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  • How to implement smart card authentication with a .NET Fat client?

    - by John Nevermore
    I know very little about smart card authentication in general so please point out or correct me if anything below doesn't make sense. Lets say i have: A Certificate Authority "X"-s smart card (non-exportable private key) Drivers for that smart card written in C A smart card reader CA-s authentication OCSP web service A requirement to implement user authentication in a .NET fat client application via a smart card, that was given out by the CA "X". I tried searching info on the web but no prevail. What would the steps be ? My first thought was: Set up a web service, that would allow saving of (for example) scores of a ping pong game for each user. Each time someone tries to submit a score via the client application, he can only do so by inserting the smart card into the reader. Then the public key is read from the smart card by native c calls through .NET and sent to my custom web service, which in return uses the CA-s authentication OCSP web service to prove the validity of the public key/public certificate (?). If the public key is okay and valid, encrypt a random sequence of bytes with the public key and send it to the client application. If the client application sends back the correctly decrypted random sequence of bytes along with the score of the ping pong game, then the score is saved in the database for the given user. My question is, is this the correct way to do it ? What else should i know about smart card authentication ?

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  • the correct way to deal with gtk_events_pending and gtk_main_iteration

    - by abd alsalam
    I have program that send files and i want to make a progress bar for it, but that progress bar just updated after the transferring complete,so i putted a gtk_events_pending() and gtk_main_iteration() functions in the sending loop to go back to the gtk main loop to update the progress bar but also it seems to not work here is a EDIT: the send function is in a separated thread snippet from my code float Percent = 0.0 ; float Interval = 0.0 ; the sending function gint SendTheFile ( ) { char FileBlockBuffer[512]; bzero(FileBlockBuffer, 512); int FileBlockSize ; FILE * FilePointer ; int filesize = 0 ; FilePointer = fopen(LocalFileName , "r"); struct stat st; stat(LocalFileName, &st); filesize = st.st_size; Interval = (512 / (float)filesize) ; while((FileBlockSize = fread(FileBlockBuffer,sizeof(char),512,FilePointer))>0) { send(SocketDiscriptor , FileBlockBuffer , FileBlockSize,0); bzero(FileBlockBuffer, 512); Percent = Percent + Interval ; if (Percent > 1.0)Percent = 0.0; while(gtk_events_pending() ) { gtk_main_iteration(); } } update progress bar function gint UpdateProgressBar(gpointer data) { gtk_progress_bar_set_fraction(GTK_PROGRESS_BAR(data),Percent); } updating progress bar in the main function g_timeout_add(50,(GSourceFunc)UpdateProgressBar,SendFileProgressBar);

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  • A short but intense GCC Gathering in London

    - by user817571
    About one week ago I joined in London many long time GCC friends and acquaintances for a gathering organized by Google (in particular I guess should be thanked Diego and Ian). Only a weekend, and I wasn't able to attend on Sunday morning, but a very good occasion to raise some issues in a very relaxed way, in particular those at the border between areas of competence, which are the most difficult to discuss during the normal work days. If you are interested in a general overview and some notes this is a good link: http://gcc.gnu.org/wiki/GCCGathering2011 As you may easily guess, the third topic is mine, which I managed to have up quite early on Friday morning thanks to the votes of some good friends like Dodji (the ordering of the topics resulted from democratic voting on Friday evening!). I learned a lot from the discussion: for example that certainly the new C++11 'final' should be exploited largely in the c++ front-end; the various reasons why devirtualization can be quite trick (but I'm really confident that Martin and Honza are going to make a good progress also basing on a set of short testcases which I promised to collect); that, as explained by Ian, the gold linker already implements the nice --icf (Identical Code Folding) facility, which some friends of mine are definitely going to like (however, see: http://sourceware.org/bugzilla/show_bug.cgi?id=12919). I also enjoyed the observations made by Lawrence, where he remarked that in C+11 we are going to see more pointer iterations implicitly produced by the new range-based for-loop and we really want to make sure the loop optimizers are able to deal with those as well as loops explicitly using a counter. All in all, I really hope we are going to do it again!

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  • Importing tab delimited file into array in Visual Basic 2013 [migrated]

    - by JaceG
    I am needing to import a tab delimited text file that has 11 columns and an unknown number of rows (always minimum 3 rows). I would like to import this text file as an array and be able to call data from it as needed, throughout my project. And then, to make things more difficult, I need to replace items in the array, and even add more rows to it as the project goes on (all at runtime). Hopefully someone can suggest code corrections or useful methods. I'm hoping to use something like the array style sMyStrings(3,2), which I believe would be the easiest way to control my data. Any help is gladly appreciated, and worthy of a slab of beer. Here's the coding I have so far: Imports System.IO Imports Microsoft.VisualBasic.FileIO Public Class Main Dim strReadLine As String Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load Dim sReader As IO.StreamReader = Nothing Dim sRawString As String = Nothing Dim sMyStrings() As String = Nothing Dim intCount As Integer = -1 Dim intFullLoop As Integer = 0 If IO.File.Exists("C:\MyProject\Hardware.txt") Then ' Make sure the file exists sReader = New IO.StreamReader("C:\MyProject\Hardware.txt") Else MsgBox("File doesn't exist.", MsgBoxStyle.Critical, "Error") End End If Do While sReader.Peek >= 0 ' Make sure you can read beyond the current position sRawString = sReader.ReadLine() ' Read the current line sMyStrings = sRawString.Split(New Char() {Chr(9)}) ' Separate values and store in a string array For Each s As String In sMyStrings ' Loop through the string array intCount = intCount + 1 ' Increment If TextBox1.Text <> "" Then TextBox1.Text = TextBox1.Text & vbCrLf ' Add line feed TextBox1.Text = TextBox1.Text & s ' Add line to debug textbox If intFullLoop > 14 And intCount > -1 And CBool((intCount - 0) / 11 Mod 0) Then cmbSelectHinge.Items.Add(sMyStrings(intCount)) End If Next intCount = -1 intFullLoop = intFullLoop + 1 Loop End Sub

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  • Which programming language should i choose? (much more info inside) [closed]

    - by Andreas
    I am not completely sure if this is the right place to put this question, but since it's the programming thread I guessed that there's many experienced programmers here. :) Ok, hello! My name is Andreas and I am a 16 years old guy from Norway. For some time now I've wanted to learn a programming language. Six months ago I started learning C++, but quit withing a week due to lack of motivation. The same thing happend only 2 months ago when I tried to learn Lua. I wanted to program mods to the game Garry's mod, and was really motivated. Then I stopped playing the game, and the programming stopped with it. Today though I am ready again. The only difference is that I am not completely sure what I want to do with the language. I only want to create something, and I miss the progress of failing and enduring hard work until I finally solve the problem I've worked on for hours. What I am trying to say is; Is there any program out there that allows me, a complete noob (I didn't learn that much in a week, so I like to call myself a beginner), to create apps, mods or something similar but at the same time being qualified as a first time language? I was thinking of Java, because Android, Minecraft and many other applications and games use it. But I've heard that it is going to be replaced by a program called HTML 5 (whatever that is), is this true? I certainly don't want to spend many hours of my life on something that is useless in a year or two. Hopefully I didn't make this too complicated. I know that it is hard to recommend something when I don't have a goal, but I really don't know what to say. Have a good day kind folks! - Andreas EDIT:* I did not know that this was an off topic question, really sorry!

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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Microeconomical simulation: coordination/planning between self-interested trading agents

    - by Milton Manfried
    In a typical perfect-information strategy game like Chess, an agent can calculate its best move by searching the state tree for the best possible move, while assuming that the opponent will also make the best possible move (i.e. Mini-max). I would like to use this approach in a "game" modeling economic activity, where the possible "moves" would be to buy or sell for a given price, and the goal, rather than a specific class of states (e.g. Checkmate), would be to maximize some function F of the agent's state (e.g. F(money, widget) = 10*money + widget). How to handle buy/sell actions that require coordination between both parties, at the very least agreement upon a price? The cheap way out would be to set the price beforehand, maybe based upon the current supply -- but the idea of this simulation is to examine how prices emerge when freely determined by "perfectly rational" agents. A great example of what I do not want is the trading algorithm in SugarScape -- paraphrasing from Growing Artificial Societies p101-102: when a pair of agents interact to trade, they each compute their internal valuations of the goods, then a bargaining process is conducted and a price is agreed to. If this price makes both agents better off, they complete the transaction The protocol itself is beautiful, but what it cannot capture (as far as I can tell) is the ability for an agent to pay more than it might otherwise for a good, because it knows that it can sell it for even more at a later date -- what appears to be called "strategic thinking" in this pape at Google Books Multi-Agent-Based Simulation III: 4th International Workshop, MABS 2003... to get realistic behavior like that, it seems one would either (1) have to build an outrageously-complex internal valuation system which could at best only cover situations that were planned for at compile-time, or otherwise (2) have some mechanism to search the state tree... which would require some way of planning future trades. Note: The chess analogy only works as far as the state-space search goes; the simulation isn't intended to be "zero sum", so a literal mini-max search wouldn't be appropriate -- and ideally, it should work with more than two agents.

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  • Can't play Steel Storm, Burning Retribution

    - by Goytor
    I've bougth Steel Storm, Burning Retribution in the Software Center, and every time I run it shows the following message: You have reached this menu due to missing or unlocable content/data You may consider adding -base dir /path/to/game to your launch commandline I've gone to main menu in the preferences tab and changed the launcher to no avail. I've tried running it from console, with /opt/steelstorm-episode2/steelstorm, I got: Game is Steel-Storm using base gamedir gamedata Steel-Storm Linux 01:07:07 Jun 11 2011 - release Playing shareware version. Skeletal animation uses SSE code path DPSOFTRAST available (SSE2 instructions detected) Failed to init SDL joystick subsystem: couldn't exec quake.rc couldn't exec default.cfg execing config.cfg couldn't exec autoexec.cfg Client using an automatically assigned port Client opened a socket on address 0.0.0.0:0 Client opened a socket on address [0:0:0:0:0:0:0:0]:0 Linked against SDL version 1.2.12 Using SDL library version 1.2.14 GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! GL_VERSION: 2.1.2 NVIDIA 270.41.06 vid.support.arb_multisample 1 vid.mode.samples 0 vid.support.gl20shaders 1 Video Mode: fullscreen 640x480x32x0.00hz S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels... Wanted audio Specification: Channels : 2 Format : 0x8010 Frequency : 48000 Samples : 2048 Obtained audio specification: Channels : 2 Format : 0x8010 Frequency : 48000 Samples : 1024 Sound format: 48000Hz, 2 channels, 16 bits per sample CDAudio_Init: No CD in player. Can't get initial CD volume CD Audio Initialized If I try -base /opt/steelstorm-episode2/steelstorm says "command not found".

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  • Back to Sony

    - by Bunch
    Well I switched back to Sony. After about a year of debating whether or not to keep my XBox 360 or get a PS3 I decided over the weekend to trade in the 360 for a PS3.  I had thought about keeping both but I really don’t need two gaming systems. So far I like it, the graphics are good and the game selection is pretty much the same. For me the game exclusives didn’t sway me one way or the other (i.e. I’ve never played Halo so you can’t miss what you never played). My main reasons for switching were: RROD – I’ve had three and I don’t play a huge amount per week. Free online gaming – I never did buy a Live Gold account even though it is affordable Blu-ray player – Figured this is as good of a time as any to finally get one Netflix streaming with no need for an upgrade to your online account like on XBox MUCH quieter system Finally at a $299 price point All in all the last point was the main one for me. Like a lot of other folks I was really put off by the PS3’s original pricing of $499 and $599. Technorati Tags: Gaming

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  • Can't run minecraft on ubuntu 12.04 lts [duplicate]

    - by user170011
    This question already has an answer here: How to correctly install and troubleshoot Minecraft (Client) 3 answers I was trying to run minecraft on my laptop with ubuntu 12.04 lts 64 bit. I have a lenovo ideapad p580 with 7.7 Gb and an Intel® Core™ i7-3520M CPU @ 2.90GHz × 4 processor. Under the graphics section of the system overview in ubuntu it says I have none installed. My computer comes with and nvidia geforce graphics card but it isnt recognized. When I start minecraft I get this crash report. ---- Minecraft Crash Report ---- // Shall we play a game? Time: 24/06/13 7:23 PM Description: Failed to start game org.lwjgl.LWJGLException: Could not init GLX at org.lwjgl.opengl.LinuxDisplayPeerInfo.initDefaultPeerInfo(Native Method) at org.lwjgl.opengl.LinuxDisplayPeerInfo.<init>(LinuxDisplayPeerInfo.java:52) at org.lwjgl.opengl.LinuxDisplay.createPeerInfo(LinuxDisplay.java:684) at org.lwjgl.opengl.Display.create(Display.java:854) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:235) at avv.a(SourceFile:56) at net.minecraft.client.Minecraft.run(SourceFile:507) at java.lang.Thread.run(Thread.java:679) A detailed walkthrough of the error, its code path and all known details is as follows: -- System Details -- Details: Minecraft Version: 1.5.2 Operating System: Linux (amd64) version 3.5.0-34-generic Java Version: 1.6.0_27, Sun Microsystems Inc. Java VM Version: OpenJDK 64-Bit Server VM (mixed mode), Sun Microsystems Inc. Memory: 406175448 bytes (387 MB) / 514523136 bytes (490 MB) up to 1908932608 bytes (1820 MB) JVM Flags: 2 total; -Xmx2048M -Xms512M AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used Suspicious classes: No suspicious classes found. IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 LWJGL: 2.4.2 OpenGL: ~~ERROR~~ NullPointerException: null Is Modded: Probably not. Jar signature remains and client brand is untouched. Type: Client (map_client.txt) Texture Pack: Default Profiler Position: N/A (disabled) Vec3 Pool Size: ~~ERROR~~ NullPointerException: null I can run it on different versions of linux such as fedora.

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  • Releasing software/Using Continuous Integration - What do most companies seem to use?

    - by Sagar
    I've set up our continuous integration system, and it has been working for about a year now. We have finally reached a point where we want to do releases using the same. Before our CI system, the process(es) that was used was: (Develop) -> Ready for release -> Create a branch -> (Build -> Fix bugs as QA finds them) Loop -> Final build -> Tag (Develop) -> Ready for release -> (build -> fix bugs) Loop -> Tag Our CI setup: 1 server for development (DEV) 1 server for qa/release (QA) The second one has integrated into CI perfectly. I create a branch when the software is ready for release, and the branch never changes thereafter, which means the build is reproduceable without having to change the CI job. Any future development takes place on HEAD, and even maintainence releases get a completely new branch and a completely new job, which remains on the CI system forever, and then some. The first method is harder to adapt. If the branch changes, the build is not reproduceable unless I use the tag to build [jobs on the CI server uses the branch for QA/RELEASE, and HEAD for development builds]. However, if I use the tag to build, I have to create a new CI job to build from the tag (lose changelog on server), or change the existing job (lose original job configuration). I know this sounds complicated, and if required, I will rewrite/edit to explain the situation better. However, my question: [If at all] what process does your company use to release software using continuous integration systems. Is it even done using the CI system, or manually?

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  • Finding Buried Controls

    - by Bunch
    This post is pretty specific to an issue I had but still has some ideas that could be applied in other scenarios. The problem I had was updating a few buttons so their Text values could be set in the code behind which had a method to grab the proper value from an external source. This was so that if the application needed to be installed by a customer using a language other than English or needed a different notation for the button's Text they could simply update the database. Most of the time this was no big deal. However I had one instance where the button was part of a control, the button had no set ID and that control was only found in a dll. So there was no markup to edit for the Button. Also updating the dll was not an option so I had to make the best of what I had to work with. In the cs file for the aspx file with the control on it I added the Page_LoadComplete. The problem button was within a GridView so I added a foreach to go through each GridViewRow and find the button I needed. Since I did not have an ID to work with besides a random ctl00$main$DllControl$gvStuff$ctl03$ctl05 using the GridView's FindControl was out. I ended up looping through each GridViewRow, then if a RowState equaled Edit loop through the Cells, each control in the Cell and check each control to see if it held a Panel that contained the button. If the control was a Panel I could then loop through the controls in the Panel, find the Button that had text of "Update" (that was the hard coded part) and change it using the method to return the proper value from the database. if (rowState.Contains("Edit")){  foreach (DataControlFieldCell rowCell in gvr.Cells)  {   foreach (Control ctrl in rowCell.Controls)   {    if (ctrl.GetType() == typeof(Panel))     {     foreach (Control childCtrl in ctrl.Controls)     {      if (childCtrl.GetType() == typeof(Button))      {       Button update = (Button)childCtrl;       if (update.Text == "Update")       {        update.Text = method to return the external value for the button's text;       }      }     }    }   }  }} Tags: ASP.Net, CSharp

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  • Where is he now?

    - by Chris G. Williams
    A couple months ago, I announced I was leaving Magenic in order to take a break from consulting. I figured I'd post an update as to what I'm doing now, since I haven't exactly been slacking off.1) I accepted a position as a Lead Developer with RealPage. I work on a number of internal use applications for a subsidiary known as LevelOne. The majority of my work is in ASP.NET, a surprising amount of VB.NET, some C# and I'm picking up a few new tools for my belt... specifically Python, MongoDB and Perl.2) I am still the owner of Big Robot Games, a retail game store / coffee shop in the South Carolina upstate region. I'm not as involved in the day to day activity as I was, but I'm there most nights and weekends, when I'm not off doing other things, like #3.3) I am on the staff of Rock Revolt Magazine as a journalist, covering live performances as well as interviewing bands, providing album & video game reviews, fixing the website and the occasional prison ink. (Just kidding on that last one.)4) In whatever time is leftover, I still manage to bang out a little code on Heroic Adventure! (aka HA!) and talk about Windows Phone, XNA and whatever else suits me, wherever they'll let me.I guess that's about it.

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  • Why do I need a framework?

    - by lvictorino
    First of all I know my question may sounds idiot but I am no "beginner". In fact I work as game developer for several years now and I know some things about code :) But as this is no related to game development I am a bit lost. I am writing a big script (something about GIS) in Python, using a lot of data stored in a database. I made a first version of my script, and now, I'd like to re-design the whole thing. I read some advice about using a framework (like Django) for database queries. But as my script only "SELECT" informations I was wondering about the real benefits to use a framework. It seems that it adds a lot of complexity and useless embedded features (useless for my specific script) for the benefits that it will bring. Am I wrong? EDIT: few spec of this "script". Its purpose is to get GIS data on an enormous database (if you ever worked with openstreetmap you know what I mean ~= 200Go) and to manipulate this data in order to produce nice map images. Queries are not numerous (select streets, select avenues, select waterways, select forests... and so on for a specific area) but query results may be more than 10.000 rows. I'd like to sell this script as a service, so yes it's meant to stay.

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  • What term is used to describe running frequent batch jobs to emulate near real time

    - by Steven Tolkin
    Suppose users of application A want to see the data updated by application B as frequently as possible. Unfortunately app A or app B cannot use message queues, and they cannot share a database. So app B writes a file, and a batch job periodically checks to see if the file is there, and if load loads it into app A. Is there a name for this concept? A very explicit and geeky description: "running very frequent batch jobs in a tight loop to emulate near real time". This concept is similar to "polling". However polling has the connotation of being very frequent, multiple times per second, whereas the most often you would run a batch job would be every few minutes. A related question -- what is the tightest loop that is reasonable. Is it 1 minute of 5 minutes or ...? Recall that the batch jobs are started by a batch job scheduler (e.g. Autosys, Control M, CA ESP, Spring Batch etc.) and so running a job too frequently would causes overhead and clutter.

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  • Tail-recursive implementation of take-while

    - by Giorgio
    I am trying to write a tail-recursive implementation of the function take-while in Scheme (but this exercise can be done in another language as well). My first attempt was (define (take-while p xs) (if (or (null? xs) (not (p (car xs)))) '() (cons (car xs) (take-while p (cdr xs))))) which works correctly but is not tail-recursive. My next attempt was (define (take-while-tr p xs) (let loop ((acc '()) (ys xs)) (if (or (null? ys) (not (p (car ys)))) (reverse acc) (loop (cons (car ys) acc) (cdr ys))))) which is tail recursive but needs a call to reverse as a last step in order to return the result list in the proper order. I cannot come up with a solution that is tail-recursive, does not use reverse, only uses lists as data structure (using a functional data structure like a Haskell's sequence which allows to append elements is not an option), has complexity linear in the size of the prefix, or at least does not have quadratic complexity (thanks to delnan for pointing this out). Is there an alternative solution satisfying all the properties above? My intuition tells me that it is impossible to accumulate the prefix of a list in a tail-recursive fashion while maintaining the original order between the elements (i.e. without the need of using reverse to adjust the result) but I am not able to prove this. Note The solution using reverse satisfies conditions 1, 3, 4.

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  • Do i need to restore iptable rules everytime on boot?

    - by capdragon
    Every time i reboot i loose the iptables rules that took me sooo long to enter. I know i can save them and restore them on boot but is there anyway to save them forever? Do i really need to restore them on boot every time? Seriously? The problem is I have a HUGE list of IPs in which i use a while loop to load them in. This can take upwards of 10 minutes. This is my home FTP server. It's a small vm with 1gb ram and very little processing power. There are so many IPs because I've pretty much given up on the Asian continent. I don't need them to be hitting up my ftp server everyday with brute force. I also block gov. monitors, trackers and spammers. This is the while loop i use to load in the list. grep INPUT block.list | while read LISTA; do sudo iptables -A $LISTA; done

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  • Win8 x64 Laptop (Samsung) unable to boot after installing Ubuntu

    - by user285872
    I posted here a while back and no one was able to help me so I am going to try to explain my problem better. I have a Samsung series 7 Ultrabook and I connected a USB optical drive with an Ubuntu 14.04 installation disc. I did not set or change any of my partitions, however, as I mainly wanted to just be able to boot from the disc and fool around with Ubuntu. Upon restarting my computer I get a blue-screen message saying: Recovery Your PC needs to be repiared The Boot configuration date file is missing some required information. File: \BCD Error Code: 0xc000000d You'll need to use the recovery tools on your installing media. If you don't have any installation media (like a disc or USB device), contact your system administrator or PC manufacturer. However I am never given the option to even try to boot to anything. When I turn my computer on the optical drive spins and then after a moment or two comes to a halt. I turned off safeboot and switched it to CSM (I believe that is what it is called) mode, and that makes it so when I turn my computer on it takes me to a Windows Recovery screen. I am able to change the date I want to recover and view all the applications installed, however upon recovering Windows says "All boot options are tried. Press key to recover with factory image using Recovery or any other keys for next boot loop iteration." It seems to be stuck in a loop. Can someone please help me?! I'm so confused and nothing is working!

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  • Ubuntu 12.04 Full Screen without Unity Hub

    - by Xatolos
    I couldn't find an answer for this, so I thought I would try here. My problem is, I have some games on Wine that play in full screen mode but I can't really get them in full screen mode. When they start up, they end up with the GUI's "HUD" overlapping the game which is really annoying and well kills the option to play the game. This has also happened in a few of my Linux programs as well. While I wrote its a problem with Unity, it really isn't limited to this though. I've done full screen mode on Unity and had the Unity side bar and top menu overlap, I've used Gnome and had the same issue happen, Gnome menu is in the top, Cinnamon had the same issue. Sometimes if I Alt-Tab out of it and back into the program it MIGHT remove the HUD but that doesn't always work, and lets face it, full screen mode that is killed by the GUI just isn't something that can really be ignored. Any suggestions or help would be highly welcomed. My laptop http://www.cnet.com/laptops/asus-g53jw-a1-15/4507-3121_7-34210244.html edit Seems so far to be an issue with Unity and Gnome being in 3D mode, and possibly an issue with my NVidia card and XServe (I think that was it...). Going to Unity/Gnome 2d modes seem to help with this for the moment...

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  • Value my C++ knowledge

    - by PirateOwh
    I have only followed antiRTFM tutorials and read 2 books So, I'll list the things I know better : basic input output and all the variables : integers ( signed unsigned ), float, double, char arrays if, for, while, switch functions, and passing variables to functions and return type thing classes and the concept of oop with separating declaration and definition in the header and in the source pointers so this and some more i think is all i know of C++.. But, i need some exercises to test my knowledge because i want to move on to the library SDL, so I don't know if i should feel ready or not to move on to something totally different.. I feel I should know the basics for good at least. So the question is : How can i value my c++ knowledge? Is there any online tests? Is there any GDD ( Game Design Document ) for free to use and see if i can manage to do it so "i'd pass" ? ( I'm saying GDD since ill move on to SDL and try to make my own game ) When should I move to SDL? What are ALL the things I should "master" ( master is a big word to say.. but so you understand what i mean ) before moving on ? Please I'm really in need of expert advice. I think my question is detailed so i hope you understand what i mean and can give me a good reply. Thanks for the help!

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  • Location Change Salary Differences [closed]

    - by GameDev
    DISCLAIMER: I know that this might be a "regional" question but I'm also asking for help as far as what resources to use to determine my decision. I'm currently talking to a recruiter for a game developer in the SF Bay area. I work in a relatively low-cost area in the south. I really want to get into game development but my current career is general web development. I'm very interested in taking the job, but my concern is that the amount they're willing to pay might be a relative pay cut. Here are some factors: It's not an entry-level position, the title is Senior Software Engineer. I have 5+ years of experience. The calculators online tell me that I should be expecting around 2x my current pay rate(http://www.bestplaces.net/col/). My current pay is in the mid $60k/yr, so that's like 120-130k. The recruiter told me at my experience level I can expect about $90-100/yr, and that those cost of living calculators were way off. The benefits will definitely be better, it's much larger company (help with commuting, catered meals, etc). But is the recruiter trying to give me a snow job on the pay scale, or is that a reasonable change from a smallish town in the south to somewhere in the SF bay area? How can I find this out? Glassdoor and Payscale seem to say "senior software developers" in that area make around 110 in median salary, but Payscale says it's closer to $135k, that range seems pretty large.

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  • How do you coordinate with co-workers to give a balanced interview?

    - by goldierox
    My company has been conducting a lot of interviews lately for candidates with various experience levels, ranging from interns to senior candidates. We put our candidates through five 45 minute interview sessions where we try to ask a range of questions. One person always asks the same questions that test logic and communication. The rest typically split time between a whiteboard coding question and a discussion of previous projects, technologies the interviewee has worked with, and what he/she is looking for a job. Generally, we know the range of questions that other people on the loop will ask. Sometimes we switch things up and end up having redundancies. Today, 3 interviewers asked tree-related questions. Other times, we've all honed in on the same project on a resume and have had the interviewee talk about it with everyone. I think a smooth interview process would help us learn more about the candidate while giving the impression to the candidate that we have our act together as a team. How do you coordinate with others in the interview loop to give a balanced interview?

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  • Do Loops kind of Reset every time you go through it?... [closed]

    - by JacKeown
    #include <iostream> using namespace std; int main (void) { cout << " 1\t2\t3\t4\t5\t6\t7\t8\t9" << endl << "" << endl; for (int c = 1; c < 10; c++) { cout << c << "| "; for (int i = 1; i < 10; i++) { cout << i * c << '\t'; } cout << endl; } return 0; } Hey so this code produces a times table...I found it on Google Code's C++ class online...I'm confused about why "i" in the second for loop resets to 1 every time you go through that loop...or is it being declared again in the first parameter? Thanks in advance!

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  • Silverlight 4 + MVVM + KeyDown event

    - by jturn
    I'm trying to build a sample game in Silverlight 4 using the MVVM design pattern to broaden my knowledge. I'm using Laurent Bugnion's MvvmLight toolkit as well (found here: http://mvvmlight.codeplex.com/ ). All I want to do right now is move a shape around within a Canvas by pressing specific keys. My solution contains a Player.xaml (just a rectangle; this will be moved around) and MainPage.xaml (the Canvas and an instance of the Player control). To my understanding, Silverlight doesn't support tunneling routed events, only bubbling. My big problem is that Player.xaml never recognizes the KeyDown event. It's always intercepted by MainPage.xaml first and it never reaches any child controls because it bubbles upward. I'd prefer that the logic to move the Player be in the PlayerViewModel class, but I don't think the Player can know about any KeyDown events firing without me explicitly passing them on down from the MainPage. I ended up adding the handler logic to the MainPageViewModel class. Now my problem is that the MainPageViewModel has no knowledge of Player.xaml so it cannot move this object when handling KeyDown events. I guess this is expected, as ViewModels should not have any knowledge of their associated Views. In not so many words...is there a way this Player user control within my MainPage.xaml can directly accept and handle KeyDown events? If not, what's the ideal method for my MainPageViewModel to communicate with its View's child controls? I'm trying to keep code out of the code-behind files as much as possible. Seems like it's best to put logic in the ViewModels for ease of testing and to decouple UI from logic. (MainPage.xaml) <UserControl x:Class="MvvmSampleGame.MainPage" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:d="http://schemas.microsoft.com/expression/blend/2008" xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006" xmlns:game="clr-namespace:MvvmSampleGame" xmlns:i="clr-namespace:System.Windows.Interactivity;assembly=System.Windows.Interactivity" xmlns:cmd="clr-namespace:GalaSoft.MvvmLight.Command;assembly=GalaSoft.MvvmLight.Extras.SL4" mc:Ignorable="d" Height="300" Width="300" DataContext="{Binding Main, Source={StaticResource Locator}}"> <i:Interaction.Triggers> <i:EventTrigger EventName="KeyDown"> <cmd:EventToCommand Command="{Binding KeyPressCommand}" PassEventArgsToCommand="True" /> </i:EventTrigger> </i:Interaction.Triggers> <Canvas x:Name="LayoutRoot"> <game:Player x:Name="Player1"></game:Player> </Canvas> (MainViewModel.cs) public MainViewModel() { KeyPressCommand = new RelayCommand<KeyEventArgs>(KeyPressed); } public RelayCommand<KeyEventArgs> KeyPressCommand { get; private set; } private void KeyPressed(KeyEventArgs e) { if (e.Key == Key.Up || e.Key == Key.W) { // move player up } else if (e.Key == Key.Left || e.Key == Key.A) { // move player left } else if (e.Key == Key.Down || e.Key == Key.S) { // move player down } else if (e.Key == Key.Right || e.Key == Key.D) { // move player right } } Thanks in advance, Jeremy

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  • Maze not being random.

    - by Matt Habel
    Hey there, I am building a program that generates a maze so I can later translate the path to my graphical part. I have most of it working, however, every time you can just take the east and south routes, and you'll get to the end. Even if I set the width as high as 64, so the maze is 64*64, I'm able to choose those 2 options and get to the end every time. I really don't understand why it is doing that. The code is below, it's fairly easy to understand. import random width = 8 def check(x,y): """Figures out the directions that Gen can move while""" if x-1 == -1: maze[x][y][3] = 0 if x+1 == width + 1: maze[x][y][1] = 0 if y+1 == width + 1: maze[x][y][2] = 0 if y-1 == -1: maze[x][y][0] = 0 if x + 1 in range(0,width) and visited[x+1][y] == False: maze[x][y][1] = 2 if x - 1 in range(0,width) and visited[x-1][y] == False: maze[x][y][3] = 2 if y + 1 in range(0,width) and visited[x][y+1] == False: maze[x][y][2] = 2 if y - 1 in range(0,width) and visited[x][y-1] == False: maze[x][y][0] = 2 def possibleDirs(x,y): """Figures out the ways that the person can move in each square""" dirs = [] walls = maze[x][y] if walls[0] == 1: dirs.append('n') if walls[1] == 1: dirs.append('e') if walls[2] == 1: dirs.append('s') if walls[3] == 1: dirs.append('w') return dirs def Gen(x,y): """Generates the maze using a depth-first search and recursive backtracking.""" visited[x][y] = True dirs = [] check(x,y) if maze[x][y][0] == 2: dirs.append(0) if maze[x][y][1] == 2: dirs.append(1) if maze[x][y][2] == 2: dirs.append(2) if maze[x][y][3] == 2: dirs.append(3) print dirs if len(dirs): #Randonly selects a derection for the current square to move past.append(current[:]) pos = random.choice(dirs) maze[x][y][pos] = 1 if pos == 0: current[1] -= 1 maze[x][y-1][2] = 1 if pos == 1: current[0] += 1 maze[x+1][y][3] = 1 if pos == 2: current[1] += 1 maze[x][y+1][0] = 1 if pos == 3: current[0] -= 1 maze[x-1][y][1] = 1 else: #If there's nowhere to go, go back one square lastPlace = past.pop() current[0] = lastPlace[0] current[1] = lastPlace[1] #Build the initial values for the maze to be replaced later maze = [] visited = [] past = [] #Generate empty 2d list with a value for each of the xy coordinates for i in range(0,width): maze.append([]) for q in range(0, width): maze[i].append([]) for n in range(0, 4): maze[i][q].append(4) #Makes a list of falses for all the non visited places for x in range(0, width): visited.append([]) for y in range(0, width): visited[x].append(False) dirs = [] print dirs current = [0,0] #Generates the maze so every single square has been filled. I'm not sure how this works, as it is possible to only go south and east to get to the final position. while current != [width-1, width-1]: Gen(current[0], current[1]) #Getting the ways the person can move in each square for i in range(0,width): dirs.append([]) for n in range(0,width): dirs[i].append([]) dirs[i][n] = possibleDirs(i,n) print dirs print visited pos = [0,0] #The user input part of the maze while pos != [width - 1, width - 1]: dirs = [] print pos if maze[pos[0]][pos[1]][0] == 1: dirs.append('n') if maze[pos[0]][pos[1]][1] == 1: dirs.append('e') if maze[pos[0]][pos[1]][2] == 1: dirs.append('s') if maze[pos[0]][pos[1]][3] == 1: dirs.append('w') print dirs path = raw_input("What direction do you want to go: ") if path not in dirs: print "You can't go that way!" continue elif path.lower() == 'n': pos[1] -= 1 elif path.lower() == 'e': pos[0] += 1 elif path.lower() == 's': pos[1] += 1 elif path.lower() == 'w': pos[0] -= 1 print"Good job!" As you can see, I think the problem is at the point where I generate the maze, however, when I just have it go until the current point is at the end, it doesn't fill every maze and is usually just one straight path. Thanks for helping. Update: I have changed the for loop that generates the maze to a simple while loop and it seems to work much better. It seems that when the for loop ran, it didn't go recursively, however, in the while loop it's perfectly fine. However, now all the squares do not fill out.

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