, defining whether it can overlap with other solids or not. (Two solid blocks cannot overlap) I've now created few subclasses from Block (Rock might be useless for now) class Rock(Block): def __init__(self, x=0, y=0): super(Rock, self).__init__(x, y, 'x', True) class Player(Block): def __init__(self, x=0, y=0): super(Player, self).__init__(x, y, 'i', True) def move_left(self, x=1): ... # How do I make sure Player wont overlap with rocks? self.x -= x And here's the Level class: class Level(object): def __init__(self, name='', blocks=None): self.name = name self.blocks = blocks or [] Only way I can think of is to store a Player instance into Level's attributes (self.player=Player(), or so) and then give Level a method: def player_move_left(self): for block in self.blocks: if block.x == self.player.x - 1 and block.solid: return False But this doesn't really make any sense, why have a Player class if it can't even be moved without Level? Imo. player should be moved by a method inside Player. Am I wrong at something here, if not, how could I implement such behavior?

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  • Cron prepending filename to script output

    - by Caitifty
    I'm having an issue with unwanted lines being added to files output by a cron job. I have a script in /etc/cron.hourly which selects some data from a mysql database and saves it in a text file in /var/www. When I run the script as root, it does exactly what I expect it to do. When the script is executed by cron, it creates the same file, but prepends the following three lines at the top of the output file: :::::::::::::: /var/www/outputfilename :::::::::::::: I can't for the life of me work out how to stop this unwanted behavior. The line in /etc/crontab for cron.hourly is the default "44 * * * * root cd / && run-parts --report /etc/cron.hourly". If I use su to change to being root and do "cd / && run-parts --report /etc/cron.hourly" the script runs as expected and the output doesn't have the mysterious additional 3 lines. I've also tried removing the --report flag from the run-parts command in case that was somehow connected, but no joy. Finally, perusing the cron log output in /var/log/syslog just says cron.hourly ran without giving any additional information. Any suggestions on solving this weird problem most welcome..

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  • PDF export printing in Internet Explorer [closed]

    - by user619804
    protected static byte[] exportReportToPdf(JasperPrint jasperPrint) throws JRException { JRPdfExporter exporter = new JRPdfExporter(); ByteArrayOutputStream baos = new ByteArrayOutputStream(); exporter.setParameter(JRExporterParameter.JASPER_PRINT, jasperPrint); exporter.setParameter(JRExporterParameter.OUTPUT_STREAM, baos); exporter.setParameter(JRPdfExporterParameter.PDF_JAVASCRIPT, "this.print({bUI: true,bSilent: false,bShrinkToFit: true});"); exporter.exportReport(); return baos.toByteArray(); } We are using code like this to export a PDF document from a Jasper application. The line exporter.setParameter(JRPdfExporterParameter.PDF_JAVASCRIPT, "this.print({bUI: true,bSilent: false,bShrinkToFit: true});"); adds JavaScript to send the PDF document directly to the printer. The expected behavior is that a print dialog will come up with a preview of the PDF document. This works fine most of the time - except I am having problems about one out of every 5-6 times in Internet Explorer 8 and Firefox. What happens is - the print preview dialog with the PDF document does not appear or it appears with a blank document in the preview window. -I've tried a number of different JavaScripts (different params to this.print() via exporter.setParameter -I've tried setting different response headers such as response.setContentType("application/pdf"); response.setHeader("Content-disposition","inline; filename=\"" + reportName + "\""); response.setContentLength(baos.size()); these did not seem to help This seems to be an IE and FF issue. Has anyone ever dealt with this problem? I need to get it to work across all browsers 100% of the time. Perhaps a different approach to accomplish the goal of sending the PDF document export directly to the printer? or a third party library that will work across browsers?

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  • Ubuntu 12.04 Network Manager: unable to save manual setting to set up a static ip

    - by Andy
    I am fairly familiar with setting up servers, and ubuntu is generally my flavor of choice, but I just installed 12.04 desktop and I am seeing some behavior in network manager that is really puzzling. The network connection works fine if I leave it set on dhcp, but I would like a static IP address for my new web server. When I go into network manager and edit the connection for the one and only NIC I can select MANUAL from the dropdown menu but as soon as I do the Save button becomes greyed out. Even after filling out all fields for the connection it is still grey and I am unable to save the static IP connection information. Any thoughts would be greatly appreciated. I'm hoping there is just some new setting that I am unaware of.... On another note, if I stop the network manager and go edit the interfaces file (and the appropriate hosts/routes/dns files), I do get a static ip address assigned and I can contact my server from the outside, however, the server cannot find the internet. Can't ping even its own ip... I can ping the loopback interface though. I'm really confused on this one. Hoping someone can offer some help.

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  • Looking for a better Factory pattern (Java)

    - by Sam Goldberg
    After doing a rough sketch of a high level object model, I am doing iterative TDD, and letting the other objects emerge as a refactoring of the code (as it increases in complexity). (That whole approach may be a discussion/argument for another day.) In any case, I am at the point where I am looking to refactor code blocks currently in an if-else blocks into separate objects. This is because there is another another value combination which creates new set of logical sub-branches. To be more specific, this is a trading system feature, where buy orders have different behavior than sell orders. Responses to the orders have a numeric indicator field which describes some event that occurred (e.g. fill, cancel). The combination of this numeric indicator field plus whether it is a buy or sell, require different processing buy the code. Creating a family of objects to separate the code for the unique handling each of the combinations of the 2 fields seems like a good choice at this point. The way I would normally do this, is to create some Factory object which when called with the 2 relevant parameters (indicator, buysell), would return the correct subclass of the object. Some times I do this pattern with a map, which allows to look up a live instance (or constructor to use via reflection), and sometimes I just hard code the cases in the Factory class. So - for some reason this feels like not good design (e.g. one object which knows all the subclasses of an interface or parent object), and a bit clumsy. Is there a better pattern for solving this kind of problem? And if this factory method approach makes sense, can anyone suggest a nicer design?

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  • Using ASP.NET, Membership, and jQuery to Determine Username Availability

    Chances are, at some point you've tried creating a new user account on a website and were told that the username you selected was already taken. This is especially common on very large websites with millions of members, but can happen on smaller websites with common usernames, such as people's names or popular words or phrases in the lexicon of the online community that frequents the website. If the user registration process is short and sweet, most users won't balk when they are told their desired username has already been taken - they'll just try a new one. But if the user registration process is long, involving several questions and scrolling, it can be frustrating to complete the registration process only to be told you need to return to the top of the page to try a different username. Many websites use Ajax techniques to check whether a visitor's desired username is available as soon as they enter it (rather than waiting for them to submit the form). This article shows how to implement such a feature in an ASP.NET website using Membership and jQuery. This article includes a demo available for download that implements this behavior in an ASP.NET WebForms application that uses the CreateUserWizard control to register new users. However, the concepts in this article can be applied to ad-hoc user registration pages and ASP.NET MVC. Read on to learn more! Read More >

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  • Queueing up character actions

    - by TheBroodian
    I'm developing a 2D platformer with action-fighter elements. Currently things are working relatively smoothly but I'm having difficulty sorting something out. For the time, keeping my character's states and actions separated and preventing them from stepping on each others' toes is working out well and properly, but I would like to add a feature to my character to get him to behave a little bit more fluidly for the player. At the moment, he has numerous attacks and abilities that he can execute, all of them being executed with button presses. Here lies the problem: Being as everything is executed through button presses, while an action is in progress I flag the game to disregard further button presses until the action has completed. Therefore, consecutive actions cannot be performed until after the previous action has completed entirely. In runtime this behavior feels very icky, and very ungamelike. In games that rest most memorably at the forefront of my mind the player is able to execute button commands during the process of actions, and at the end of the current action, the following action is executed (seems like some sort of a queue system or something) Can anybody offer any guidance with this?

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  • Is there any simple game that involves psychological factors?

    - by Roman
    I need to find a simple game in which several people need to interact with each other. The game should be simple for an analysis (it should be simple to describe what happens in the game, what players did). Because of the last reason, the video games are not appropriate for my purposes. I am thinking of a simple, schematic, strategic game where people can make a limited set of simple moves. Moreover, the moves of the game should be conditioned not only by a pure logic (like in chess or go). The behavior in the game should depend on psychological factors, on relations between people. In more details, I think it should be a cooperation game where people make their decisions based on mutual trust. It would be nice if players can express punishment and forgiveness in the game. Does anybody knows a game that is close to what I have described above? ADDED I need to add that I need a game where actions of players are simple and easy to formalize. Because of that I cannot use verbal games (where communication between players is important). By simple actions I understand, for example, moves on the board from one position to another one, or passing chips from one player to another one and so on.

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  • Login takes very long, annoying repaints once a minute when logged in: How to troubleshoot?

    - by user946850
    I am suffering from a strange problem with my Gnome Shell in Ubuntu 12.10. The login takes very long ( 30 sec), with a blank screen. In Google Chrome and Thunderbird (and perhaps in other applications), the main window freezes and is repainted in periodic intervals of less than one minute. The freeze takes several seconds, and it seems that font and appearance of, e.g., tabs and buttons briefly changes. Attempting to enable the second monitor show an error message related to XRANDR. Everything seems to have started three days ago, after I had to force-shutdown the machine while it was hibernating due to low power. (It was hibernating for quite a while and didn't want to stop.) Silly me. I have tried the following measures, with no avail: Checked all package file md5 hashes using debsums Reinstalled all packages using a variant of dpkg --get-selection \* | xargs apt-get install -reinstall Temporarily moved configuration directories such as .gconf, .config and .gnome2 to another location Created a new user account When I choose "Ubuntu" during login, the problems disappear. I am sort of frustrated that reinstalling all packages didn't fix the issue. How to troubleshoot this Gnome Shell (?) problem, short of reinstalling the system? (Or did anyone see this kind of behavior on their machine?)

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  • How to react to an office harassment based on my profession ? [closed]

    - by bob from jersey
    A lot of my co-workers (not developers, people from the other departments) who are framing me in the classical "nerd" stereotype, and with that acting disturbing towards me. Of course they are not aggressive or anything, since we are in a work environment having rules on it's own, plus we are all grownups now, but they are on a "quite war" against me (not particularly against me, they are against all developers, but I am the only one who dares to speak about it). I hear names, "nerd", "geek", "cyborg", "outsider" and so on, it's really inappropriate. Of course, nothing is said in our faces, but, you know, "you hear things over". Also this general feeling of "them not liking us at all" can be sensed in the air all the time. And while it is not a problem for a few weeks, a larger duration of constant office harassment (going for months now), can be really annoying and can cause a serious drop in the development performance, which will (inevitably) lead to problems with the management (maybe getting me fired). I want to know, should I continue with my current defensive strategy (passively ignoring their inappropriate labels) or should I switch into a more aggressive maneuvers, like giving them logical reasons why their antisocial behavior should be banned?

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  • What's wrong with circular references?

    - by dash-tom-bang
    I was involved in a programming discussion today where I made some statements that basically assumed axiomatically that circular references (between modules, classes, whatever) are generally bad. Once I got through with my pitch, my coworker asked, "what's wrong with circular references?" I've got strong feelings on this, but it's hard for me to verbalize concisely and concretely. Any explanation that I may come up with tends to rely on other items that I too consider axioms ("can't use in isolation, so can't test", "unknown/undefined behavior as state mutates in the participating objects", etc.), but I'd love to hear a concise reason for why circular references are bad that don't take the kinds of leaps of faith that my own brain does, having spent many hours over the years untangling them to understand, fix, and extend various bits of code. Edit: I am not asking about homogenous circular references, like those in a doubly-linked list or pointer-to-parent. This question is really asking about "larger scope" circular references, like libA calling libB which calls back to libA. Substitute 'module' for 'lib' if you like. Thanks for all of the answers so far!

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  • Why is the US international keyboard layout on Ubuntu different?

    - by pablo
    I have been using Linux on and off for 10 years, and more recently I have spent more time with OSX. But, I still remember that in the beginning I'd choose the US international keyboard layout and it would have exactly the same output as the Windows keyboard layout (and most recently, the OSX US international layout). However, a few years ago when I installed Ubuntu, I noticed that the cedilla wasn't printed anymore (ç or Ç). This is a combination of the following keys: ' + c. Instead, what I get is the c letter. When did it start to happen, and why the difference to the behavior on the other OSes? What puzzles me even more is that there is even an "US International alternative" keyboard layout, which prints exactly the same keys! So, what's it alternative to? This has been reported as a bug back to Canonical (can't find the link now), but the keyboard layout has never changed back to what I'd expect. I know the workarounds to fix it to what I need, but I just would like to know why/when it has become different.

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  • WiFi slow sometimes, reboot helps, how do I debug it?

    - by January
    Ubuntu 12.04.1 with all updates installed. Laptop Lenovo Thinkpad X230 with Intel Corporation Centrino Advanced-N 6205. WiFi sometimes becomes extremely slow. Often this occurs when I wake the system from suspend and connect to a different network. I find no obvious clues in system logs. /etc/init.d/network-manager restart doesn't help, but a reboot does. How can I go on with debugging this issue? In specific, which parts of the system should I try to restart (without a complete reboot)? I know of problems with Intel WiFi (see for example this question and the instructions here), but if that was the problem, I would expect the WiFi to be slow at all times, and not just sometimes. Also, I have a gut feeling that it might be a DNS issue (for example, getting a page from a known server is faster than accessing a new server), but I don't know how to tackle it. Update: despite numerous updates in the meanwhile, I still observe this behavior. It happens always when I access my WiFi router at home after returning from work; when I reboot my laptop, the connection speed is good again.

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  • UFW blocking random packets on 443

    - by s2jcpete
    All, I have UFW setup to allow traffic on port 443. It works as expected, though I have a large amount of UFW Block log entries. To Action From -- ------ ---- 80 ALLOW Anywhere 443 ALLOW Anywhere 22222 ALLOW Anywhere 80 ALLOW Anywhere (v6) 443 ALLOW Anywhere (v6) 22222 ALLOW Anywhere (v6) However in my syslog file I see this: [UFW BLOCK] IN=eth0 OUT= MAC=XXX SRC=<foreignip> DST=<serverip> LEN=40 TOS=0x00 PREC=0x00 TTL=116 ID=22025 DF PROTO=TCP SPT=49622 DPT=443 WINDOW=0 RES=0x00 ACK RST URGP=0 About 30 or so seconds later pound (which I'm using for SSL decryption and port redirection) throws a connection timed out messsage. I'm assuming this is because UFW is blocking the packet. I'm at a loss as to an explination. Could the packet be malformed or something, is this normal? Edit - I have since changed the /etc/defaults/ufw and set ipv6=no, so the v6 rules are no longer in the mix. The server is still showing the block / connection timed out behavior though. The new ufw status output is: Status: active Logging: on (low) Default: deny (incoming), allow (outgoing) New profiles: skip To Action From -- ------ ---- 80 ALLOW IN Anywhere 443 ALLOW IN Anywhere 22222 ALLOW IN Anywhere

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  • Splitting Pygame functionality between classes or modules?

    - by sec_goat
    I am attempting to make my pygame application more modular so that different functionalities are split up into different classes and modules. I am having some trouble getting pygame to allow me to draw or load images in secondary classes when the display has been set and pygame.init() has been done in my main class. I have typically used C# and XNA to accomplish this sort of behavior, but this time I need to use python. How do I init pygame in class1, then create an instance of class2 which loads and converts() images. I have tried pygame.init() in class 2 but then it tells me no display mode has been set, when it has been set in class1. I am under the impression i do not wnat to create multiple pygame.displays as that gets problematic I am probably missing something pythonic and simple but I am not sure what. How do I create a Display class, init python and then have other modules do my work like loading images, fonts etc.? here is the simplest version of what I am doing: class1: def __init__(self): self.screen = pygame.display.set_mode((600,400)) self.imageLoader = class2() class2: def __init__(self): self.images = ['list of images'] def load_images(): self.images = os.listdir('./images/') #get all images in the images directory for img in self.images: #read all images in the directory and load them into pygame new_img = pygame.image.load(os.path.join('images', img)).convert() scale_img = pygame.transform.scale(new_img, (pygame.display.Info().current_w, pygame.display.Info().current_h)) self.images.append(scale_img) if __name__ == "__main__": c1 = class1() c1.imageLoader.load_images() Of course when it tries to load an convert the images it tells me pygame has not been initialized, so i throw in a pygame.init() in class2 ( i have heard it is safe to init multiple times) and then the error goes to pygame.error: No video mode has been set

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  • Partner Webcast – Oracle Weblogic 12c for New Projects - 07 Nov 2013

    - by Thanos Terentes Printzios
    Fast-growing organizations need to stay agile in the face of changing customer, business or market requirements. Oracle WebLogic Server 12c is the industry's best application server platform that allows you to quickly develop and deploy reliable, secure, scalable and manageable enterprise Java EE applications.WebLogic Server Java EE applications are based on standardized, modular components. WebLogic Server provides a complete set of services for those modules and handles many details of application behavior automatically, without requiring programming. New project applications are created by Java programmers, Web designers, and application assemblers. Programmers and designers create modules that implement the business and presentation logic for the application. Application assemblers assemble the modules into applications that are ready to deploy on WebLogic Server. Build and run high-performance enterprise applications and services with Oracle WebLogic Server 12c, available in three editions to meet the needs of traditional and cloud IT environments. Join us, in this webcast, as we will show you how WebLogic Server 12c helps you building and deployingenterprise Java EE applications with support for new features for lowering cost of operations, improving performance, enhancing scalability. Agenda Oracle WebLogic Server Introduction Application Development on WebLogic Using Java EE Overview of the Application Deployment Process Monitoring Application Performance Q&A November 07th, 2013 -  9am UTC/11am EET Delivery FormatThis FREE online LIVE eSeminar will be delivered over the Web. Registrations received less than 24hours prior to start time may not receive confirmation to attend. Duration: 1 hour REGISTER NOW For any questions please contact us at partner.imc-AT-beehiveonline.oracle-DOT-com Stay Connected Oracle Newsletters

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  • Free hosting solution for a very low-traffic website [duplicate]

    - by user966939
    This question already has an answer here: How to find web hosting that meets my requirements? 4 answers I run a very low-traffic website (about 40 users, basically all of which are daily active on the site). I don't see it changing anytime soon either, as there is no way to sign up on the site right now. Until now I have just been using a sub-directory on a friend's host (shared), to host the web site. But in only a few weeks from now, his subscription will end, and he has no plans on renewing it. So of course this means I'll have to move on to something else. But I don't think I'll find someone who'd be willing to share a... shared host with me again. And besides, the software used on that server is ancient (PHP 4.4.9 + MySQL 4.1.22). There's one obvious solution that comes to mind, I guess: choose a better host and pay for it myself. The problem here is that I have no real fixed income, as I'm only a student. So even if the pricing is dirt cheap, I just can't be certain I will be able to afford it, every single month, for... at least 2 years maybe? So I've looked at free hosting solutions instead. The least requirement I had was that it was completely free of ads. But no matter where I look, I always find something in a corner or two ("what can you expect from a free host?" - yeah I know, but I guess it was worth a shot). For example, on Byethost (one of the free hosts I tried), if you trigger a PHP error while error reporting is set to E_ALL, you will spawn some hidden ad... Besides Byethost, I've tried 000Webhost, x10Hosting, 2Freehosting/1Freehosting, Wink.ws, and they are only worse. Okay, I'm running low on ideas. But! What if I just hosted the site myself, on my own computer? That could work. I actually do have my computer on practically 24/7. But not really. Sometimes I need to reboot it, and sometimes we even have power outages. And what if the hardware needs an upgrade? It's not such a big deal for me if the site went down, because I know what's going on; but what about the users? If I do decide to host it myself, is there some way to show users an alternate page instead of them just seeing a generic "server not found" page in the browser when the site is not accessible? Or is there something I have been missing out on? Is there a different kind of "web hosting" solution out there that I haven't heard of? Here is what I'm really looking for: Free (as in, no costs) NO ads Bandwidth enough for a low-traffic forum with roughly 40 users (Semi-)Up-to-date PHP and MySQL (at least not older than a year) No standard (non-extension) PHP functions turned off - such as sleep() The mbstring extension is enabled Disk space: at least 5 MB At least one MySQL database Some bonus points would be: Max execution time of PHP scripts can be set Remote access to MySQL database What would be the best solution for me? Is there one?

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  • Box2D `ApplyLinearImpulse` is not working whereas `SetLinearVelocity` works

    - by Narek
    I need to mimic jumping behavior for the player in my game. Player consists of two fixtures with circle and rectangle shapes. Rectangle I use to detect ground and it is a sensor. Is some point for jumping I do this: float impulseY = body->GetMass() * PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180); body->ApplyLinearImpulse(b2Vec2(0, impulseY), body->GetWorldCenter(), true); and player does not jump. But when I do this: body->SetLinearVelocity(b2Vec2(0, PLAYER_JUMPING_VEOCITY / PTM_RATIO * std::sin(PLAYER_JUMPING_ANGLE * PI / 180))); my player jumps. Also when I change the rectangle shape to be normal (not sensor) shape, its works again. Why? Just in case here are the parameters of my rectangular sensor: b2PolygonShape boxShape; boxShape.SetAsBox(width * 0.5/2/PTM_RATIO, height * 0.2/2/PTM_RATIO, b2Vec2(0, -height * 0.4 /PTM_RATIO), 0); b2FixtureDef boxFixtureDef; boxFixtureDef.friction = 0; boxFixtureDef.restitution = 0; boxFixtureDef.density = 1; boxFixtureDef.isSensor = true; boxFixtureDef.userData = static_cast<void*>(PLAYER_GROUP);

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