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  • How To Make Disposable Sleeves for Your In-Ear Monitors

    - by YatriTrivedi
    In-ear monitors are great, until the rubber sleeves stop being comfortable. Here’s a quick and cheap way to make disposable ones using foam ear plugs so you can stay comfortable while listening. Latest Features How-To Geek ETC Macs Don’t Make You Creative! So Why Do Artists Really Love Apple? MacX DVD Ripper Pro is Free for How-To Geek Readers (Time Limited!) HTG Explains: What’s a Solid State Drive and What Do I Need to Know? How to Get Amazing Color from Photos in Photoshop, GIMP, and Paint.NET Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Lakeside Sunset in the Mountains [Wallpaper] Taskbar Meters Turn Your Taskbar into a System Resource Monitor Create Shortcuts for Your Favorite or Most Used Folders in Ubuntu Create Custom Sized Thumbnail Images with Simple Image Resizer [Cross-Platform] Etch a Circuit Board using a Simple Homemade Mixture Sync Blocker Stops iTunes from Automatically Syncing

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  • How do you properly word a Google search when you don't even have a solution in mind? [closed]

    - by Bruno Romaszkiewicz
    So, I'm stuck on a problem, looking for a solution, my rubber duck can't help me, my co-workers can't help me. Next natural step is research, right? Google can help me, He always can. Or so I'm told. My problem is, I never found much use for Google when looking for a programming solution, it's very useful for finding how to implement one, but when you don't even know where to start, how do you properly word a Google search? Is there any other option?

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  • How do you pronounce "Latex"?

    - by Brian
    How do you pronounce "Latex"? In university my lecturers all called it LAY-tec, but I was just listing to StackOverflow podcast #69 where Joel and Jeff call it LAH-tec. I've also heard LAY-tex (like latex rubber) but that pronunciation seems to be universally shunned but people who actually use Latex.

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  • Win Server 2008 Hanging on "Applying Computer Settings"

    - by revoked
    Applied ~8 updates this morning, and on reboot the server just sits on "Applying Computer Settings". I've let it sit for a max of almost 40m with no response. I hard-booted (/duck) and can get into safe-mode. From there it applies it's updates and is ok. But still on normal boot gets stuck in "applying". I've tried uninstalling the updates from safe-mode with the same reaction. Any insights?

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  • How can text be set on both the left and right sides of a line in Word?

    - by Lord Torgamus
    Is it possible to set Microsoft Word to display some text left-aligned and other text right-aligned on a single line? Here's an example of what I mean: | Chickens, turkey and duck 30 | | Cows 240 | | Pigs and boar 83 | | Sheep Not applicable | where the vertical lines denote the sides of the page. The full justify option won't work because I don't want anything in the middle of the lines. The table of contents option has the formatting I want, but only supports page numbers, which does me no good.

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  • Interesting/Innovative Open Source tools for indie games

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • Introdução ao NHibernate on TechDays 2010

    - by Ricardo Peres
    I’ve been working on the agenda for my presentation titled Introdução ao NHibernate that I’ll be giving on TechDays 2010, and I would like to request your assistance. If you have any subject that you’d like me to talk about, you can suggest it to me. For now, I’m thinking of the following issues: Domain Driven Design with NHibernate Inheritance Mapping Strategies (Table Per Class Hierarchy, Table Per Type, Table Per Concrete Type, Mixed) Mappings (hbm.xml, NHibernate Attributes, Fluent NHibernate, ConfORM) Supported querying types (ID, HQL, LINQ, Criteria API, QueryOver, SQL) Entity Relationships Custom Types Caching Interceptors and Listeners Advanced Usage (Duck Typing, EntityMode Map, …) Other projects (NHibernate Validator, NHibernate Search, NHibernate Shards, …) ASP.NET Integration ASP.NET Dynamic Data Integration WCF Data Services Integration Comments?

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  • Presenting at SQL Saturday #70 - Columbia SC

    - by andyleonard
    Introduction I'm honored to be presenting at SQL Saturday #70 in Coumbia SC 19 Mar 2011! Its always good to travel to places where I don't have to suppress my accent (what accent? I talk normal. Everyone else sounds funny...) and repeat my order at Waffle House . It's always an honor to hang out with The Keeper of the Duck (K. Brian Kelley) ( Blog | @kbriankelley ) and the cool crew in Columbia. Presentations There are some stellar presentations from awesome speakers scheduled for the event... plus...(read more)

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  • Interesting/Innovative Open Source tools for indie games [closed]

    - by Gastón
    Just out of curiosity, I want to know opensource tools or projects that can add some interesting features to indie games, preferably those that could only be found on big-budget games. EDIT: As suggested by The Communist Duck and Joe Wreschnig, I'm putting the examples as answers. EDIT 2: Please do not post tools like PyGame, Inkscape, Gimp, Audacity, Slick2D, Phys2D, Blender (except for interesting plugins) and the like. I know they are great tools/libraries and some would argue essential to develop good games, but I'm looking for more rare projects. Could be something really specific or niche, like generating realistic trees and plants, or realistic AI for animals.

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  • processing gamestate with a window of commands across time?

    - by rook2pawn
    I have clients sending client updates at a 100ms intervals. i pool the command inputs and create a client command frame. the commands come into the server in these windows and i tag them across time as they come in. when i do a server tick i intend to process this list of commands i.e. [ {command:'duck',timestamp:350,player:'a'}, {command:'shoot',timestamp:395,player:'b'}, {command:'move', timestamp:410,player:'c'} {command:'cover',timestamp:420,player:'a'} ] how would i efficiently update the gamestate based on this list? the two solutions i see are 1) simulate time via direct equation to figure out how far everyone would move or change as if the real gameupdate was ticking on the worldtick..but then unforseen events that would normally trigger during real update would not get triggered such as powerups or collissions 2) prepare to run the worldupdate multiple times and figure out which commands get sent to which worldupdate. this seems better but a little more costly is there a canonical way to do this?

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  • What class structure allows for a base class and mix/match of subclasses? (Similar to Users w/ roles)

    - by cdeszaq
    I have a set of base characteristics, and then a number of sub-types. Each instance must be one of the sub-types, but can be multiple sub-types at once. The sub-types of each thing can change. In general, I don't care what subtype I have, but sometimes I do care. This is much like a Users-Roles sort of relationship where a User having a particular Role gives the user additional characteristics. Sort of like duck-typing (ie. If my Foo has a Bar, I can treat it like a ThingWithABar.) Straight inheritance doesn't work, since that doesn't allow mix/match of sub-types. (ie. no multi-inheritance). Straight composition doesn't work because I can't switch that up at runtime. How can I model this?

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  • Iterating through a directory with Ant

    - by Shaggy Frog
    Let's say I have a collection of PDF files with the following paths: /some/path/pdfs/birds/duck.pdf /some/path/pdfs/birds/goose.pdf /some/path/pdfs/insects/fly.pdf /some/path/pdfs/insects/mosquito.pdf What I'd like to do is generate thumbnails for each PDF that respect the relative path structure, and output to another location, i.e.: /another/path/thumbnails/birds/duck.png /another/path/thumbnails/birds/goose.png /another/path/thumbnails/insects/fly.png /another/path/thumbnails/insects/mosquito.png I'd like this to be done in Ant. Assume I'm going to use Ghostscript on the command line and I've already worked out the call to GS: <exec executable="${ghostscript.executable.name}"> <arg value="-q"/> <arg value="-r72"/> <arg value="-sDEVICE=png16m"/> <arg value="-sOutputFile=${thumbnail.image.path}"/> <arg value="${input.pdf.path}"/> </exec> So what I need to do is work out the correct values for ${thumbnail.image.path} and ${input.pdf.path} while traversing the PDF input directory. I have access to ant-contrib (just installed the "latest", which is 1.0b3) and I'm using Ant 1.8.0. I think I can make something work using the <for> task, <fileset>s and <mapper>s, but I am having trouble putting it all together. I tried something like: <for param="file"> <path> <fileset dir="${some.dir.path}/pdfs"> <include name="**/*.pdf"/> </fileset> </path> <sequential> <echo message="@{file}"/> </sequential> </for> But unfortunately the @{file} property is an absolute path, and I can't find any simple way of decomposing it into the relative components. If I can only do this using a custom task, I guess I could write one, but I'm hoping I can just plug together existing components.

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  • Passing parameter to base class constructor or using instance variable?

    - by deamon
    All classes derived from a certain base class have to define an attribute called "path". In the sense of duck typing I could rely upon definition in the subclasses: class Base: pass # no "path" variable here def Sub(Base): def __init__(self): self.path = "something/" Another possiblity would be to use the base class constructor: class Base: def __init__(self, path): self.path = path def Sub(Base): def __init__(self): super().__init__("something/") What would you prefer and why? Is there a better way?

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  • Network DFS Shares Jumping Back To Root

    - by Taz
    We map several network drives to DFS locations via a logon script. Recently we've had a number of users complain of a very unusual behaviour when navigating these shares. They will be going through folders and will get 'rubber-banded' back to the root of the share. This will happen for a few minutes and then go back to behaving normally. The users are on Windows 7 and the fileshare is on Windows Server 2K8R2. Any idea what could be causing this annoying behaviour?

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  • Converting an external hard drive to internal

    - by Nathan DeWitt
    I have a WD Elements 1 TB external drive. I'm in a pinch and I need an internal SATA drive. How do I find out if the drive in here is actually a SATA drive? Edit: The WD Elements is a really nice external drive. I gently pried open the top and slid out a 1 TB Caviar Green hard drive. There were four black rubber brackets that slid off easily. One screw removed the SATA -- USB, and then I slid it into my computer.

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  • Crontab stopped unexpectedly

    - by naka
    I have following entries in the crontab: 0 0 * * * /mnt/voylla-production/releases/20131111011431/script/rubber cron --task util:rotate_logs --directory=/mnt/voylla-production/releases/20131111011431/log 0 4 * * * /mnt/voylla-production/releases/20131111011431/voylla_scripts/cj_daily.sh 0 2 * * 6 /mnt/voylla-production/releases/20131111011431/voylla_scripts/cj_saturday.sh I worked fine until today. It didn't run as scheduled after a capistrano deploy, didn't get a mail either. It worked fine earlier, and I am unable to understand what wrong. The only change that was made was the deploy, but I think it should not affect the cron. I tried using pgrep cron to see if crons is working. It gives 904 as output. Could someone please help. Thanks

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  • All program links (icons, menu items) try to use Adobe Reader to run them

    - by Rob
    My mother was opening Internet Mail to check her mail on her new Windows 7 PC and a pop-up window asked her if she wanted to use Adobe Reader as the default program instead. She must have clicked yes. Now all of the Start Menu and Desktop icons have the adobe logo and appear to try and use adobe to execute the programs. Has anyone encountered this and were they able to fix it? She tried to associate another program and ended up having the Internet Explorer icon and program replacing the Adobe icons. This woman can tear up a steel ball with a rubber mallet.

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  • Need some advice regarding collision detection with the sprite changing its width and height

    - by Frank Scott
    So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have a walking and jumping animation. For one, I'd like to to be able to have each frame of variable size, I think. I want collision detection to be accurate and during a jumping animation the sprite's height will be shorter (because of the calves meeting the hamstrings). Again, this also works fine at the moment. I can get the character to animate properly each frame and cycle through animations. The problems arise when the width and height of the character change. Often times its position will be corrected by the collision detection system and the character will be rubber-banded to random parts of the map or even go outside the map bounds. For some reason with the linked collision detection algorithm, when the width or height of the sprite is changed on the fly, the entire algorithm breaks down. The solution I found so far is to have a single width and height of the sprite that remains constant, and only adjust the source rectangle for drawing. However, I'm not sure exactly what to set as the sprite's constant bounding box because it varies so much with the different animations. So now I'm not sure what to do. I'm toying with the idea of pixel-perfect collision detection but I'm not sure if it would really be worth it. Does anyone know how Braid does their collision detection? My game is also a 2D sidescroller and I was quite impressed with how it was handled in that game. Thanks for reading.

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  • Client side latency when using prediction

    - by Tips48
    I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the appearance of lag. The problem is, the server is authoritative, so when the server sends back the position of the Entity to the client, it undo's the effect of the interpolation and creates a rubber-banding effect. For example: Client sends input to server - Client reacts on input - Server receives and reacts on input - Server sends back response - Client reaction is undone due to latency between server and client To solve this, I've decided to store the game state and input every tick in the client, and then when I receive a packet from the server, get the game state from when the packet was sent and simulate the game up to the current point. My questions: Won't this cause lag? If I'm receiving 20/30 EntityPositionPackets a second, that means I have to run 20-30 simulations of the game state. How do I sync the client and server tick? Currently, I'm sending the milli-second the packet was sent by the server, but I think it's adding too much complexity instead of just sending the tick. The problem with converting it to sending the tick is that I have no guarantee that the client and server are ticking at the same rate, for example if the client is an old-end PC.

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  • Kids and programming: ScratchKara

    - by Mike Pagel
    Ever now and then I kept wondering how to share with my kids the excitement of creating something with your computer. Of course, today this is a bit more difficult, as they have seen 3D animation games and well-edited websites. I guess that's why they weren't all that hyped when I found my first computer model at our local recycling facilities (an 8-bit Laser VZ-200 with rubber keys). When I finally got it up and running with an old analog TV set they finally asked whether we could play soccer on it. Needless to say that my showing them how it remembers some BASIC commands and lists and executes them did not make any impression. So the question is for real: How do you get today's kids excited about programming? And just recently I looked again for environments that allow even young kids (mine are 7 and 9 years old now) to do something and have fun. Obviously any real, text-oriented programming language wouldn't work well. To cut it short: Something really nice was built by University of Oldenburg: ScratchKara. It is the perfect mixture of Kara, a simulation of a little ladybug and Scratch, an authoring environment from MIT. ScratchKara allows kids to initially simply explore how the bug moves and turns by pressing the action buttons, then move towards sequencing commands through drag & drop, and eventually end up building algorithms with procedures and functions. Even through it is built for kids and beginners, the environment comes with debugging and refactoring, which I found more than amazing. My kids love it and I have to admit I keep thinking about how to solve a bit more advanced problems with this language, which does not allow you to store any state information (other than your call stack). Yes, I am hooked, too... Once the language is understood you can then move to one of the original Kara versions, where you can define the bug's behavior through finite statemachines, Turing tables, Java and other textual languages. And from there, anything is possible.

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  • Handling early/late/dropped packets for interpolation in a 3D multiplayer game

    - by Ben Cracknell
    I'm working on a multiplayer game that for the purposes of this question, is most similar to Team Fortress. Each network data packet will contain the 3D position of the target moving object. (this object could be another player) The packets are sent on a fixed interval, and linear interpolation will be used to smooth the transition between packets. Under normal circumstances, interpolation will occur between the second-to-last packet, and the last packet received. The linear interpolation algorithm is the same as this post: Interpolating positions in a multiplayer game I have the same issue as in that post, but the answers don't seem like they will work in my situation. Consider the following scenario: Normal packet timing, everything is okay The next expected packet is late. That's okay, we'll just extrapolate based on previous positions The late packet eventually arrives with corrections to our extrapolation. Now what do we do with its information? The answers on the above post suggest we should just interpolate to this new packet's position, but that would not work at all. If we have already extrapolated past that point in time, moving back would cause rubber-banding. The issue is similar in the case of an early or dropped packet. So I believe what I am looking for is some way to smoothly deal with new information in an ongoing interpolation/extrapolation process. Since I might be moving on to quadratic or even cubic interpolation, it would be great if the same solutiuon could be applied to those as well.

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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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