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  • PhP Login/Register system [migrated]

    - by Marian
    I found this good tutorial on creating a login/register system using PhP and MySQL. The forum is around 5 years old (edited last year) but it can still be usefull. Beginner Simple Register-Login system There seems to be an issue with both login and register pages. <?php function register_form(){ $date = date('D, M, Y'); echo "<form action='?act=register' method='post'>" ."Username: <input type='text' name='username' size='30'><br>" ."Password: <input type='password' name='password' size='30'><br>" ."Confirm your password: <input type='password' name='password_conf' size='30'><br>" ."Email: <input type='text' name='email' size='30'><br>" ."<input type='hidden' name='date' value='$date'>" ."<input type='submit' value='Register'>" ."</form>"; } function register(){ $connect = mysql_connect("host", "username", "password"); if(!$connect){ die(mysql_error()); } $select_db = mysql_select_db("database", $connect); if(!$select_db){ die(mysql_error()); } $username = $_REQUEST['username']; $password = $_REQUEST['password']; $pass_conf = $_REQUEST['password_conf']; $email = $_REQUEST['email']; $date = $_REQUEST['date']; if(empty($username)){ die("Please enter your username!<br>"); } if(empty($password)){ die("Please enter your password!<br>"); } if(empty($pass_conf)){ die("Please confirm your password!<br>"); } if(empty($email)){ die("Please enter your email!"); } $user_check = mysql_query("SELECT username FROM users WHERE username='$username'"); $do_user_check = mysql_num_rows($user_check); $email_check = mysql_query("SELECT email FROM users WHERE email='$email'"); $do_email_check = mysql_num_rows($email_check); if($do_user_check > 0){ die("Username is already in use!<br>"); } if($do_email_check > 0){ die("Email is already in use!"); } if($password != $pass_conf){ die("Passwords don't match!"); } $insert = mysql_query("INSERT INTO users (username, password, email) VALUES ('$username', '$password', '$email')"); if(!$insert){ die("There's little problem: ".mysql_error()); } echo $username.", you are now registered. Thank you!<br><a href=login.php>Login</a> | <a href=index.php>Index</a>"; } switch($act){ default; register_form(); break; case "register"; register(); break; } ?> Once pressed the register button the page does nothing, fields are erased and no data is added inside the database or error given. I tought that the problem might be the switch($act){ part so I removed it and changed the page using a require require('connect.php'); where connect.php is <?php mysql_connect("localhost","host","password"); mysql_select_db("database"); ?> Removed the function register_form(){ and echo part turning it into an HTML code: <form action='register' method='post'> Username: <input type='text' name='username' size='30'><br> Password: <input type='password' name='password' size='30'><br> Confirm your password: <input type='password' name='password_conf' size='30'><br> Email: <input type='text' name='email' size='30'><br> <input type='hidden' name='date' value='$date'> <input type='submit' name="register" value='Register'> </form> And instead of having a function register(){ I replaced it with a if($register){ So when the Register button is pressed it runs the php code, but this edit doesn't seem to work either. So what can the problem be? If needed I can re-add this code on my Domain The login page has the same issue, nothing happens when the button is pressed beside emptying the fields.

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

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

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  • Direct X-forwarding

    - by Sean Houlihane
    I'm struggling to set up X-forwarding between 2 different machines on my local network and my ubuntu desktop. I'm able to connect using ssh x-forwarding one one machine, but the other machine (a Qnap TS-219P II) seems to have a less functional build of SSH on it, and I'd rather use a simpler approach. I've set $DISPLAY, and done 'xauth list $DISPLAY' on the desktop, then 'xauth add ' on the remote machine. From the remote machine, I just get xterm xterm Xt error: Can't open display: 192.168.0.4:0.0 Now, oddly, if I connect via ssh -X, there is a different magic cookie for the tunnelled port (but neither seems to work). I'm wondering if there is a port which needs to be enabled to permit X connections from the LAN? If so, how? The proper solution might be to re-build all the packages which are preventing X-forwarding from working on my QNAP machine, but lets assume for the purposes of this question that I've tried building enough packages on that architecture already and want to run X without the overhead of encryption.

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  • Result class dependency

    - by Stefano Borini
    I have an object containing the results of a computation. This computation is performed in a function which accepts an input object and returns the result object. The result object has a print method. This print method must print out the results, but in order to perform this operation I need the original input object. I cannot pass the input object at printing because it would violate the signature of the print function. One solution I am using right now is to have the result object hold a pointer to the original input object, but I don't like this dependency between the two, because the input object is mutable. How would you design for such case ?

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  • How to effectively gather info about how players play my HTML5 game?

    - by Bane
    I'm finishing another HTML5 game, and this time I'd like to do some spying business on the players... Mostly just basic stuff: when they are playing, for how long, what upgrades they are buying the most and so on. Now, my first idea was just to collect this information during the gameplay, and then have a Javascript function fire when they close the tab/browser, and said function would send it to my server via Socket.io. This, of course, wouldn't work, because anyone who takes a look at the code would realize it and could start sending a tonne of false info which would mess up my statistics. Questions: Is there a way to effectively do this? If yes, what kind of info should I be looking for, aside from stuff I already mentioned?

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  • Forex EA simple coding question [closed]

    - by Evgeny
    I simply want to close all open orders in my EA when equity reaches -250$. I found an EA online that closes all orders. It has one CloseAll() function that closes all orders. So I copied it to my EA and called it in start() function like that: if(AccountBalance()-AccountEquity()< -250) CloseAll(); But EA works as usual, not restarting. If any programmer would point me in the right direction that would be great.

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  • Changing balls direction in Pong

    - by hustlerinc
    I'm making a Pong game to get started with game-developement but I've run into a problem that i can't figure out. When trying to change the balls direction it doesn't change. This is the relevant code: function moveBall(){ this.speed = 2.5; this.direction = 2; if(this.direction == 1){ ball.X +=this.speed; } else if(this.direction == 2){ ball.X -=this.speed; } } function collision(){ if(ball.X == 500){ moveBall.direction = 2; } if(ball.X == 300){ moveBall.direction = 1; } } Why doesn't it work? I've tried many different ways, and none of them seem to work. The moveBall.direction changes though, since it alerts the new direction once it reaches the defined ball.X position. If someone could help me I would deeply appreciate it. I've included a JSFiddle link. http://jsfiddle.net/hustlerinc/y4wp3/

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  • iscsitarget suddenly broken after upgrade of the 12.04 Hardware Stack

    - by RapidWebs
    After an upgrade to the latest Hardware Stack using Ubuntu 12.04, my iscsi service is not longer operational. The error from the service is such: FATAL: Module iscsi_trgt not found. I have learned that I might need to reinstall the package iscsitarget-dkms. this package builds a driver or something during installation, from source. During this build process, it reports and error, and now has also broke my package manager. Here is the relevant output: Building module: cleaning build area.... make KERNELRELEASE=3.13.0-34-generic -C /lib/modules/3.13.0-34-generic/build M=/var/lib/dkms/iscsitarget/1.4.20.2/build........(bad exit status: 2) Error! Bad return status for module build on kernel: 3.13.0-34-generic (i686) Consult /var/lib/dkms/iscsitarget/1.4.20.2/build/make.log for more information. Errors were encountered while processing: iscsitarget E: Sub-process /usr/bin/dpkg returned an error code (1) and this is the information provided by make.log: or iscsitarget-1.4.20.2 for kernel 3.13.0-34-generic (i686) Fri Aug 15 22:07:15 EDT 2014 make: Entering directory /usr/src/linux-headers-3.13.0-34-generic LD /var/lib/dkms/iscsitarget/1.4.20.2/build/built-in.o LD /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/built-in.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/tio.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/iscsi.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/nthread.o CC [M] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.o /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c: In function ‘worker_thread’: /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:73:28: error: void value not ignored as it ought to be /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:74:3: error: implicit declaration of function ‘get_io_context’ [-Werror=implicit-function-declaration] /var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.c:74:21: warning: assignment makes pointer from integer without a cast [enabled by default] cc1: some warnings being treated as errors make[2]: * [/var/lib/dkms/iscsitarget/1.4.20.2/build/kernel/wthread.o] Error 1 make[1]: * [/var/lib/dkms/iscsitarget/1.4.20.2/build/kernel] Error 2 make: * [module/var/lib/dkms/iscsitarget/1.4.20.2/build] Error 2 make: Leaving directory `/usr/src/linux-headers-3.13.0-34-generic' I am at a loss on how to resolve this issue. any help would be appreciated!

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • How to composite videos and make animations in Ubuntu?

    - by Naveen
    Well, I'm not talking about programs like NukeX, Cinelerra, Jahshaka because they aren't either free or feature rich. I have seen couple of cool videos done on Linux platform, most likely to be Ubuntu. How Linux is Built - Linux Foundation Ubuntu 12.10 Beta Overview - OMG! Ubuntu What is the magic application they are using to composit those videos..? Can upcoming LightWorks workout these effects...? Is there any Linux native OpenGL based application to deal with particles, just like Particle Illusion for Windows? Thanks!

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Big Oh notation does not mention constant value

    - by user883561
    I am a programmer and have just started reading Algorithms. I am not completely convinced with the notations namely Bog Oh, Big Omega and Big Theta. The reason is by definition of Big Oh, it states that there should be a function g(x) such that it is always greater than or equal to f(x). Or f(x) <= c.n for all values of n n0. My doubt is the why dont we mention the constant value in the definition? For example. lets say a function 6n+4, we denote it as O(n). but its not true that the definition holds good for all constant value. this holds good only when c = 10 and n = 1. For lesser values of c than 6, the value of n0 increases. So why we do not mention the constant value as a part of the definition.

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • Dell Vostro 2420 upgrade to 12.04.1 no wifi

    - by Kane
    I have installed 12.04 on a dell vostro 2420 (previously 11.10) and wifi is gone now but wired network remains. I've reviewed the other questions and tried some stuff but no luck yet. The following is the process so far so hopefully someone can help: After installing 12.04 using the additional drivers utility did not bring up any proprietary drivers and using synaptic on installation then reinstallation of bcmwl-kernel-source and b43-fwcutter does not help bring up any drivers either (tried rebooting after as well) I have made sure in the bios that the wlan is turned on, and it appears the laptop does not have a wireless hardware switch, only the keyboard function shortcut which turns bluetooth on and off on the taskbar but there is no lightup of the wireless function on the laptop itself. Dell does not appear to have any drivers for ubuntu and google does not appear to be much help :( Thanks in advance!

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  • Can this word search algorithm be made faster?

    - by Ashwin Singh
    Problem: Find a match of word S in text T Given: S and T are part of spoken and written English. Example: Match 'Math' in 'I love Mathematics' NOTE: Ignore CASES. My algorithm: STEP 1) Convert S, T to char[] STEP 2) for i=0, i < T.length , i++ STEP 3) for j=S.length-1, j>0 , j-- STEP 3 is the magic, instead of going about matching M,A,T,H, this matches M, H, T and finally A. This helps in eliminating a lot of possible partial matches. For example, if I go sequentially like M A as in Boyer Moore's method ... it can match Matter, Mass, Matchstick etc. using M _ _ H will bring down size of partial matches. STEP 4) if S[j]!=T[i] -> break; else if j==i -> PRINT MATCH

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  • Are trivial protected getters blatant overkill?

    - by Panzercrisis
    Something I really have not thought about before (AS3 syntax): private var m_obj:Object; protected function get obj():Object { return m_obj; } private var m_str:String; protected function get str():String { return m_str; } At least subclasses won't be able to set m_obj or m_str (though they could still modify m_obj). Is this just blatant overkill? I am not talking about doing this as opposed to making them public. I am talking about doing this instead of just making the variables themselves protected. Like this: protected var m_obj:Object; //more accessible than a private variable with a protected getter protected var m_str:String; //more accessible than a private variable with a protected getter

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  • OpenGL ES, orthopgraphics projection and viewport

    - by DarkDeny
    I want to make some simple 2D game on iOS to familiarize myself with OpenGL ES. I started with Ray Wenderlich tutorial (How To Create A Simple 2D iPhone Game with OpenGL ES 2.0 and GLKit). That tutorial is quite good, but I miss some parts of a puzzle. Ray creates orthographic projection using some magic numbers like 480 and 320. It is not clear to me why did he take these numbers, and as far as I can see - sprite is not mapped to the ipad simulator screen one-to-one pixel. I tried to play with parameters with which ortho matrix is created, but I cannot figure out what math is here. How can I calculate numbers (bottom, top, left, right, close, far) which will be parameters to orthographic projection matrix creation and have sprite on the screen shown in its original size?

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  • Windows XP self-installing virus [closed]

    - by Oliver
    Do you remember. Some years ago, there was a huge virus attacking Windows XP in its first version. Once you had installed Windows XP, and on your first internet access, the virus installed itself on your computer, closing your internet connection and making the computer reboot after some seconds. I wonder... How can a virus install itslef this way from nowhere ? Without any user action. You install Windows XP... the computer just connects itself to the internet (assuming Microsoft don't connect to bad sites on its first connection)... and you have a virus. There is something magic I don't understand here. Can someone explain me how that virus could attack Windows that way, without any user action on a fresh installed system...

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  • [Silverlight] How to choose the webcam resolution

    - by Benjamin Roux
    Hello, Today I’m gonna show you how to choose the webcam resolution when using Silverlight. By default most of them are in 640x480 which can be sometimes insufficient. VideoCaptureDevice source = devices.SelectedItem as VideoCaptureDevice; source.DesiredFormat = new VideoFormat(PixelFormatType.Unknown, 4096, 4096, 30); The magic thing with this line, is that the camera will choose the best resolution available (and not absolutely 4096x4096). You can also get all the supported formats using the SupportedFormats property. Hope this help.

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  • useFastClick in JQuery Mobile

    - by Yousef_Jadallah
      Normal 0 false false false EN-US X-NONE AR-SA /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:Arial; mso-bidi-theme-font:minor-bidi;} For who want to convert the application from JQM Alpha to JQM Beta 1, needs to bind  click  events to the new vclick one. Click event is working in general browsers butt that is needed for iOS and Android, useFastClick  is (touch + mouse click). Moreover if you have this event alot in your project you can turn useFastClick off in mobileinit event: $(document).bind("mobileinit", function () {             $.mobile.useFastClick = false; });   vclick event is needed to support touch events to make the page changes to happen faster, and to perform the URL hiding. So you need to change something like this  $('btnShow').live("click", function (evt) {   To :  $('btnShow').live("vclick", function (evt) {     For more information : http://jquerymobile.com/test/docs/api/globalconfig.html   Here you can find full example in this case : <!DOCTYPE ><html xmlns="http://www.w3.org/1999/xhtml"><head>    <link rel="stylesheet" href="http://code.jquery.com/mobile/1.0b1/jquery.mobile-1.0b1.min.css" />    <script src="http://code.jquery.com/jquery-1.6.1.min.js"></script>    <script src="http://code.jquery.com/mobile/1.0b1/jquery.mobile-1.0b1.min.js"></script>    <script type="text/javascript">     //Here you need to use vclick instead of click event         $('ul[id="MylistView"] a').live("vclick", function (evt) {            alert('list click');        });      </script>    <title></title></head><body>    <div id="FirstPage" data-role="page" data-theme="b">        <div data-role="header">            <h1>                Page Title</h1>        </div>        <div data-role="content">            <ul id="MylistView" data-role="listview" data-theme="g">                <li><a href="#SecondPage">Acura</a></li>                <li><a href="#SecondPage">Audi</a></li>                <li><a href="#SecondPage">BMW</a></li>            </ul>        </div>        <div data-role="footer">            <h4>                Page Footer</h4>        </div>    </div>    <div id="SecondPage" data-role="page" data-theme="b"   >        <div data-role="header" >            <h1>                Page Title</h1>        </div>        Second Page        <div data-role="footer">            <h4>                Page Footer</h4>        </div>    </div></body></html>     Hope that helps.

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  • Shelving code in Team Foundation Server (TFS)

    - by Mel
    I'm pretty new at using TFS and I'd like to know how you or your team use the "shelve" function of tfs. We have the following guidelines in using TFS: - perform a "Get Latest" before you check in and try to build/compile - do not check in code that does not compile - at the end of the day, if your work is not complete/partially done, you should "shelve" your pending changes The first two make sense but I don't really get the last one. I asked my mgr and he said that its so he knows that you actually did some work for that day, which does kind of makes sense but still, I'm wondering what other teams use the "shelve" function for?

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  • VBUG Spring Conference, 28th and 29th March in Reading

    - by Eric Nelson
    I presented at VBUG last year and can confirm that they put on a really good event. This year I stood aside for my “replacement” Steve Plank to work his magic. Worth checking out… VBUG SPRING CONFERENCE 28/29 March 2011 Wokefield Park, Mortimer, Reading RG7 3AH Day One (Mon 28 March): Developing SharePoint 2010 with Visual Studio 2010 - Dave McMahon Cache Out with Windows Server AppFabric – Phil Pursglove Extending your Corporate Network in to the Windows Azure Data Centre with Windows Azure Connect – Steve Plank Silverlight Development on Windows Phone 7 - Andy Wigley Day Two (Tues 29 March): Self Service BI for your users, but what does that mean for you? - Andrew Fryer Design Patterns – Compare and Contrast – Gary Short Projecting your corporate identity to the cloud – Steve Plank May the Silverlight 4 be with you – Richard Costall The Step up to ALM – an Introduction to Visual Studio 2010 TFS for the Visual Sourcesafe User - Richard Fennell For more information go to http://cms.vbug.net (It isn’t free but it is high quality)

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  • MediaWiki: how to make DISPLAYTITLE be used in categories listings

    - by Konstantin Boyandin
    The problem: a MediaWiki-driven site uses subpages to build pages hierarchy. When I add something like Page1/Page2/Subpage the exactly above string appears in listings and looks clumsy. I can't efficiently use short subpage title (Subpage in this example), since it can appear in different contexts and could confuse users. I can use DISPLAYTITLE magic word, with proper values of $wgRestrictDisplayTitle and $wgAllowDisplayTitle, to reassign page title and make it show on the page. However, when I look into categories listing this page, I will still see "Page1/Page2/Subpage" instead of the title assigned. Is there a simple way (through 'hack' or via relevant extension) to make the new title appear in every listing as well?

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  • Is Java much harder to "tweak" for performance compared with C/C++?

    - by user997112
    Does the "magic" of the JVM hinder the influence a programmer has over micro-optimisations in Java? I recently read in C++ sometimes the ordering of the data members can provide optimizations (granted, in the microsecond environment) and I presumed a programmer's hands are tied when it comes to squeezing performance from Java? I appreciate a decent algorithm provides greater speed-gains, but once you have the correct algorithm is Java harder to tweak due to the JVM control? If not, could people give examples of what tricks you can use in Java (besides simple compiler flags).

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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