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  • How do I fix the Gparted message : Error while reading block at sector xxx ?

    - by Agmenor
    When I tried to move one of my partitions, I got some error messages. Here are some extracts: Move /dev/sda7 to the left 00:05:09 ( ERROR ) (...) check file system on /dev/sda7 for errors and (if possible) fix them 00:00:10 ( SUCCESS ) e2fsck -f -y -v /dev/sda7 (...) move file system to the left 00:04:52 ( ERROR ) perform read-only test 00:04:52 ( ERROR ) using internal algorithm read 114013242 sectors finding optimal blocksize (...) read 113357882 sectors using a blocksize of 1024 sectors 00:04:36 ( ERROR ) 22527034 of 113357882 read Error while reading block at sector 385849832 23182394 sectors read ( ERROR ) (...) libparted messages ( INFO ) Input/output error during read on /dev/sda What should I do to effectively move my partition?

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  • How to move Mailboxes over from old Exchange 2007 to new EBS 2008 network?

    - by Qwerty
    Hi all, This q is similar to: http://serverfault.com/questions/39070/how-to-move-exchange-2003-mailbox-or-store-from-2003-to-2007-on-separate-networks Basically I am trying to move our exchange mailboxes over to a test domain that is hosting EBS2008 with Exchange 2007. We plan to move as soon as we can when we have our exchange data over. I have tried moving a db with mailboxes over but cannot get it to mount in the new Exchange in any way possible, including mounting it onto a recovery store. From my understanding the ONLY prerequisite for moving Exchange DBs across is that it must have the same Organizational name (unlike previous versions of Exchange). If anyone has any insight as to why I cannot mount and simply reattach the mailboxes, please give me an idea as to what could be wrong. It should be as simple as this. Note that the DBs I have are in a clean state. I cannot use ExMerge because I am not running any mailboxes on 2003. I have also tried using a 32bit Vista machine with the Export-Mailbox cmdlet to extract mailboxes but anything I do to it results in Permission errors. I have tried to troubleshoot these with no success. I am running in full admin with proper exchange roles and yet it still gives me access denied errors: Export-Mailbox : MapiExceptionNetworkError: Unable to make admin interface conn ection to server. (hr=0x80040115, ec=-2147221227) Also some errors show in the management console: get-MailboxDatabase Completed Warning: ERROR: Could not connect to the Microsoft Exchange Information Store service on server TATOOINE.baytech.local. One of the following problems may be occurring: 1- The Microsoft Exchange Information Store service is not running. 2- There is no network connectivity to server TATOOINE.baytech.local. 3- You do not have sufficient permissions to perform this command. The following permissions are required to perform this command: Exchange View-Only Administrator and local administrators group for the target server. 4- Credentials have been cached for an unpriviledged user. Try removing the entry for this server from Stored User Names and Passwords. Why I have to use a 32bit machine to export a simple .pst file is beyond me... So yeah I am now out of ideas and any help would be great! Thanks in advance.

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  • Move a window back into the visible area in Xubuntu?

    - by Johan
    I have this annoying little problem on my laptop that sometimes after I have used a external monitor (with higher resolution) some applications place them self outside the visible area of my desktop. So the question is how do I move them back into the visible area? (Please note, no part of the window is visible so I can't use the mouse.) Is there some app that can give me focus to move a application to the mouse pointer or something like that? Please note that I'm running Xubuntu (XFCE) on this laptop. Thanks

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  • When I move or delete files, they occasionally appear right back where they were a day later

    - by Shane Nault
    When I move or delete files, they occasionally appear right back where they were a day later. Also, when I move files, they not only re-appear where I moved them from, they are also where I moved them to as well. Is my system duplicating files? It seems so. This problem has been occurring randomly, but with increasing regularity. Most of the issues are with downloaded music and image files, but it has happened occasionally with Word documents as well. Also, some of my desktop icons have reappeared after I have moved or deleted them. I have run extensive system scans for malware, viruses and the sort but nothing pops up. Is there something wrong with my settings or is there another problem? I use Windows 7, SP 1 with all current updates, and have a few other issues. I was worried that perhaps some of my settings were incorrect.

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  • Mailbox move issue from Exchange 2003 to Exchange 2010

    - by Ryan Roussel
    Today while moving mailboxes between Exchange 2003 and Exchange 2010, I hit an issue with a couple of mailboxes.  These mailboxes all popped access denied errors or more exactly: Insufficient Access Rights to perform the operation.   The cause was similar to the mail flow issue in that inheritable permissions were not turned on for the user object in Active Directory.  This also presented it’s own unique problem in that since the initial move request failed because of permissions, it had to be cleared before a new move request could be created. On top of that, the request did not show up in the EMC.  I used the following process to clear the request, assign permission, then create a new request:   1. First you need to know the ExchangeGUID of the mailbox for the remove-moverequest command.  To quickly get the GUID for a mailbox simply run:         2. Next we need to clear out the move request using PowerShell by running: [PS] c:\>Remove-moverequest -moverequestqueue "mailbox database 1030639620" -mailboxguid 8525686f-d4d3-42b7-92f1-46d77ea841a3   3. Then to re-establish inheritable permissions. This can be done by using AD Users and Computers, switching to View Advanced Features, then under the Security tab of the object.  Click Advanced, then check “allow inheritable permissions of parent to propagate to this object”   4. Once the Inheritable permissions are restored, we need to create a new move request: NOTE:  The EMC can also be used to initiate the Move Request once the permissions are corrected. [PS] c:\>New-moverequest –identity jyoung  -baditemlimit 100 -targetdatabase "mailbox database 1030639620"   And that’s it.  The mailbox should move over smoothly with no access denied error.

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  • Move a sphere along the swipe?

    - by gameOne
    I am trying to get a sphere curl based on the swipe. I know this has been asked many times, but still it's yearning to be answered. I have managed to add force on the direction of the swipe and it works near perfect. I also have all the swipe positions stored in a list. Now I would like to know how can the curl be achieved. I believe the the curve in the swipe can be calculated by the Vector dot product If theta is 0, then there is no need to add the swipe. If it is not, then add the curl. Maybe this condition is redundant if I managed to find how to curl the sphere along the swipe position The code that adds the force to sphere based on the swipe direction is as below: using UnityEngine; using System.Collections; using System.Collections.Generic; public class SwipeControl : MonoBehaviour { //First establish some variables private Vector3 fp; //First finger position private Vector3 lp; //Last finger position private Vector3 ip; //some intermediate finger position private float dragDistance; //Distance needed for a swipe to register public float power; private Vector3 footballPos; private bool canShoot = true; private float factor = 40f; private List<Vector3> touchPositions = new List<Vector3>(); void Start(){ dragDistance = Screen.height*20/100; Physics.gravity = new Vector3(0, -20, 0); footballPos = transform.position; } // Update is called once per frame void Update() { //Examine the touch inputs foreach (Touch touch in Input.touches) { /*if (touch.phase == TouchPhase.Began) { fp = touch.position; lp = touch.position; }*/ if (touch.phase == TouchPhase.Moved) { touchPositions.Add(touch.position); } if (touch.phase == TouchPhase.Ended) { fp = touchPositions[0]; lp = touchPositions[touchPositions.Count-1]; ip = touchPositions[touchPositions.Count/2]; //First check if it's actually a drag if (Mathf.Abs(lp.x - fp.x) > dragDistance || Mathf.Abs(lp.y - fp.y) > dragDistance) { //It's a drag //Now check what direction the drag was //First check which axis if (Mathf.Abs(lp.x - fp.x) > Mathf.Abs(lp.y - fp.y)) { //If the horizontal movement is greater than the vertical movement... if ((lp.x>fp.x) && canShoot) //If the movement was to the right) { //Right move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("right "+(lp.x-fp.x));//MOVE RIGHT CODE HERE canShoot = false; //rigidbody.AddForce((new Vector3((lp.x-fp.x)/30,10,16))*power); StartCoroutine(ReturnBall()); } else { //Left move float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,10,16))*power); Debug.Log("left "+(lp.x-fp.x));//MOVE LEFT CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } } else { //the vertical movement is greater than the horizontal movement if (lp.y>fp.y) //If the movement was up { //Up move float y = (lp.y-fp.y)/Screen.height*factor; float x = (lp.x - fp.x) / Screen.height * factor; rigidbody.AddForce((new Vector3(x,y,16))*power); Debug.Log("up "+(lp.x-fp.x));//MOVE UP CODE HERE canShoot = false; //rigidbody.AddForce(new Vector3((lp.x-fp.x)/30,10,16)*power); StartCoroutine(ReturnBall()); } else { //Down move Debug.Log("down "+lp+" "+fp);//MOVE DOWN CODE HERE } } } else { //It's a tap Debug.Log("none");//TAP CODE HERE } } } } IEnumerator ReturnBall() { yield return new WaitForSeconds(5.0f); rigidbody.velocity = Vector3.zero; rigidbody.angularVelocity = Vector3.zero; transform.position = footballPos; canShoot =true; isKicked = false; } }

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  • [C++] Can all/any struct assignment operator be Overloaded? (and specifically struct tm = sql::Resu

    - by Luke Mcneice
    Hi all, Generally, i was wondering if there was any exceptions of types that cant have thier assignment operator overloaded. Specifically, I'm wanting to overload the assignment operator of a tm struct, (time.h) so i can assign a sql::ResultSet to it. I have already have the conversion logic: sscanf(sqlresult->getString("StoredAt").c_str(),"%d-%d-%d %d:%d:%d",&TempTimeStruct->tm_year,&TempTimeStruct->tm_mon,&TempTimeStruct->tm_mday,&TempTimeStruct->tm_hour,&TempTimeStruct->tm_min,&TempTimeStruct->tm_sec); //populating the struct I tried the overload with this: tm& tm::operator=(sql::ResultSet & results) { //CODE return *this; } however VS08 reports: error C2511: 'tm &tm::operator =(sql::ResultSet &)' : overloaded member function not found in 'tm'

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  • C++ union assignment, is there a good way to do this?

    - by Sqeaky
    I am working on a project with a library and I must work with unions. Specifically I am working with SDL and the SDL_Event union. I need to make copies of the SDL_Events, and I could find no good information on overloading assignment operators with unions. Provided that I can overload the assignment operator, should I manually sift through the union members and copy the pertinent members or can I simply come some members (this seems dangerous to me), or maybe just use memcpy() (this seems simple and fast, but slightly dangerous)? If I can't overload operators what would my best options be from there? I guess I could make new copies and pass around a bunch of pointers, but in this situation I would prefer not to do that. Any ideas welcome!

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  • C++ is there a difference between assignment inside a pass by value and pass by reference function?

    - by Rémy DAVID
    Is there a difference between foo and bar: class A { Object __o; void foo(Object& o) { __o = o; } void bar(Object o) { __o = o; } } As I understand it, foo performs no copy operation on object o when it is called, and one copy operation for assignment. Bar performs one copy operation on object o when it is called and another one for assignment. So I can more or less say that foo uses 2 times less memory than bar (if o is big enough). Is that correct ? Is it possible that the compiler optimises the bar function to perform only one copy operation on o ? i.e. makes __o pointing on the local copy of argument o instead of creating a new copy?

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  • Move Firefox’s Tab Bar to the Top

    - by Asian Angel
    Would you prefer to have Firefox’s Tab Bar located at the top of the browser instead of its’ default location? See how easy it is to move the Tab Bar back and forth between the top and current positions “flip switch style” with the Tabs On Top extension. Note: Tabs On Top extension supports multi-row feature in TabMixPlus. Before You can see the “Tab Bar” in its’ default location here in our test browser…not bad but what if you prefer having it located at the top of the browser? After As soon as you have installed the extension and restarted Firefox the “Tab Bar” will have automatically moved to the top of the browser. You will most likely notice a slight decrease in tab height as well (which occurred during our tests). To move the “Tab Bar” back and forth between the top and default locations just select/deselect “Tab Bar on top” in the “Toolbars Context Menu”. You can quickly reduce the size of the upper UI after hiding some of the other toolbars and go even further if you like using extensions that will hide the “Title Bar”. This is definitely a good UI matching extension for anyone using a Chrome based theme in Firefox. Conclusion If you are unhappy with default location for Firefox’s “Tab Bar” then this extension will certainly provide an alternative option for you. Links Download the Tabs On Top extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Use the Keyboard to Move Items Up or Down in Microsoft WordAdd Copy To / Move To on Windows 7 or Vista Right-Click MenuBring Misplaced Off-Screen Windows Back to Your Desktop (Keyboard Trick)Moving Your Personal Data Folders in Windows Vista the Easy WayAdd Copy To / Move To to the Windows Explorer Right Click Menu TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Live PDF Searches PDF Files and Ebooks Converting Mp4 to Mp3 Easily Use Quick Translator to Translate Text in 50 Languages (Firefox) Get Better Windows Search With UltraSearch Scan News With NY Times Article Skimmer SpeedyFox Claims to Speed up your Firefox

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  • SharePoint 2007 Hosting :: How to Move a Document from One Lbrary to Another

    - by mbridge
    Moving a document using a SharePoint Designer workflow involves copying the document to the SharePoint document library you want to move the document to, and then deleting the document from the current document library it is in. You can use the Copy List Item action to copy the document and the Delete item action to delete the document. To create a SharePoint Designer workflow that can move a document from one document library to another: 1. In SharePoint Designer 2007, open the SharePoint site on which the document library that contains the documents to move is located. 2. On the Define your new workflow screen of the Workflow Designer, enter a name for the workflow, select the document library you want to attach the workflow to (this would be a document library containing documents to move), select Allow this workflow to be manually started from an item, and click Next. 3. On the Step 1 screen of the Workflow Designer, click Actions, and then click More Actions from the drop-down menu. 4. On the Workflow Actions dialog box, select List Actions from the category drop-down list box, select Copy List Item from the actions list, and click Add. The following text is added to the Workflow Designer: Copy item in this list to this list 5. On the Step 1 screen of the Workflow Designer, click the first this list (representing the document library to copy the document from) in the text of the Copy List Item action. 6. On the Choose List Item dialog box, leave Current Item selected, and click OK. 7. On the Step 1 screen of the Workflow Designer, click the second this list (representing the document library to copy the document to) in the text of the Copy List Item action, and select the document library (this is the document library to where you want to move the document) from the drop-down list box that appears. 8. On the Step 1 screen of the Workflow Designer, click Actions, and then click More Actions from the drop-down menu. 9. On the Workflow Actions dialog box, select List Actions from the category drop-down list box, select Delete Item from the actions list, and click Add. The following text is added to the Workflow Designer: then Delete item in this list 10. On the Step 1 screen of the Workflow Designer, click this list in the text of the Delete Item action. 11. On the Choose List Item dialog box, leave Current Item selected and click OK. The final text for the workflow should now look like: Copy item in DocLib1 to DocLib2   then Delete item in DocLib1 where DocLib1 is the SharePoint document library containing the document to move and DocLib2 the document library to move the document to. 12. On the Step 1 screen of the Workflow Designer, click Finish. How to Test the Workflow? 1. Go to the SharePoint document library to which you attached the workflow, click on a document, and select Workflows from the drop-down menu. 2. On the Workflows page, click the name of your SharePoint Designer workflow. 3. On the workflow initiation page, click Start.

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  • Move a SQL Azure server between subscriptions

    - by jamiet
    In September 2011 I published a blog post SSIS Reporting Pack v0.2 now available in which I made available the credentials of a sample database that one could use to test SSIS Reporting Pack. That database was sitting on a paid-for Azure subscription and hence was costing me about £5 a month - not a huge amount but when I later got a free Azure subscription through my MSDN Subscription in January 2012 it made sense to migrate the database onto that subscription. Since then I have been endeavouring to make that move but a few failed attempts combined with lack of time meant that I had not yet gotten round to it.That is until this morning when I heard about a new feature available in the Azure Management Portal that enables one to move a SQL Azure server from one subscription to another. Up to now I had been attempting to use a combination of SSIS packages and/or scripts to move the data but, as I alluded, I ran into a few roadblocks hence the ability to move a SQL Azure server was a godsend to me. I fired up the Azure Management Portal and a few clicks later my server had been successfully migrated, moreover the name of the server doesn't change and neither do any credentials so I have no need to go and update my original blog post either. Its easy to be cynical about SQL Azure (and I maintain a healthy scepticism myself) but that, my friends, is cool!You can read more about the ability to move SQL Azure servers between subscriptions from the official blog post Moving SQL Azure Servers Between Subscriptions.@Jamiet

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  • Actionscript 3.0 - Enemies do not move right in my platformer game

    - by Christian Basar
    I am making a side-scrolling platformer game in Flash (Actionscript 3.0). I have made lots of progress lately, but I have come across a new problem. I will give some background first. My game level's terrain (or 'floor') is referenced by a MovieClip variable called 'floor.' My desire is to have the Player and enemy characters walk along the terrain. I have gotten the Player character to move on the terrain just fine; he walks up/down hills and falls whenever there is no ground beneath him. Here is the code I created to allow the Player to follow the terrain correctly. Much more code is used to control the Player, but only this code deals with the Player character's following of the terrain and gravity. // If the Player's not on the ground (not touching the 'floor' MovieClip)... if (!onGround) { // Disable ducking downKeyPressed = false; // Increase the Player's 'y' position by his 'y' velocity player.y += playerYVel; } // Increase the 'playerYVel' variable so that the Player will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the player // when he's off the ground. playerYVel += gravity; // Give the Player a terminal velocity of 15 px/frame if (playerYVel > 15) { playerYVel = 15; } // If the Player has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(player.x, player.y, true)) { player.y += playerYVel; // The Player is not on the ground when he's not touching it onGround = false; } Since getting this code to work for the Player, I have created a 'SkullDemon' class, which is one of the planned enemies for my game. I want the 'SkullDemon' objects to move along the terrain like the Player does. With lots of great help, I have already coded the EventListeners, etc. necessary for the 'SkullDemons' to move. Unfortunately, I am having trouble getting them to move along the terrain. In fact, they do not touch the terrain at all; they move along the top of the boundary of the 'floor' MovieClip! I had a simple text diagram showing what I mean, but unfortunately Stackoverflow does not format it correctly. I hope my problem is clear from my description. Strangely enough, my code for the Player's movement and the 'SkullDemon's' movement is almost exactly the same, yet the 'SkullDemons' do not move like the Player does. Here is my code for the SkullDemon movement: // Move all of the Skull Demons using this method protected function moveSkullDemons():void { // Go through the whole 'skullDemonContainer' for (var skullDi:int = 0; skullDi < skullDemonContainer.numChildren; skullDi++) { // Set the SkullDemon 'instance' variable to equal the current SkullDemon skullDIns = SkullDemon(skullDemonContainer.getChildAt(skullDi)); // For now, just move the Skull Demons left at 5 units per second skullDIns.x -= 5; // If the Skull Demon has not hit the 'floor,' increase his falling //speed if (! floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { // Increase the Skull Demon's 'y' position by his 'y' velocity skullDIns.y += skullDIns.sdYVel; // The Skull Demon is not on the ground when he's not touching it skullDIns.sdOnGround = false; } // Increase the 'sdYVel' variable so that the Skull Demon will fall // progressively faster down the screen. This code technically // runs "all the time" but in reality it only affects the Skull Demon // when he's off the ground. if (! skullDIns.sdOnGround) { skullDIns.sdYVel += skullDIns.sdGravity; // Give the Skull Demon a terminal velocity of 15 px/frame if (skullDIns.sdYVel > 15) { skullDIns.sdYVel = 15; } } // What happens when the Skull Demon lands on the ground after a fall? // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre for (var i:int = 0; i < 10; i++) { // The Skull Demon is only on the ground ('onGround == true') when // the ground is touching the Skull Demon MovieClip's origin point, // which is at the Skull Demon's bottom centre if (floor.hitTestPoint(skullDIns.x, skullDIns.y, true)) { skullDIns.y = skullDIns.y; // Set the Skull Demon's y-axis speed to 0 skullDIns.sdYVel = 0; // The Skull Demon is on the ground again skullDIns.sdOnGround = true; } } } } // End of 'moveSkullDemons()' function It is almost like the 'SkullDemons' are interacting with the 'floor' MovieClip using the hitTestObject() function, and not the hitTestPoint() function which is what I want, and which works for the Player character. I am confused about this problem and would appreciate any help you could give me. Thanks!

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  • BoundingSpheres move when they should not

    - by NDraskovic
    I have a XNA 4.0 project in which I load a file that contains type and coordinates of items I need to draw to the screen. Also I need to check if one particular type (the only movable one) is passing in front or trough other items. This is the code I use to load the configuration: if (ks.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.L)) { this.GraphicsDevice.Clear(Color.CornflowerBlue); Otvaranje.ShowDialog(); try { using (StreamReader sr = new StreamReader(Otvaranje.FileName)) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z))); sfere.Add(new BoundingSphere(new Vector3(Convert.ToSingle(x), Convert.ToSingle(y), Convert.ToSingle(z)), 1f)); } } } catch (Exception ex) { Window.Title = ex.ToString(); } } The "Otvaranje" is an OpenFileDialog object, "elementi" is a List (determines the type of item that would be drawn), podatci is a List (determines the location where the items will be drawn) and sfere is a List. Now I solved the picking algorithm (checking for ray and bounding sphere intersection) and it works fine, but the collision detection does not. I noticed, while using picking, that BoundingSphere's move even though the objects that they correspond to do not. The movable object is drawn to the world1 Matrix, and the static objects are drawn into the world2 Matrix (world1 and world2 have the same values, I just separated them so that the static elements would not move when the movable one does). The problem is that when I move the item I want, all boundingSpheres move accordingly. How can I move only the boundingSphere that corresponds to that particular item, and leave the rest where they are?

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  • Does Windows Move command delete the file only on successful completion?

    - by IronicMuffin
    This may be a stupid question, but I'm erring on the side of caution here. If I'm using Windows command line/batch files to Move a file from one server to another and we have a network failure, what will happen to the original file? I would assume it remains untouched until fully moved, and then deleted, but I need to be sure. My fear is that it deletes bytes as they are moved, which would be bad. If that isn't the case, is there a better way than Copying the file and Deleting after the copy completes? Thanks for your help. EDIT: I suppose super user would have been better. This is part of a job kicked off by code, so my first thought was to come here.

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  • Why do we move the world instead of the camera

    - by sharethis
    I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around. For example here is an extract of this tutorial: http://open.gl/transformations In real life you're used to moving the camera to alter the view of a certain scene, in OpenGL it's the other way around. The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Why do we do that?

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  • Iterative and Incremental Principle Series 1: The Dreaded Assignment

    - by llowitz
    A few days ago, while making breakfast for my teenage son… he turned to me and happily exclaimed, “I really like how my high school Government class assigns our reading homework.  In middle school, we had to read a chapter each week.  Everyone dreaded it.  In high school, our teacher assigns us a section or two every day.  We still end up reading a chapter each week, but this way is so much easier and I’m actually remembered what I’ve read!” Wow!  Once I recovered from my initial shock that my high school son actually initiated conversation with me, it struck me that he was describing one of the five basic OUM principles -- Iterative and Incremental.   Not only did he describe how his teacher divided a week long assignment into daily increments, but he went on to communicate some of the major benefits of having shorter, more achievable milestones.  I started to think about other applications of the iterative and incremental approach and I realized that I had incorporated this approach when I recently rededicated myself to physical fitness.  Join me over the next four days as I present an Iterative and Incremental blog series where I relate my personal experience incorporating the iterative and incremental approach and the benefits that I achieved.

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • Oracle HRMS API – Update Employee Assignment

    - by PRajkumar
    To Update Supervisor, Manager Flag, Bargaining Unit, Labour Union Member Flag, Gre, Time Card, Work Schedule, Normal Hours, Frequency, Time Normal Finish, Time Normal Start, Default Code Combination, Set of Books Id API -- hr_assignment_api.update_emp_asg   To Update Grade, Location, Job, Payroll, Organization, Employee Category, People Group API -- hr_assignment_api.update_emp_asg_criteria   Example --   DECLARE    -- Local Variables    -- -----------------------    lc_dt_ud_mode           VARCHAR2(100)    := NULL;    ln_assignment_id       NUMBER                  := 33561;    ln_supervisor_id        NUMBER                  := 2;    ln_object_number       NUMBER                  := 1;    ln_people_group_id  NUMBER                  := 1;      -- Out Variables for Find Date Track Mode API    -- -----------------------------------------------------------------    lb_correction                           BOOLEAN;    lb_update                                 BOOLEAN;    lb_update_override              BOOLEAN;    lb_update_change_insert   BOOLEAN;       -- Out Variables for Update Employee Assignment API    -- ----------------------------------------------------------------------------    ln_soft_coding_keyflex_id       HR_SOFT_CODING_KEYFLEX.SOFT_CODING_KEYFLEX_ID%TYPE;    lc_concatenated_segments       VARCHAR2(2000);    ln_comment_id                             PER_ALL_ASSIGNMENTS_F.COMMENT_ID%TYPE;    lb_no_managers_warning        BOOLEAN;  -- Out Variables for Update Employee Assgment Criteria  -- -------------------------------------------------------------------------------  ln_special_ceiling_step_id                    PER_ALL_ASSIGNMENTS_F.SPECIAL_CEILING_STEP_ID%TYPE;  lc_group_name                                          VARCHAR2(30);  ld_effective_start_date                             PER_ALL_ASSIGNMENTS_F.EFFECTIVE_START_DATE%TYPE;  ld_effective_end_date                              PER_ALL_ASSIGNMENTS_F.EFFECTIVE_END_DATE%TYPE;  lb_org_now_no_manager_warning   BOOLEAN;  lb_other_manager_warning                  BOOLEAN;  lb_spp_delete_warning                          BOOLEAN;  lc_entries_changed_warning                VARCHAR2(30);  lb_tax_district_changed_warn             BOOLEAN;   BEGIN    -- Find Date Track Mode    -- --------------------------------    dt_api.find_dt_upd_modes    (    p_effective_date                  => TO_DATE('12-JUN-2011'),         p_base_table_name            => 'PER_ALL_ASSIGNMENTS_F',         p_base_key_column           => 'ASSIGNMENT_ID',         p_base_key_value               => ln_assignment_id,          -- Output data elements          -- --------------------------------          p_correction                          => lb_correction,          p_update                                => lb_update,          p_update_override              => lb_update_override,          p_update_change_insert   => lb_update_change_insert      );      IF ( lb_update_override = TRUE OR lb_update_change_insert = TRUE )    THEN        -- UPDATE_OVERRIDE        -- ---------------------------------        lc_dt_ud_mode := 'UPDATE_OVERRIDE';    END IF;     IF ( lb_correction = TRUE )   THEN       -- CORRECTION       -- ----------------------      lc_dt_ud_mode := 'CORRECTION';   END IF;     IF ( lb_update = TRUE )   THEN       -- UPDATE       -- --------------       lc_dt_ud_mode := 'UPDATE';    END IF;     -- Update Employee Assignment   -- ---------------------------------------------  hr_assignment_api.update_emp_asg  ( -- Input data elements   -- ------------------------------   p_effective_date                              => TO_DATE('12-JUN-2011'),   p_datetrack_update_mode         => lc_dt_ud_mode,   p_assignment_id                            => ln_assignment_id,   p_supervisor_id                              => NULL,   p_change_reason                           => NULL,   p_manager_flag                              => 'N',   p_bargaining_unit_code              => NULL,   p_labour_union_member_flag   => NULL,   p_segment1                                       => 204,   p_segment3                                       => 'N',   p_normal_hours                              => 10,   p_frequency                                       => 'W',   -- Output data elements   -- -------------------------------   p_object_version_number             => ln_object_number,   p_soft_coding_keyflex_id              => ln_soft_coding_keyflex_id,   p_concatenated_segments             => lc_concatenated_segments,   p_comment_id                                   => ln_comment_id,   p_effective_start_date                      => ld_effective_start_date,   p_effective_end_date                        => ld_effective_end_date,   p_no_managers_warning               => lb_no_managers_warning,   p_other_manager_warning            => lb_other_manager_warning  );    -- Find Date Track Mode for Second API   -- ------------------------------------------------------   dt_api.find_dt_upd_modes   (  p_effective_date                   => TO_DATE('12-JUN-2011'),      p_base_table_name            => 'PER_ALL_ASSIGNMENTS_F',      p_base_key_column           => 'ASSIGNMENT_ID',      p_base_key_value               => ln_assignment_id,      -- Output data elements      -- -------------------------------      p_correction                           => lb_correction,      p_update                                 => lb_update,      p_update_override               => lb_update_override,      p_update_change_insert    => lb_update_change_insert   );     IF ( lb_update_override = TRUE OR lb_update_change_insert = TRUE )   THEN     -- UPDATE_OVERRIDE     -- --------------------------------     lc_dt_ud_mode := 'UPDATE_OVERRIDE';   END IF;      IF ( lb_correction = TRUE )    THEN      -- CORRECTION      -- ----------------------      lc_dt_ud_mode := 'CORRECTION';   END IF;      IF ( lb_update = TRUE )    THEN      -- UPDATE      -- --------------      lc_dt_ud_mode := 'UPDATE';    END IF;    -- Update Employee Assgment Criteria  -- -----------------------------------------------------  hr_assignment_api.update_emp_asg_criteria  ( -- Input data elements   -- ------------------------------   p_effective_date                                   => TO_DATE('12-JUN-2011'),   p_datetrack_update_mode               => lc_dt_ud_mode,   p_assignment_id                                 => ln_assignment_id,   p_location_id                                        => 204,   p_grade_id                                             => 29,   p_job_id                                                  => 16,   p_payroll_id                                          => 52,   p_organization_id                               => 239,   p_employment_category                    => 'FR',   -- Output data elements   -- -------------------------------   p_people_group_id                              => ln_people_group_id,   p_object_version_number                   => ln_object_number,   p_special_ceiling_step_id                  => ln_special_ceiling_step_id,   p_group_name                                        => lc_group_name,   p_effective_start_date                           => ld_effective_start_date,   p_effective_end_date                             => ld_effective_end_date,   p_org_now_no_manager_warning  => lb_org_now_no_manager_warning,   p_other_manager_warning                 => lb_other_manager_warning,   p_spp_delete_warning                         => lb_spp_delete_warning,   p_entries_changed_warning              => lc_entries_changed_warning,   p_tax_district_changed_warning     => lb_tax_district_changed_warn  );    COMMIT; EXCEPTION          WHEN OTHERS THEN                       ROLLBACK;                       dbms_output.put_line(SQLERRM); END; / SHOW ERR;    

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  • Why would the assignment operator ever do something different than its matching constructor?

    - by Neil G
    I was reading some boost code, and came across this: inline sparse_vector &assign_temporary(sparse_vector &v) { swap(v); return *this; } template<class AE> inline sparse_vector &operator=(const sparse_vector<AE> &ae) { self_type temporary(ae); return assign_temporary(temporary); } It seems to be mapping all of the constructors to assignment operators. Great. But why did C++ ever opt to make them do different things? All I can think of is scoped_ptr?

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  • Can a stack have an exception safe method for returning and removing the top element with move seman

    - by Motti
    In an answer to a question about std::stack::pop() I claimed that the reason pop does not return the value is for exception safety reason (what happens if the copy constructor throws). @Konrad commented that now with move semantics this is no longer relevant. Is this true? AFAIK, move constructors can throw, but perhaps with noexcept it can still be achieved. For bonus points what thread safety guarantees can this operation supply?

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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