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  • Updated Agenda for OTN Architect Day Los Angeles (Oct 25)

    - by Bob Rhubart
    Here's the latest information on the session schedule and content for Oracle Technology Network Architect Day in Los Angeles on October 25, 2012. Registration is open, but seating is limited. When: Thursday October 25 12, 2012 8:30am – 5:00pm Where: Sofitel Los Angeles 8555 Beverly Boulevard Los Angeles, CA 90048 Agenda Time Session Title Room 8:30 am - 9:00 am Registration and Continental Breakfast 9:00 am - 9:15 am Welcome and Opening Comments | Bob Rhubart Beverly Ballroom 9:15 am - 10:00 am Engineered Systems: Oracle's Vision for the Future | Ralf Dossmann Oracle's Exadata and Exalogic are impressive products in their own right. But working in combination they deliver unparalleled transaction processing performance with up to a 30x increase over existing legacy systems, with the lowest cost of ownership over a 3 or 5 year basis than any other hardware. In this session you'll learn how to leverage Oracle's Engineered Systems within your enterprise to deliver record-breaking performance at the lowest TCO. Beverly Ballroom 10:00 am - 10:30 am Monitoring and Managing Applications in the Cloud | Basheer Khan Oracle offers a broad portfolio of software and hardware products and services to enable public, private and hybrid clouds to power the enterprise. However, enterprise cloud computing presents new management challenges, that need to be addressed to realize the economic benefits of cloud computing. In this session you will learn about the methods and tools you can use to proactively monitor your end-to-end Oracle Applications environment in the cloud, define service-level objectives, gain insight into your end users, and troubleshoot performance problems from a single console. Beverly Ballroom 10:30 am - 10:45 am Break 10:45 am - 11:30 am Breakout Sessions (pick one) Cloud Computing - Making IT Simple | Dr. James Baty The road to Cloud Computing is not without a few bumps. This session will help to smooth out your journey by tackling some of the potential complications. We'll examine whether standardization is a prerequisite for the Cloud. We'll look at why refactoring isn't just for application code. We'll check out deployable entities and their simplification via higher levels of abstraction. And we'll close out the session with a look at engineered systems and modular clouds. Beverly Ballroom Innovations in Grid Computing with Oracle Coherence | Ashok Aletty Learn how Oracle Coherence can increase the availability, scalability and performance of your existing applications with its advanced low-latency data-grid technologies. Also hear some interesting industry-specific use cases that customers had implemented and how Oracle is integrating Coherence into its Enterprise Java stack. Hollywood Room 11:30 am - 12:15 pm Breakout Sessions (pick one) Enterprise Strategy for Cloud Security | Dave Chappelle Security is high on the list of concerns for many organizations as they evaluate their cloud computing options. This session will examine security in the context of the various forms of cloud computing. We'll consider technical and non-technical aspects of security, and discuss several strategies for cloud computing, from both the consumer and producer perspectives. Beverly Ballroom Oracle Enterprise Manager | Perren Walker This session examines new Oracle Enterprise Manager monitoring, administration, and management features for Oracle Exalogic. It focuses on two management themes: cloud management related to virtualization and applications-to-disk management. For private cloud management, it discusses virtualization management features providing an enhanced set of application deployment capabilities enabling IaaS as well as PaaS interactions. Then from an end-to-end perspective, it covers the specific capabilities and—where applicable—best practices for machine, cloud, middleware, and application administration. Hollywood Room 12:15 pm - 1:15 pm Lunch Beverly Ballroom Lounge 1:15 pm - 2:00 pm Panel Discussion - Q&A with session speakers Beverly Ballroom 2:00 pm - 2:45 pm Breakout Sessions (pick one) Oracle Cloud Reference Architecture | Anbu Krishnaswamy Cloud initiatives are beginning to dominate enterprise IT roadmaps. Successful adoption of Cloud and the subsequent governance challenges warrant a Cloud reference architecture that is applied consistently across the enterprise. This presentation will answer the important questions: What exactly is a Cloud, why you need it, what changes it will bring to the enterprise, and what are the key capabilities of a Cloud infrastructure are - using Oracle's Cloud Reference Architecture, which is part of the IT Strategies from Oracle (ITSO) Cloud Enterprise Technology Strategy ETS). Beverly Ballroom 21st Century SOA | Jeff Davies Service Oriented Architecture has evolved from concept to reality in the last decade. The right methodology coupled with mature SOA technologies has helped customers demonstrate success in both innovation and ROI. In this session you will learn how Oracle SOA Suite's orchestration, virtualization, and governance capabilities provide the infrastructure to run mission critical business and system applications. We'll also take a special look at the convergence of SOA & BPM using Oracle's Unified technology stack. Hollywood Room 2:45 pm - 3:00 pm Break 3:00 pm - 4:00 pm Roundtable Discussion Beverly Ballroom 4:00 pm - 4:15 pm Closing Comments & Readouts from Roundtables Beverly Ballroom 4:15 pm - 5:00 pm Networking / Reception Beverly Ballroom Lounge Note: Session schedule and content subject to change.

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  • Safe project development - free repositories

    - by friko
    Some time ago we started a private hobby project. We made a project on javaforge.com, created an svn repository and started developing our app. Right now we are really far with our project, but somehow we never worried if our project is really safe on such free development tool like javaforge ? I mean, what if our project would earn some money and the source code become valuable ? Could it be stolen or could somebody take it over ? We want to be sure that we are not wasting our time and want to be really sure about our project safety. Is it possible to safely develop a project in such free repository ? We would like also to start using redmine, so if you know any safe place for moving our project, please take this under consideration. Thanks a lot.

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  • When to use identity comparison instead of equals?

    - by maaartinus
    I wonder why would anybody want to use identity comparison for fields in equals, like here (Java syntax): class C { private A a; public boolean equals(Object other) { // standard boring prelude if (other==this) return true; if (other==null) return false; if (other.getClass() != this.getClass()) return false; C c = (C) other; // the relevant part if (c.a != this.a) return false; // more tests... and then return true; } // getter, setters, hashCode, ... } Using == is a bit faster than equals and a bit shorter (due to no need for null tests), too, but in what cases (if any) you'd say it's really better to use == for fields inside equals?

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  • Material, Pass, Technique and shaders

    - by Papi75
    I'm trying to make a clean and advanced Material class for the rendering of my game, here is my architecture: class Material { void sendToShader() { program->sendUniform( nameInShader, valueInMaterialOrOther ); } private: Blend blendmode; ///< Alpha, Add, Multiply, … Color ambient; Color diffuse; Color specular; DrawingMode drawingMode; // Line Triangles, … Program* program; std::map<string, TexturePacket> textures; // List of textures with TexturePacket = { Texture*, vec2 offset, vec2 scale} }; How can I handle the link between the Shader and the Material? (sendToShader method) If the user want to send additionals informations to the shader (like time elapsed), how can I allow that? (User can't edit Material class) Thanks!

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  • How to implement a game launch counter in LibGDX

    - by Vishal Kumar
    I'm writing a game using LibGDX in which I want to save the number of launches of a game in a text file. So, In the create() of my starter class, I have the following code ..but it's not working public class MainStarter extends Game { private int count; @Override public void create() { // Set up the application AppSettings.setUp(); if(SettingsManager.isFirstLaunch()){ SettingsManager.createTextFileInLocalStorage("gamedata"); SettingsManager.writeLine("gamedata", "Launched:"+count ,FileType.LOCAL_FILE ); } else{ SettingsManager.writeLine("gamedata", "Not First launch :"+count++ ,FileType.LOCAL_FILE ); } // // Load assets before setting the screen // ##################################### Assets.loadAll(); // Set the tests screen setScreen(new MainMenuScreen(this, "Main Menu")); } } What is the proper way to do this?

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  • How do I resolve this exercise on C++? [closed]

    - by user40630
    (Card Shuffling and Dealing) Create a program to shuffle and deal a deck of cards. The program should consist of class Card, class DeckOfCards and a driver program. Class Card should provide: a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. The driver program should create a DeckOfCards object, shuffle the cards, then deal the 52 cards. This above is the exercise I'm trying to solve. I'd be very much appreciated if someone could solve it and explain it to me. The main idea of the program is quite simple. What I don't get is how to build the constructor for the class DeckOfCards and how to generate the 52 cards of the deck with different suits and faces. Untill now I've managed to do this: #include <iostream> #include <vector> using namespace std; /* * */ /* a) Data members face and suit of type int. b) A constructor that receives two ints representing the face and suit and uses them to initialize the data members. c) Two static arrays of strings representing the faces and suits. d) A toString function that returns the Card as a string in the form “face of suit.” You can use the + operator to concatenate strings. */ class Card { public: Card(int, int); string toString(); private: int suit, face; static string faceNames[13]; static string suitNames[4]; }; string Card::faceNames[13] = {"Ace","Two","Three","Four","Five","Six","Seven","Eight","Nine","Ten","Queen","Jack","King"}; string Card::suitNames[4] = {"Diamonds","Clubs","Hearts","Spades"}; string Card::toString() { return faceNames[face]+" of "+suitNames[suit]; } Card::Card(int f, int s) :face(f), suit(s) { } /* Class DeckOfCards should contain: a) A vector of Cards named deck to store the Cards. b) An integer currentCard representing the next card to deal. c) A default constructor that initializes the Cards in the deck. The constructor should use vector function push_back to add each Card to the end of the vector after the Card is created and initialized. This should be done for each of the 52 Cards in the deck. d) A shuffle function that shuffles the Cards in the deck. The shuffle algorithm should iterate through the vector of Cards. For each Card, randomly select another Card in the deck and swap the two Cards. e) A dealCard function that returns the next Card object from the deck. f) A moreCards function that returns a bool value indicating whether there are more Cards to deal. */ class DeckOfCards { public: DeckOfCards(); void shuffleCards(); Card dealCard(); bool moreCards(); private: vector<Card> deck(52); int currentCard; }; int main(int argc, char** argv) { return 0; } DeckOfCards::DeckOfCards() { //I'm stuck here I have no idea of what to take out of here. //I still don't fully get the idea of class inside class and that's turning out as a problem. I try to find a way to set the suits and faces members of the class Card but I can't figure out how. for(int i=0; i<deck.size(); i++) { deck[i]//....There is no function to set them. They must be set when initialized. But how?? } } For easier reading: http://pastebin.com/pJeXMH0f

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's the source code. My questions are below. unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can I replace the labels through icons 16 x 16 pixels? How can I adjust the winning sum according to the icons? (for example 3 crowns give you 40 € and 3 apples only 10 €) How can I adjust the winning sum with a sum for every round?

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  • 10.10 - Error compiling kernel in iw_ndis.c

    - by chris
    I just wanted to compile a kernel (as described here), but I got this error: ubuntu/ndiswrapper/iw_ndis.c:1966: error: unknown field ‘num_private’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1966: warning: initialization makes pointer from integer without a cast ubuntu/ndiswrapper/iw_ndis.c:1967: error: unknown field ‘num_private_args’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1967: warning: excess elements in struct initializer ubuntu/ndiswrapper/iw_ndis.c:1967: warning: (near initialization for ‘ndis_handler_def’) ubuntu/ndiswrapper/iw_ndis.c:1970: error: unknown field ‘private’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1970: warning: initialization makes integer from pointer without a cast ubuntu/ndiswrapper/iw_ndis.c:1970: error: initializer element is not computable at load time ubuntu/ndiswrapper/iw_ndis.c:1970: error: (near initialization for ‘ndis_handler_def.num_standard’) ubuntu/ndiswrapper/iw_ndis.c:1971: error: unknown field ‘private_args’ specified in initializer ubuntu/ndiswrapper/iw_ndis.c:1971: warning: initialization from incompatible pointer type Can anyone tell me what it means? Googling just came up with a result here on this site, where there was no answer, so maybe now someone knows.

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  • How to break out of if statement

    - by TheBroodian
    I'm not sure if the title is exactly an accurate representation of what I'm actually trying to ask, but that was the best I could think of. I am experiencing an issue with my character class. I have developed a system so that he can perform chain attacks, and something that was important to me was that 1)button presses during the process of an attack wouldn't interrupt the character, and 2) at the same time, button presses should be stored so that the player can smoothly queue up chain attacks in the middle of one so that gameplay doesn't feel rigid or unresponsive. This all begins when the player presses the punch button. Upon pressing the punch button, the game checks the state of the dpad at the moment of the button press, and then translates the resulting combined buttons into an int which I use as an enumerator relating to a punch method for the character. The enumerator is placed into a List so that the next time the character's Update() method is called, it will execute the next punch in the list. It only executes the next punch if my character is flagged with acceptInput as true. All attacks flag acceptInput as false, to prevent the interruption of attacks, and then at the end of an attack, acceptInput is set back to true. While accepting input, all other actions are polled for, i.e. jumping, running, etc. In runtime, if I attack, and then queue up another attack behind it (by pressing forward+punch) I can see the second attack visibly execute, which should flag acceptInput as false, yet it gets interrupted and my character will stop punching and start running if I am still holding down the dpad. Included is some code for context. This is the input region for my character. //Placed this outside the if (acceptInput) tree because I want it //to be taken into account whether we are accepting input or not. //This will queue up attacks, which will only be executed if we are accepting input. //This creates a desired effect that helps control the character in a // smoother fashion for the player. if (Input.justPressed(buttonManager.Punch)) { int dpadPressed = Input.DpadState(0); if (attackBuffer.Count() < 1) { attackBuffer.Add(CheckPunch(dpadPressed)); } else { attackBuffer.Clear(); attackBuffer.Add(CheckPunch(dpadPressed)); } } if (acceptInput) { if (attackBuffer.Count() > 0) { ExecutePunch(attackBuffer[0]); attackBuffer.RemoveAt(0); } //If D-Pad left is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Left)) { flipped = false; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X - acceleration, velocity.Y); if (walking == true && velocity.X <= -walkSpeed) { velocity.X = -walkSpeed; } else if (walking == false && velocity.X <= -maxSpeed) { velocity.X = -maxSpeed; } } //If D-Pad right is being held down. if (Input.DpadDirectionHeld(0, buttonManager.Right)) { flipped = true; if (onGround) { newAnimation = "run"; } velocity = new Vector2(velocity.X + acceleration, velocity.Y); if (walking == true && velocity.X >= walkSpeed) { velocity.X = walkSpeed; } else if (walking == false && velocity.X >= maxSpeed) { velocity.X = maxSpeed; } } //If jump/accept button is pressed. if (Input.justPressed(buttonManager.JumpAccept)) { if (onGround) { Jump(); } } //If toggle element next button is pressed. if (Input.justPressed(buttonManager.ToggleElementNext)) { if (elements.Count != 0) { elementInUse++; if (elementInUse >= elements.Count) { elementInUse = 0; } } } //If toggle element last button is pressed. if (Input.justPressed(buttonManager.ToggleElementLast)) { if (elements.Count != 0) { elementInUse--; if (elementInUse < 0) { elementInUse = Convert.ToSByte(elements.Count() - 1); } } } //If character is in the process of jumping. if (jumping == true) { if (Input.heldDown(buttonManager.JumpAccept)) { velocity.Y -= fallSpeed.Y; maxJumpTime -= elapsed; } if (Input.justReleased(buttonManager.JumpAccept) || maxJumpTime <= 0) { jumping = false; maxJumpTime = 0; } } //Won't execute abilities if input isn't being accepted. foreach (PlayerAbility ability in playerAbilities) { if (buffer.Matches(ability)) { if (onGround) { ability.Activate(); } if (!onGround && ability.UsableInAir) { ability.Activate(); } else if (!onGround && !ability.UsableInAir) { buffer.Clear(); } } } } When the attackBuffer calls ExecutePunch(int) method, ExecutePunch() will call one of the following methods: private void NeutralPunch1() //0 { acceptInput = false; busy = true; newAnimation = "punch1"; numberOfAttacks++; timeSinceLastAttack = 0; } private void ForwardPunch2(bool toLeft) //true == 7, false == 4 { forwardPunch2Timer = 0f; acceptInput = false; busy = true; newAnimation = "punch2begin"; numberOfAttacks++; timeSinceLastAttack = 0; if (toLeft) { velocity.X -= 800; } if (!toLeft) { velocity.X += 800; } } I assume the attack is being interrupted due to the fact that ExecutePunch() is in the same if statement as running, but I haven't been able to find a suitable way to stop this happening. Thank you ahead of time for reading this, I apologize for it having become so long winded.

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  • HTG Explains: How Do Noise Reducing Headphones Work?

    - by YatriTrivedi
    Passive noise reduction, active noise cancellation, sound isolation… The world of headphones has become quite advanced in giving you your own private sound bubble. Here’s how these different technologies work. Latest Features How-To Geek ETC Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) WizMouse Enables Mouse Over Scrolling on Any Window Enhance GIMP’s Image Editing Power with Gimp Paint Studio Reclaim Vertical UI Space by Moving Your Tabs to the Side in Firefox Wind and Water: Puzzle Battles – An Awesome Game for Linux and Windows How Star Wars Changed the World [Infographic] Tabs Visual Manager Adds Thumbnailed Tab Switching to Chrome

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  • How to teach game programming at school ?

    - by jokoon
    I'm in this private school right now, and apart from my progressive stoppage of anti-depressants, I'm having an hard time focusing on what the school wants me to do. The school has a professional contract for a game we have to do with Unity. I don't really learn anything new while using unity, so I don't like using it. We recently learned how to use DirectX, and we have to do some sort of Gradius-precursor clone (Parsec) with directX, in 3D: this annoys me, and I'm currently learning to use Ogre3D by myself by making some game. The teacher is an engineer, and all of us won't be engineers. How would you teach game programming ?

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  • Pixel perfect collision with paths (Android)

    - by keysersoze
    Hi I'm writing a game and I'm trying to do some pixel perfect collisions with paths. The player's character has a bitmask which looks for example like this: Currenly my code that handles player's collision with path looks like this: private boolean isTerrainCollisionDetected() { if(collisionRegion.op(player.getBounds(), terrain.getBottomPathBounds(), Region.Op.INTERSECT) || collisionRegion.op(player.getBounds(), terrain.getTopPathBounds(), Region.Op.INTERSECT)) { collisionRegion.getBounds(collisionRect); for(int i = collisionRect.left; i < collisionRect.right; i++) { for(int j = collisionRect.top; j < collisionRect.bottom; j++) { if(player.getBitmask().getPixel(i - player.getX(), j - player.getY()) != Color.TRANSPARENT) { return true; } } } } return false; } The problem is that collisions aren't pixel perfect. It detects collisions in situations like this: The question is: what can I do to improve my collision detection?

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  • Which hosted chat solutions offer the following?

    - by David
    I am looking for a chat room solution similar to the one on StackExchange to facilitate more responsive communication between the contributors on Open-Org.com. My criteria are the following: No Flash (this rules out more than half) Full history (meaning that it is possible to access all previous conversation for future reference. Very customizable No ugly IRC stuff filling up the chat view (I do not want to see who joined an who left etc.) No private conversations possible (this is just not in the spirit of Open-org.com) A hosted solution with a reasonable price. These criteria are so different from this question, so this is not a duplicate question. The service which matches this the closest is Chatroll.com. However, at 199$ per month their prices are outrageous.

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  • Registering as developer on Google Play store

    - by ChosenOne
    I am registering as a Developer to sell paid applications on the Google Play store and have run into a slight issue: After I paid, I clicked on "Setup merchant details" link. I filled out the business address section, but in the "Public contact" section, Google says this: How can your customers get in touch with you? This information will be made available to your customers when they make a purchase. I work from home. I do not want customers knowing my home address, nor do I want it displayed anywhere online or even accessible by anyone. Should I just enter NA in each of the following fields? Surely Google understands that we have a right to keep such things private? How can I get around this while not getting my account suspended or risk not being approved?

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  • Brand New Oracle WebLogic 12c Online Launch Event, December 1, 10am PT

    - by B Shashikumar
    The brand new WebLogic 12c will be launched on December 1st with a 2-hour global webcast highlighting salient capabilities and benefits and featuring Hasan Rizvi, SVP, Oracle Fusion Middleware and Java. For the more techie types, the 2nd hour will be a developer focused discussion including multiple demos and live Q&A. Please join us, with your fellow IT managers, architects, and developers, to hear how the new release of Oracle WebLogic Server is: Designed to help you seamlessly move into the public or private cloud with an open, standards-based platform Built to drive higher value for your current infrastructure and significantly reduce development time and cost Enhanced with transformational platforms and technologies such as Java EE 6, Oracle’s Active GridLink for RAC, Oracle Traffic Director, and Oracle Virtual Assembly Builder   

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  • What makes it hard to protect from hacks/bots in BF3 and Quake Live?

    - by Jakub P.
    After playing these games, asking other players/admins, and reading online I am led to believe that Quake Live and Battlefield 3 are frequented by bots and there are plenty of hacks of various kinds. I'm confused how this is possible, or even easy seeing how many players have access to these kinds of "tools" (sic). Isn't it possible for the game authors to digitally sign the game executables so that when they run, the server can ensure only the allowed client is sending commands, thus preventing any kind of abuse? I.e. every player command would be signed by a private key, or symmetrically encrypted (not sure which would make more sense). I understand that players can look at the running executable's behavior (memory etc.), but if games are apparently so easy to hack, shouldn't most apps be hacked as well (e.g. Skype, all DRM running on Windows etc.)?

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  • Why does Google report a soft 404 when I redirect to the signup page?

    - by Hettomei
    In the last month, I've got an increased number of "soft 404" errors reported by Google webmaster tools which actually work well for users. Configuration (maybe useless): I have a website built with rails 3.1 Authentication is handled by the gem Devise Problem: On this page http://en.bemyboat.com/yacht-charter/9965-sailboat-beneteau-oceanis-43 Click on "Ask a Boat request" (a simple form, in GET to: http://en.bemyboat.com/boat_requests/new/9965) You are redirected with the HTTP status 302 to sign in You are then sent back to the new page if successfully sign in. Google tells me that the link on "ask a boat request" returns a soft 404. I can't make this form in "POST" (which will solve the problem) because we need to automatically redirect users back to the page after sign in. (the Gem Devise memorizes the "get" link.) To simplify, the question is: How to protect a private page with authentication, reached with a simple "GET" and not to be penalized by Google as a "soft 404".

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  • Ask the Readers: How Do You Browse Securely Away From Home?

    - by Jason Fitzpatrick
    When you’re browsing away from home, be it on your smartphone, tablet, or laptop, how do you keep your browsing sessions secure? This week we’re interested in hearing all about your mobile security tips and tricks. When you’re out and about you often, out of necessity or convenience, need to connect to open Wi-Fi hotspots and otherwise put your data out there in ways that you don’t when you’re at home. This week we want to hear about your tips, tricks, and applications for keeping your data secure and private when you’re away from your home network. Sound off in the comments with your tips and then check back on Friday for the What You Said roundup. HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • Commenting Code AS3 - Not being an API

    - by Marcelo Noronha
    How should I comment a method? What are the best practices on commenting code? Example: /* Checks if a color is allowed in a given point * of the bitmapdata of the current floor * @param value - color to be checked * @return boolean - if color is allowed returns true, else, return false */ private function isAllowed(value:uint):Boolean { //code... } Is that the best way to comment a method? I´ve heard there´s the use of the tag @see. What should be on this tag? I wonder if it could be something that has a relation to the method, is that right? Thanks.

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  • MAAS. Adding nodes

    - by 2bus.erkanat
    Can anybody help me with MAAS installation? I installed it on 1 of my computers, configured DHCP server and now 3 PCs are in their own private network. I tried to add node via PXE image, but "Can not apply stage final, no datasource found! Likely bad things to come!" error comes after giving me option to log in. Then I tried to add node via web interface, but after adding it node's status is always "commisioning". So what should I do know? Any help is appreciated. Thank you P.S. English is not my native language, sorry for any type of errors.

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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  • Disable incognito in chrome or chromium

    - by TheIronKnuckle
    I'm addicted to certain websites to the point where it's interfering with my life regularly and sick of it. I want to install website blockers that aren't easy to circumvent. In Chrome, incognito mode is easily accessible with a ctrl-shift-n. That is ridiculous. Whenever I feel an urge to go on an addictive website, it doesn't matter what blockers and regulators I've got installed; three keys can get round them in a second. Simply uninstalling chrome isn't an option either, as it's way too easy to sudo apt-get install it right back. So yes, I want to disable incognito mode completely (and if possible making it totally impossible to get it back). I note that some guy has figured out how to do it on windows with a registry entry: http://wmwood.net/software/incognito-gone-get-rid-of-private-browsing/ If it can be done on windows it can be done on ubuntu!

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  • Anyone used Jenkins with Sparkle (the cocoa app update framework)?

    - by Amy Worrall
    Pushing new Sparkle releases of our internal apps is a pain. I have to make the build, make the release notes file, sign the .zip with the private key, and add a new entry to the appcast file tying everything together. I'd love it if Jenkins could help: use the commit messages for the release notes, and automatically do the rest of it. Should I be looking at writing a new Jenkins plugin, or using shell scripting, or is there something already that will do what I want? (A quick Google didn't find anything.) I'm new to Jenkins, and am still trying to get a feel for what it can do. Do any other maintainers of Cocoa apps have any tips?

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  • Oracle Weblogic 12c Launch

    - by Robert Baumgartner
    Am 1. Dezember 2011 wird Oracle WebLogic Server 12c weltweit vorgestellt. Um 19:00 findet ein Execuite Overview mit Hasan Rizvi, Senior Vice President, Product Development, statt. Um 20:00 findet ein Developer Deep-Dive mit Will Lyons, Director, Oracle WebLogic Server Product Management, statt. The new release of Oracle WebLogic Server is: • Designed to help customers seamlessly move into the public or private cloud with an open, standards-based platform • Built to drive higher value for customers’ current infrastructure and significantly reduce development time and cost • Enhanced with transformational platforms and technologies such as Java EE 6, Oracle’s Active GridLink for RAC, Oracle Traffic Director, and Oracle Virtual Assembly Builder Hier geht es zur Anmeldung: Anmeldung

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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