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  • How do I update wine in one wineprefix?

    - by Steve
    Does anyone know how I can go about updating the version of wine that one prefix uses without self-destructing everything in it? I want to bring it from 1.4 to 1.5.5 - I read on a forum that someone got the microphone working in Rosetta Stone with Ubuntu 12.04 and wine 1.5.5. Thanks for any guidance on this matter. :) http://ubuntuforums.org/showpost.php?p=11984993&postcount=20 Update: Issue resolved. Thanks to zuberuber I was able to approach the issue in a different light. :) I made a new prefix called "test" in PlayOnLinux. I compared the new prefix with the Rosetta prefix. It contained a PlayOnLinux.cfg file along with the reg files. It contained: ARCH=x86 VERSION=1.5.0 I copied this over to the Rosetta prefix and adjusted it: ARCH=x86 VERSION=1.4.1 After doing that, I was able to change it from 1.4.1 to 1.5.0. I confirmed it in the prefix's winecfg's About tab.

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  • Copyrights concerning code snippets and larger amounts of code

    - by JustcallmeDrago
    I am designing a public code repository. Users will be allowed to post and edit whatever amount of code they want, from code snippets to entire multi-file projects. I have a few major legal concerns about this: Not getting sued/shut down - I feel the site would be a much easier target than tracking down an individual user to sue. I have looked around a bit and see links to legal info in the footer of each page is common. What specific things should I do--and what does does a site such as YouTube (which I see copyrighted material on all the time) do--for protection? Citing sources and editing sourced code - If a user wants to post code that isn't theirs, what concerns/safeguards should I have? Will a link suffice, and what do I need further to allow the code to be edited (to improve it for example)? What can happen if a user posts copyrighted code without citing it? Large chunks of code - What legal differences should I look out for as the amount grows? Not having a mess of licenses for the site - I would like to have a single license (like RosettaCode) that keeps things simple for interaction on the site. I want the code to be postable and editable. I have looked into StackOverflow's CreativeCommons license a little and it says that If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. And on RosettaCode: All software found on Rosetta Code should be considered potentially hazardous. Use at your own risk. Be aware that all code on Rosetta Code is under the GNU Free Documentation License, as are any edits made by contributors. See Rosetta Code:Copyrights for details. What other licenses are like this? Commercializing the site - In what ways can I and can't I make money off of a site that contains code like this? All code will be publicly visible. Initial thoughts are having ads or making money by charging for advanced features.

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  • Do I need "cube subclasses" to represent the blocks in a Minecraft-like world?

    - by stighy
    I would like to try to develop a very simple game like Minecraft for my own education. My main problem at the moment is figuring out how to model classes that represent the world, which will be made of blocks of various types (such as dirt, stone and sand). I am thinking of creating the following class structure: Cube (with proprerties like color, strength, flammable, gravity) with subclasses: Dirt Stone Sand et cetera My question is, do I need the Cube subclasses or a single class Cube sufficient?

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  • UDK: Toggle Material on Brushes?

    - by user50300
    I'm attempting to change / toggle the material that's applied to a BSP brush. I've seen where it's possible on static meshes, but I can't seem to get it to work on brushes. Below is an example scenario. The ground (BSP Brush) is covered in a stone material The player hits a trigger. A new "moss" material is applied to the brush, removing the old stone material. Any assistance you could offer would be greatly appreciated.

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  • Storing large array of tiles, but allowing easy access to data

    - by Cyral
    I've been thinking about this for a while. I have a 2D tile bases platformer in XNA with a large array of tile data, I've been running into memory problems with large maps. (I will add chunks soon!) Currently, Each tile contains an Item along with other properties like how its rotated, if it has forground / background, etc. An Item is static and has properties like the name, tooltip, type of item, how much light it emits, the collision it does to player, etc. Examples: public class Item { public static List<Item> Items; public Collision blockCollisionType; public string nameOfItem; public bool someOtherVariable,etc,etc public static Item Air public static Item Stone; public static Item Dirt; static Item() { Items = new List<Item>() { (Stone = new Item() { nameOfItem = "Stone", blockCollisionType = Collision.Solid, }), (Air = new Item() { nameOfItem = "Air", blockCollisionType = Collision.Passable, }), }; } } Would be an Item, The array of Tiles would contain a Tile for each point, public class Tile { public Item item; //What type it is public bool onBackground; public int someOtherVariables,etc,etc } Now, Most would probably use an enum, or a form of ID to identify blocks. Well my system is really nice just to find out about an item. I can simply do tiles[x,y].item.Name To get the name for example. I realized my Item property of the tile is over 1000 Bytes! Wow! What I'm looking for is a way to use an ID (Int or byte depending on how many items) instead of an Item but still have a method for retreiving data about the type of item a tile contains.

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  • Running game, leaving game and continuing animation

    - by Madrusec
    I have been trying to learn some Actionscript recently and have been trying to run an interactive story that at one point turns into an extremel simple shooter game. After the player either wins or looses, then he/she is taken to the rest of the animated story. So I have everything up to the point where the games runs (successfully) but for some reason I am unable to have flash run the rest of the frames, most of which have no code at all. This is the code for scene 1: stop (); import flash.display.MovieClip; import flash.events.MouseEvent; import flash.utils.Timer; import flash.events.TimerEvent; var stoneInGame:uint; var stoneMaker: Timer; var container_mc: MovieClip; var cursor:MovieClip; var score:int; var anxiety:int; var anxiety_mc :MovieClip = new mcAnxiety(); //stage.addChild( anxiety_mc ); function initializeGame():void { stoneInGame = 10; stoneMaker = new Timer(1000, stoneInGame); container_mc = new MovieClip(); addChild(container_mc); container_mc.addChild(anxiety_mc); anxiety_mc.x = 497; anxiety_mc.y = 360; stoneMaker.addEventListener(TimerEvent.TIMER, createStones); stoneMaker.start(); cursor = new Cursor(); addChild(cursor); cursor.enabled = false; Mouse.hide(); stage.addEventListener(MouseEvent.MOUSE_MOVE, dragCursor); score = 0; anxiety = anxiety_mc.totalFrames; anxiety_mc.gotoAndStop(anxiety); } function dragCursor(event:MouseEvent):void { cursor.x = this.mouseX; cursor.y = this.mouseY; } function createStones(event:TimerEvent):void { var stone:MovieClip; stone = new Stone(); stone.x = Math.random() * stage.stageWidth; stone.y = Math.random() * stage.stageHeight; container_mc.addChild(stone); } function increaseScore():void { score ++; if(score >= stoneInGame) { dragCursor.stop(); createStones.stop(); stoneMaker.stop(); trace("you wind!"); } } function decreaseAnxiety():void { anxiety--; if(anxiety <= 0) { stoneMaker.stop(); trace("you lose!"); } else { anxiety_mc.gotoAndStop(anxiety); } increaseScore(); } initializeGame(); So what I tried to do was adding gotoAndPlay() inside both the decreaseAnxiety and increaseScore functions after the trace statements and referenced a frame where I have more keyframes that continue a story. However, Flash just goes back to the beginning of the timeline and I even the functions that change and control the cursor seem to be running. This leads me to believe that I need to make sure that I tell flash o stup running certain functions before jumping to another frame. However, it seems to me that I would still have the same issue and not be able to continue in the timeline. Is there something I am missing? How can I jump out of all this code once the game finishes and simply continue playing the rest of the frames? Any pointers would be greatly appreciated. Thank you

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  • How to do the Geometry Wars gravity well effect

    - by Mykel Stone
    I'm not talking about the background grid here, I'm talking about the swirly particles going around the Gravity Wells! I've always liked the effect and decided it'd be a fun experiment to replicate it, I know GW uses Hooke's law all over the place, but I don't think the Particle-to-Well effect is done using springs, it looks like a distance-squared function. Here is a video demonstrating the effect: http://www.youtube.com/watch?v=YgJe0YI18Fg I can implement a spring or gravity effect on some particles just fine, that's easy. But I can't seem to get the effect to look similar to GWs effect. When I watch the effect in game it seems that the particles are emitted in bunches from the Well itself, they spiral outward around the center of the well, and eventually get flung outward, fall back towards the well, and repeat. How does he make the particles spiral outward when spawned? How does he keep the particle bunches together when near the Well but spread away from each other when they're flung outward? How does he keep the particles so strongly attached to the Well?

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  • Logarithmic spacing of FFT bins

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Logarithmic spacing of FFT subbands

    - by Mykel Stone
    I'm trying to do the examples within the GameDev.net Beat Detection article ( http://archive.gamedev.net/archive/reference/programming/features/beatdetection/index.html ) I have no issue with performing a FFT and getting the frequency data and doing most of the article. I'm running into trouble though in the section 2.B, Enhancements and beat decision factors. in this section the author gives 3 equations numbered R10-R12 to be used to determine how many bins go into each subband: R10 - Linear increase of the width of the subband with its index R11 - We can choose for example the width of the first subband R12 - The sum of all the widths must not exceed 1024 He says the following in the article: "Once you have equations (R11) and (R12) it is fairly easy to extract 'a' and 'b', and thus to find the law of the 'wi'. This calculus of 'a' and 'b' must be made manually and 'a' and 'b' defined as constants in the source; indeed they do not vary during the song." However, I cannot seem to understand how these values are calculated...I'm probably missing something simple, but learning fourier analysis in a couple of weeks has left me Decimated-in-Mind and I cannot seem to see it.

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  • Need help with ColdFusion and ASP.NET site [closed]

    - by Michael Stone
    To begin, I wasn't too sure how to title this.. I've got a few questions. First off, I've got a very big site that's in ColdFusion and we've been migrating to ASP.NET C# 4.0 the last 8 months. I've got a team of 7 programmers and no one can seem to figure out these answers, not even our senior C# programmer. We're using Team Foundation Server and we can't figure out how to only push up one small change at time. Right now we're stuck to publishing the entire site and it's causing serious issues. We've currently got the site as a Project and not a Website. We're wondering if that's one issue. I actually think it might be a problem. We're also dealing with an issue where we can't access our regular folders with relative paths. So we're first developing our admin side in .NET and We've got our regular site and then we've got another site within that for our .NET admin tools. By site, I'm referring to them actually being Sites in IIS. This also creates a problem for us when we're creating tools that upload images and want to store them and access them from our parent Site. I'd very much appreciate any advice on how to go about this in the most standardized way. So what I'm hoping for is advise on: -Publishing and managing a site/project in Team Foundation Server. Being able to push up one fix at a time if needed would be GREAT! -Any help figuring out the issuing referencing folders from my .NET child site to my parent ColdFusion site using regular relative paths. "/a/images/b/" would be nice nice instead of only being able to do "/b/images/" We're using ColdFusion 8, C# Asp.NET 4.0/Entity Framework/POCO Templates, and a Windows 2008 R2 Server. Thank you in advance for any help.

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  • Pygame Sprite/Font rendering issues

    - by Grimless
    Hey guys. Here's my problem: I have a game class that maintains a HUD overlay that has a bunch of elements, including header and footer background sprites. Everything was working fine until I added a 1024x128 footer sprite. Now two of my text labels will not render, despite the fact that they DO exist in my Group and self.elements array. Is there something I'm missing? When I take out the footerHUDImage line, all of the labels render correctly and everything works fine. When I add the footerHUDImage, two of the labels (the first two) no longer render and the third only sometimes renders. HELP PLEASE! Here is the code: class AoWHUD (object): def __init__(self, screen, delegate, dataSource): self.delegate = delegate self.dataSource = dataSource self.elements = [] headerHudImage = KJRImage("HUDBackground.png") self.elements.append(headerHudImage) headerHudImage.userInteractionEnabled = True footerHUDImage = KJRImage("ControlsBackground.png") self.elements.append(footerHUDImage) footerHUDImage.rect.bottom = screen.get_rect().height footerHUDImage.userInteractionEnabled = True lumberMessage = "Lumber: " + str(self.dataSource.lumber) lumberLabel = KJRLabel(lumberMessage, size = 48, color = (240, 200, 10)) lumberLabel.rect.topleft = (_kSpacingMultiple * 0, 0) self.elements.append(lumberLabel) stoneMessage = "Stone: " + str(self.dataSource.stone) stoneLabel = KJRLabel(stoneMessage, size = 48, color = (240, 200, 10)) stoneLabel.rect.topleft = (_kSpacingMultiple * 1, 0) self.elements.append(stoneLabel) metalMessage = "Metal: " + str(self.dataSource.metal) metalLabel = KJRLabel(metalMessage, size = 48, color = (240, 200, 10)) metalLabel.rect.topleft = (_kSpacingMultiple * 2, 0) self.elements.append(metalLabel) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) foodLabel = KJRLabel(foodMessage, size = 48, color = (240, 200, 10)) foodLabel.rect.topleft = (_kSpacingMultiple * 3, 0) self.elements.append(foodLabel) self.selectionSprites = {32 : pygame.image.load("Selected32.png").convert_alpha(), 64 : pygame.image.load("Selected64.png")} self._sprites_ = pygame.sprite.Group() for e in self.elements: self._sprites_.add(e) print self.elements def draw(self, screen): if self.dataSource.resourcesChanged: lumberMessage = "Lumber: " + str(self.dataSource.lumber) stoneMessage = "Stone: " + str(self.dataSource.stone) metalMessage = "Metal: " + str(self.dataSource.metal) foodMessage = "Food: " + str(len(self.dataSource.units)) + "/" + str(self.dataSource.food) self.elements[2].setText(lumberMessage) self.elements[2].rect.topleft = (_kSpacingMultiple * 0, 0) self.elements[3].setText(stoneMessage) self.elements[3].rect.topleft = (_kSpacingMultiple * 1, 0) self.elements[4].setText(metalMessage) self.elements[4].rect.topleft = (_kSpacingMultiple * 2, 0) self.elements[5].setText(foodMessage) self.elements[5].rect.topleft = (_kSpacingMultiple * 3, 0) self.dataSource.resourcesChanged = False self._sprites_.draw(screen) if self.delegate.selectedUnit: theSelectionSprite = self.selectionSprites[self.delegate.selectedUnit.rect.width] screen.blit(theSelectionSprite, self.delegate.selectedUnit.rect)

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  • Texturing a mesh generated from voxel data

    - by Minja
    I have implemented the Marching Cubes algorithm to display an isosurface based on voxel data. Currently, it is displayed with triplanar texturing. I'm working with unity, so I have a material with the triplanar shader attached. Now, the whole isosurface is rendered using this material. And thats my problem: I want the texture to represent the voxel data. I'm storing a material value for every point in the grid, and based on this value, I want the texture of the isosurface to change. Sadly, I have no clue how to do this. So if the voxel is sand, I want sand to be displayed; if it's stone, then there should be stone. Right now, everything is displayed as sand. Thanks in advance!

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  • Java 2D Tile Collision

    - by opiop65
    I have been working on a way to do collision detection forever, and just can't figure it out. Here's my simple 2D array: for (int x = 0; x < 16; x++) { for (int y = 0; y < 16; y++) { map[x][y] = AIR; if(map[x][y] == AIR) { air.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 6; y < 16; y++) { map[x][y] = GRASS; if(map[x][y] == GRASS) { grass.draw(x * tilesize, y * tilesize); } } } for (int x = 0; x < 16; x++) { for (int y = 8; y < 16; y++) { map[x][y] = STONE; if(map[x][y] == STONE) { stone.draw(x * tilesize, y * tilesize); } } } I want to do it with rectangles, and using the intersect() method, but how would I go about adding rectangles to all the tiles? Edit: My player moves like this: if(input.isKeyDown(Input.KEY_W)) { shiftY -= delta * speed; idY = (int) shiftY; if(shift == true) { shiftY -= delta * runspeed; } if(isColliding == true) { shiftY += delta * speed; } } if(input.isKeyDown(Input.KEY_S)) { shiftY += delta * speed; idY = (int) shiftY; if(shift == true) { shiftY += delta * runspeed; } if(isColliding == true) { shiftY -= delta * speed; } } if (input.isKeyDown(Input.KEY_A)) { steve = left; shiftX -= delta * speed; idX = (int) shiftX; if(shift == true) { shiftX -= delta * runspeed; } if(isColliding == true) { shiftX += delta * speed; } } if (input.isKeyDown(Input.KEY_D)) { steve = right; shiftX += delta * speed; idX = (int) shiftX; if(shift == true) { shiftX += delta * runspeed; } if(isColliding == true) { shiftX -= delta * speed; } } (I have tried my own collision code, but its horrible. Doesn't work in the slightest)

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  • OS X: What does the '@' attribute on a file mean?

    - by claytontstanley
    On a Snow Leopard machine, at the Terminal: la ~/src/rmcl/ | grep RMCL -rw-r--r--@ 1 claytonstanley staff 6766167 Nov 13 2009 RMCL What is that '@' attribute? This file is part of an older OS X program that runs under Rosetta. I'm having issues where some older programs running under Rosetta require the @ attribute when opening files. But I'm not sure what that attribute is, so I have no way to know how to add/remove it. I did try a thorough Google search on this, but I wasn't able to find the answer. I would have thought this would be an easy one to find. Maybe the Google query isn't acting properly because of the single @ special character. Any info. is much appreciated. Thanks!

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  • x.gif in Apache logs

    - by T. Stone
    I manage a Django site where we host the media on a subdomain. There shouldn't be any requests for media to the main domain. However I keep seeing these requests for "x.gif" showing up in the access logs on the domain that's handled by WSGI (not the media domain). Can anyone explain what this is? X.X.X.X - - [08/Mar/2010:10:04:00 -1000] "GET / HTTP/1.1" 200 3724 X.X.X.X - - [08/Mar/2010:10:04:10 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:10 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:10 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:10 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:51 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:52 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:52 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:52 -1000] "GET /x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:56 -1000] "GET /contact/ HTTP/1.1" 200 7196 X.X.X.X - - [08/Mar/2010:10:04:58 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:04:58 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:00 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:00 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:00 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:00 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:01 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:01 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:01 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:01 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:02 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:02 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:02 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:02 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:03 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:03 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:03 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:04 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:04 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:04 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:04 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:05 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:05 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:05 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:05 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:06 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:06 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:06 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653 X.X.X.X - - [08/Mar/2010:10:05:06 -1000] "GET /contact/x.gif HTTP/1.1" 404 2653

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  • How can I unify my email, calendar and tasks (2 exchange accounts + 1 gmail)

    - by Assaf Stone
    This is my situation: I work as a consultant, and thus work out of multiple computers: my work-laptop a desktop at my primary client my desktop at home an android smartphone an android tablet Likewise, I have multiple accounts: A Microsoft Exchange (2010 AFAIK) account A Microsoft Exchange (2007 AFAIK) account A gmail account The most important thing I need is the ability to have events in one calendar affect the free / busy status of all other accounts (so that if I am busy on Monday 9am with an event from my employer's account, it will show that time as busy in my client's account, and in the gmail account. Second thing I need is a unified view of all of my accounts' info: Appointments, email, tasks, and contacts (in that order of importance). I've already tried outlook synchronization tools such as gSyncit, to sync both exchange accounts with gmail, but this creates a mess when updating appointments (deleted appointments sometimes return, timestamps revert). Is there perhaps some way to at least synchronize the free/busy state in a way that all of my calendar apps / accounts will look there to see if I can be invited? Just solving that would be well worth my while. Thanks, Assaf

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  • What exactly is an invalid HTTP_HOST header

    - by rolling stone
    I've implemented Django's relatively new allowed hosts setting, which is meant to prevent attackers from submitting requests with a fake HTTP Host header. Since adding that setting, I now get anywhere from 20-100 emails a day notifying me of invalid HTTP_HOST headers. I've copied in an example of a typical error message below. I'm hosting my site on EC2, and am relatively new to setting up/maintaining a server, so my question is what exactly is happening here, and what is the best way to manage these invalid and I assume malicious requests? [Django] ERROR: Invalid HTTP_HOST header: 'www.launchastartup.com'.You may need to add u'www.launchastartup.com' to ALLOWED_HOSTS.

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  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

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  • Original object is also changed when values of cloned object are changed.

    - by fari
    I am trying to use clone but the original object is also changed when values of cloned object are changed. As you can see KalaGameState does not use any objects so a shallow copy should work. /** * This class represents the current state of a Kala game, including * which player's turn it is along with the state of the board; i.e. the * numbers of stones in each side pit, and each player's 'kala'). */ public class KalaGameState implements Cloneable { // your code goes here private int turn; private int[] sidePit; private boolean game; public Object clone() { try { return super.clone(); } catch (CloneNotSupportedException e) { // This should never happen throw new InternalError(e.toString()); } } /** * Constructs a new GameState with a specified number of stones in each * player's side pits. * @param startingStones the number of starting stones in each side pit. * @throws InvalidStartingStonesException if startingStones not in the range 1-10. */ public KalaGameState(int startingStones) throws InvalidStartingStonesException { game=true; turn=0; sidePit=new int[14]; for (int i=0; i <= 13 ; i++) { sidePit[i] = startingStones; } sidePit[6] =0; sidePit[13] =0; // your code goes here } /** * Returns the ID of the player whose turn it is. * @return A value of 0 = Player A, 1 = Player B. */ public int getTurn() { return turn; // your code goes here } /** * Returns the current kala for a specified player. * @param playerNum A value of 0 for Player A, 1 for Player B. * @throws IllegalPlayerNumException if the playerNum parameter * is not 0 or 1. */ public int getKala(int playerNum) throws IllegalPlayerNumException { if(playerNum!=0 || playerNum!=1) throw new IllegalPlayerNumException(playerNum); if(playerNum==0) return sidePit[6]; else return sidePit[13]; // your code goes here } /** * Returns the current number of stones in the specified pit for * the player whose turn it is. * @param sidePitNum the side pit being queried in the range 1-6. * @throws IllegalSidePitNumException if the sidePitNum parameter. * is not in the range 1-6. */ public int getNumStones(int sidePitNum) throws IllegalSidePitNumException { if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); if(turn==0) return sidePit[sidePitNum]; else return sidePit[sidePitNum+6]; // your code goes here } /** * Returns the current number of stones in the specified pit for a specified player. * @param playerNum the player whose kala is sought. (0 = Player A, 1 = Player B). * @param sidePitNum the side pit being queried (in the range 1-6). * @throws IllegalPlayerNumException if the playerNum parameter is not 0 or 1. * @throws IllegalSidePitNumException if the sidePitNum parameter is not in the * range 1-6. */ public int getNumStones(int playerNum, int sidePitNum) throws IllegalPlayerNumException, IllegalSidePitNumException { /*if(playerNum>2) throw new IllegalPlayerNumException(playerNum); if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); */ if(playerNum==0) return sidePit[sidePitNum]; else if(playerNum==1) return sidePit[sidePitNum+7]; else return sidePit[sidePitNum]; } /** * Returns the current score for a specified player - the player's * kala plus the number of stones in each of their side pits. * @param playerNum the player whose kala is sought. (0 = Player A, 1 = Player B). * @throws IllegalPlayerNumException if the playerNum parameter is not 0 or 1. */ public int getScore(int playerNum) throws IllegalPlayerNumException { if(playerNum>1) throw new IllegalPlayerNumException(playerNum); int score=0; if(playerNum==0) { for(int i=0;i<=5;i++) score=score+sidePit[i]; score=score+sidePit[6]; } else { for(int i=7;i<=12;i++) score=score+sidePit[i]; score=score+sidePit[13]; } // your code goes here return score; } private int getSidePitArrayIndex(int sidePitNum) throws IllegalSidePitNumException { if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); if(turn==0) { return sidePitNum--; } else { return sidePitNum+6; } } public boolean gameOver() { int stone=0; if(turn==0) for(int i=0;i<=5;i++) stone=stone+getNumStones(i); else for(int i=7;i<=12;i++) stone=stone+getNumStones(i-7); if (stone==0) game=false; return game; } /** * Makes a move for the player whose turn it is. * @param sidePitNum the side pit being queried (should be in the range 1-6) * @throws IllegalSidePitNumException if the sidePitNum parameter is not in the range 1-6. * @throws IllegalMoveException if the side pit is empty and has no stones in it. */ public void makeMove(int sidePitNum) throws IllegalSidePitNumException, IllegalMoveException { if(turn==0) { if(sidePitNum>6 ) throw new IllegalSidePitNumException(sidePitNum); } else if(sidePitNum>12) throw new IllegalSidePitNumException(sidePitNum); /* if(turn==0) { if(sidePit[sidePitNum-1]==0) throw new IllegalMoveException(sidePitNum); } else { if(sidePit[sidePitNum-1+7]==0) throw new IllegalMoveException(sidePitNum); } */ sidePitNum--; int temp=sidePitNum; int pitNum=sidePitNum+1; int stones=getNumStones(turn,sidePitNum); if(turn==0) sidePit[sidePitNum]=0; else { sidePitNum=sidePitNum+7; sidePit[sidePitNum]=0; pitNum=pitNum+7; } while(stones!=0) { if(turn==0) { sidePit[pitNum]=sidePit[pitNum]+1; stones--; pitNum++; if(pitNum==13) pitNum=0; } else { sidePit[pitNum]=sidePit[pitNum]+1; stones--; pitNum++; if(pitNum==6) pitNum=7; else if(pitNum==14) pitNum=0; } } boolean res=anotherTurn(pitNum); if(!res){ capture(pitNum,temp); if(turn==0) turn=1; else turn=0;} } private boolean anotherTurn(int pitNum) {pitNum--; boolean temp=false; if(turn==0) {if(pitNum==6) {turn=0; temp=true; } } else if(pitNum==-1) {turn=1; temp=true; } return temp; } private void capture(int pitNum, int pit) { pitNum--; if(turn==0){ if(sidePit[pitNum]==1 && pitNum<6) { if(pitNum==0) { sidePit[6]=sidePit[6]+sidePit[12]+1; sidePit[12]=0; } else if(pitNum==1) { sidePit[6]=sidePit[6]+sidePit[11]+1; sidePit[11]=0; } else if(pitNum==2) { sidePit[6]=sidePit[6]+sidePit[10]+1; sidePit[10]=0; } else if(pitNum==3) { sidePit[6]=sidePit[6]+sidePit[9]+1; sidePit[9]=0; } else if(pitNum==4) { sidePit[6]=sidePit[6]+sidePit[8]+1; sidePit[8]=0; } else if(pitNum==5) { sidePit[6]=sidePit[6]+sidePit[7]+1; sidePit[7]=0; } sidePit[pitNum]=0; } } if(turn==1) { //pitNum=pitNum; if(sidePit[pitNum]==1 && pit+7>6) { if(pitNum==7) { sidePit[13]=sidePit[13]+sidePit[5]+1; sidePit[7]=0; } else if(pitNum==8) { sidePit[13]=sidePit[13]+sidePit[4]+1; sidePit[4]=0; } else if(pitNum==9) { sidePit[13]=sidePit[13]+sidePit[3]+1; sidePit[3]=0; } else if(pitNum==10) { sidePit[13]=sidePit[13]+sidePit[2]+1; sidePit[2]=0; } else if(pitNum==11) { sidePit[13]=sidePit[13]+sidePit[1]+1; sidePit[1]=0; } else if(pitNum==12) { sidePit[13]=sidePit[13]+sidePit[0]+1; sidePit[0]=0; } sidePit[pitNum]=0; } } } } import java.io.BufferedReader; import java.io.InputStreamReader; public class RandomPlayer extends KalaPlayer{ //KalaGameState state; public int chooseMove(KalaGameState gs) throws NoMoveAvailableException {int[] moves; moves=getMoves(gs); try{ for(int i=0;i<=5;i++) System.out.println(moves[i]); for(int i=0;i<=5;i++) { if(moves[i]==1) { KalaGameState state=(KalaGameState) gs.clone(); state.makeMove(moves[i]); gs.getTurn(); moves[i]=evalValue(state.getScore(0),state.getScore(1)); } } } catch(IllegalMoveException e) { System.out.println(e); //chooseMove(state); } return 10; } private int evalValue(int score0,int score1) { int score=0; //int score0=0; // int score1=0; //getScore(0); //score1=state.getScore(1); //if((state.getTurn())==0) score=score1-score0; //else //score=score1-score0; System.out.println("score: "+score); return score; } public int[] getMoves(KalaGameState gs) { int[] moves=new int[6]; for(int i=1;i<=6;i++) { if(gs.getNumStones(i)!=0) moves[i-1]=1; else moves[i-1]=0; } return moves; } } Can you explain what is going wrong, please?

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  • Removing pulseaudio, about ALSAMixer

    - by allenskd
    I removed pulseaudio today because rosetta stone had conflicts identifying the microphone which kinda makes it useless to me to learn a new language. Thing is, Alsamixer seems to have screwed up so I'm not really familiar on which configuration file I have to tweak to make the whole system use alsamixer (actually it does... but the problem is this error) $ alsamixer ALSA lib pulse.c:229:(pulse_connect) PulseAudio: Unable to connect: Connection refused cannot open mixer: Connection refused Could anyone enlighten me on which configuration file I have to change?

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  • Having a POST'able API and Django's CSRF Middleware

    - by T. Stone
    I have a Django webapp that has both a front-end, web-accessible component and an API that is accessed by a desktop client. However, now with the new CSRF middleware component, API requests from the desktop client that are POST'ed get a 403. I understand why this is happening, but what is the proper way to fix this without compromising security? Is there someway I can signal in the HTTP header that it's an API request and that Django shouldn't be checking for CSRF or is that a bad strategy?

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  • wamp appache - polling server continuously

    - by stone
    I've heard polling the server is not the best of ideas. Let's say I make a client-server application. A simple game for example. Where each client polls the server every half a minute. How many clients is it possible to have before it overlaods a wamp server? Basically how robust is Apache for this kind of stuff? Getting a request, aggregating data from mysql server, and then returning the data in an xml format.

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  • jQuery tools modal overlay display problem in IE6-8

    - by Michael Stone
    I'm trying to enable the overlay to be modal. It works perfectly fine in FireFox, but the window object is behind the mask when it becomes modal. This prevents any interaction with it and the page is actually useless. I've tried debugging this for a while and can't figure it out. Here is a link to the example on their site: http://flowplayer.org/tools/demos/overlay/modal-dialog.html $.fn.cfwindow = function(btnEvent,modal,draggable){ //error checking if(btnEvent == ""){ alert('Error in window :\n Please provide an id that instantiates the window. '); } if(!modal && !draggable){ $('#'+btnEvent+'[rel]').overlay(); $('#content_overlay').css('cursor','default'); } if(!modal && draggable){ $('#'+btnEvent+'[rel]').overlay(); $('#content_overlay').css('cursor','move'); $('#custom').draggable(); } if(modal){ $('#'+btnEvent+'[rel]').overlay({ // some mask tweaks suitable for modal dialogs mask: { color: '#646464', loadSpeed: 200, opacity: 0.6 }, closeOnClick: false }); $('#content_overlay').css('cursor','default'); //$('#custom').addClass('modal'); } }; That's what I'm referencing when I call through: <script type="text/javascript"> $(document).ready(function(){ $(document).pngFix(); var modal = <cfoutput>#attributes.modal#; var drag = #attributes.draggable#; var btn = '#attributes.selector#'; var src = '#attributes.source#'; var wid = '#attributes.width#'; $('##custom').width(parseInt(wid)); $('div##load_content').load(src); $('##custom').cfwindow(btn,modal,drag,wid); }); </script> CSS for the modal: <style type="text/css"> .modal { display:none; text-align:left; background-color:#FFFFFF; -moz-border-radius:6px; -webkit-border-radius:6px; } </style> Exclude the and the additional pound signs, IE. "##". Screen shot of the problem: http://twitpic.com/1tak06 Note: IE6 and IE8 have the same problem. Any help would be appreciated.

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  • After Navigate2 Method returns S_OK Stuck at READYSTATE of READYSTATE_LOADING

    - by Stone Free
    I am working on a MFC Document View architecture application which has multiple documents and views and a tabbed window interface. I have been tasked with making an automatic switch to another tab on the press of the OK button in one of the other tabs. When the other tab is clicked on it uses a C++ wrapper over IWebBrowser2 to navigate to a specific web page. When this is done manually by clicking on the tab everything is fine and the webpage within the view loads successfully. In my first attempt at doing this the tab successfully switched in response to a call to AfxGetMainWnd()->SendMessageToDescendants(SOME_MESSAGE, ...); however by sending this windows message at the wrong point the application would crash once control returned because the chain of events caused the (modeless) dialog (*) that sent the message, to no longer exist. I then found the correct place to make the call, but now when the other tab is activated, it no longer displays the webpage as it should. To debug this problem I added code to check the READYSTATE in both the situation where it works and the situation where it does not. When the page fails to load (despite the call to Navigate2 returning S_OK), the READYSTATE just stays at READYSTATE_LOADING. Unfortunately now I am to many edits away from when I had it partially working. I have added TRACE statements to the most obvious events such as OnSetFocus, CView::OnActivateView but all traces come out in the same order despite the behaviour being different * hosted in the view

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  • count clicks using actionscript 3.0 in flash

    - by Michael Stone
    I want to change the variable value based on the number of clicks. So if you click the button once, the cCount should equal 1 and twice it should equal 2. Right now all I'm returning for the value is 0, no matter the amount of clicks. Any ideas? btnRaw.addEventListener(MouseEvent.CLICK, flip); btnRaw.addEventListener(MouseEvent.MOUSE_UP,count); //create the flipping function //create the variable to store the click count var cCount:Number = 0; function flip(Event:MouseEvent):void{ raw_patty_mc.gotoAndPlay(1); } function count(Event:MouseEvent):void{ cCount = cCount+1; if(cCount>3 || cCount<6){ titleText.text="See you're doing a great job at flipping the burger! "+String(cCount); } }

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