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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Green (Screen) Computing

    - by onefloridacoder
    I recently was given an assignment to create a UX where a user could use the up and down arrow keys, as well as the tab and enter keys to move through a Silverlight datagrid that is going be used as part of a high throughput data entry UI. And to be honest, I’ve not trapped key codes since I coded JavaScript a few years ago.  Although the frameworks I’m using made it easy, it wasn’t without some trial and error.    The other thing that bothered me was that the customer tossed this into the use case as they were delivering the use case.  Fine.  I’ll take a whack at anything and beat up myself and beg (I’m not beyond begging for help) the community for help to get something done if I have to. It wasn’t as bad as I thought and I thought I would hopefully save someone a few keystrokes if you wanted to build a green screen for your customer.   Here’s the ValueConverter to handle changing the strings to decimals and then back again.  The value is a nullable valuetype so there are few extra steps to take.  Usually the “ConvertBack()” method doesn’t get addressed but in this case we have two-way binding and the converter needs to ensure that if the user doesn’t enter a value it will remain null when the value is reapplied to the model object’s setter.  1: using System; 2: using System.Windows.Data; 3: using System.Globalization; 4:  5: public class NullableDecimalToStringConverter : IValueConverter 6: { 7: public object Convert(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) 8: { 9: if (!(((decimal?)value).HasValue)) 10: { 11: return (decimal?)null; 12: } 13: if (!(value is decimal)) 14: { 15: throw new ArgumentException("The value must be of type decimal"); 16: } 17:  18: NumberFormatInfo nfi = culture.NumberFormat; 19: nfi.NumberDecimalDigits = 4; 20:  21: return ((decimal)value).ToString("N", nfi); 22: } 23:  24: public object ConvertBack(object value, Type targetType, object parameter, System.Globalization.CultureInfo culture) 25: { 26: decimal nullableDecimal; 27: decimal.TryParse(value.ToString(), out nullableDecimal); 28:  29: return nullableDecimal == 0 ? null : nullableDecimal.ToString(); 30: } 31: }            The ConvertBack() method uses TryParse to create a value from the incoming string so if the parse fails, we get a null value back, which is what we would expect.  But while I was testing I realized that if the user types something like “2..4” instead of “2.4”, TryParse will fail and still return a null.  The user is getting “puuu-lenty” of eye-candy to ensure they know how many values are affected in this particular view. Here’s the XAML code.   This is the simple part, we just have a DataGrid with one column here that’s bound to the the appropriate ViewModel property with the Converter referenced as well. 1: <data:DataGridTextColumn 2: Header="On-Hand" 3: Binding="{Binding Quantity, 4: Mode=TwoWay, 5: Converter={StaticResource DecimalToStringConverter}}" 6: IsReadOnly="False" /> Nothing too magical here.  Just some XAML to hook things up.   Here’s the code behind that’s handling the DataGridKeyup event.  These are wired to a local/private method but could be converted to something the ViewModel could use, but I just need to get this working for now. 1: // Wire up happens in the constructor 2: this.PicDataGrid.KeyUp += (s, e) => this.HandleKeyUp(e);   1: // DataGrid.BeginEdit fires when DataGrid.KeyUp fires. 2: private void HandleKeyUp(KeyEventArgs args) 3: { 4: if (args.Key == Key.Down || 5: args.Key == Key.Up || 6: args.Key == Key.Tab || 7: args.Key == Key.Enter ) 8: { 9: this.PicDataGrid.BeginEdit(); 10: } 11: }   And that’s it.  The ValueConverter was the biggest problem starting out because I was using an existing converter that didn’t take nullable value types into account.   Once the converter was passing back the appropriate value (null, “#.####”) the grid cell(s) and the model objects started working as I needed them to. HTH.

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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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  • 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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  • 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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  • 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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  • Thematic map contd.

    - by jsharma
    The previous post (creating a thematic map) described the use of an advanced style (color ranged-bucket style). The bucket style definition object has an attribute ('classification') which specifies the data classification scheme to use. It's values can be one of {'equal', 'quantile', 'logarithmic', 'custom'}. We use logarithmic in the previous example. Here we'll describe how to use a custom algorithm for classification. Specifically the Jenks Natural Breaks algorithm. We'll use the Javascript implementation in geostats.js The sample code above needs a few changes which are listed below. Include the geostats.js file after or before including oraclemapsv2.js <script src="geostats.js"></script> Modify the bucket style definition to use custom classification Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* 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:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; 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-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;}    bucketStyleDef = {       numClasses : colorSeries[colorName].classes,       classification: 'custom', //'logarithmic',  // use a logarithmic scale       algorithm: jenksFromGeostats,       styles: theStyles,       gradient:  useGradient? 'linear' : 'off'     }; The function, which implements the custom classification scheme, is specified as the algorithm attribute value. It must accept two input parameters, an array of OM.feature and the name of the feature attribute (e.g. TOTPOP) to use in the classification, and must return an array of buckets (i.e. an array of or OM.style.Bucket  or OM.style.RangedBucket in this case). However the algorithm also needs to know the number of classes (i.e. the number of buckets to create). So we use a global to pass that info in. (Note: This bug/oversight will be fixed and the custom algorithm will be passed 3 parameters: the features array, attribute name, and number of classes). So createBucketColorStyle() has the following changes Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* 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:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; 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-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} var numClasses ; function createBucketColorStyle( colorName, colorSeries, rangeName, useGradient) {    var theBucketStyle;    var bucketStyleDef;    var theStyles = [];    //var numClasses ; numClasses = colorSeries[colorName].classes; ... and the function jenksFromGeostats is defined as Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* 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:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; 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-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} function jenksFromGeostats(featureArray, columnName) {    var items = [] ; // array of attribute values to be classified    $.each(featureArray, function(i, feature) {         items.push(parseFloat(feature.getAttributeValue(columnName)));    });    // create the geostats object    var theSeries = new geostats(items);    // call getJenks which returns an array of bounds    var theClasses = theSeries.getJenks(numClasses);    if(theClasses)    {     theClasses[theClasses.length-1]=parseFloat(theClasses[theClasses.length-1])+1;    }    else    {     alert(' empty result from getJenks');    }    var theBuckets = [], aBucket=null ;    for(var k=0; k<numClasses; k++)    {             aBucket = new OM.style.RangedBucket(             {low:parseFloat(theClasses[k]),               high:parseFloat(theClasses[k+1])             });             theBuckets.push(aBucket);     }     return theBuckets; } A screenshot of the resulting map with 5 classes is shown below. It is also possible to simply create the buckets and supply them when defining the Bucket style instead of specifying the function (algorithm). In that case the bucket style definition object would be    bucketStyleDef = {      numClasses : colorSeries[colorName].classes,      classification: 'custom',        buckets: theBuckets, //since we are supplying all the buckets      styles: theStyles,      gradient:  useGradient? 'linear' : 'off'    };

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  • Existential CAML - does an item exist?

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved More CAML and existence. In “SharePoint List Issues” and “Passing the CAML thru the EY of the NEEDL we saw how to use CAML to return a subset of a list and also how to check the existence of lists, fields, defaults, and values.   Here is a general function that may be used to get a subset of a list by comparing a “text” type field to a given value.  The function is pretty smart. It can be used to check existence or to return a collection of items that may be further processed. It handles non existing fields and replaces them with the ubiquitous “Title”, but only once!  /// Build an SPQuery that returns a selected set of columns from a List /// titleField must be a "Text" type field /// When the titleField parameter is empty ("") "Title" is assumed /// When the title parameter is empty ("") All is assumed /// When the columnNames parameter is null, the query returns all the fields /// When the rowLimit parameter is 0, the query return all the items. /// with a non-zero, the query returns at most rowLimits /// /// usage: to check if an item titled "Blah" exists in your list, do: /// colNames = {"Title"} /// col = GetListItemColumnByTitle(myList, "", "Blah", colNames, 1) /// Check the col.Count. if > 0 the item exists and is in the collection private static SPListItemCollection GetListItemColumnByTitle(SPList list, string titleField, string title, string[] columnNames, uint rowLimit) {   try   {     char QT = Convert.ToChar((int)34);     SPQuery query = new SPQuery();     if (title != "")     {       string tf = titleField;       if (titleField == "") tf = "Title";       tf = CAMLThisName(list, tf, "Title");        StringBuilder titleQuery = new StringBuilder  ("<Where><Eq><FieldRef Name=");       titleQuery.Append(QT);       titleQuery.Append(tf);       titleQuery.Append(QT);       titleQuery.Append("/><Value Type=");       titleQuery.Append(QT);       titleQuery.Append("Text");       titleQuery.Append(QT);       titleQuery.Append(">");       titleQuery.Append(title);       titleQuery.Append("</Value></Eq></Where>");       query.Query = titleQuery.ToString();     }     if (columnNames.Length != 0)     {       StringBuilder sb = new StringBuilder("");       bool TitleAlreadyIncluded = false;       foreach (string columnName in columnNames)       {         string tst = CAMLThisName(list, columnName, "Title");         //Allow Title only once         if (tst != "Title" || !TitleAlreadyIncluded)         {           sb.Append("<FieldRef Name=");           sb.Append(QT);           sb.Append(tst);           sb.Append(QT);           sb.Append("/>");           if (tst == "Title") TitleAlreadyIncluded = true;         }       }       query.ViewFields = sb.ToString();     }     if (rowLimit > 0)     {        query.RowLimit = rowLimit;     }     SPListItemCollection col = list.GetItems(query);     return col;   }   catch (Exception ex)   {     //Console.WriteLine("GetListItemColumnByTitle" + ex.ToString());     //sw.WriteLine("GetListItemColumnByTitle" + ex.ToString());     return null;   } } Here I called it for a list in which “Author” (it is the internal name for “Created”) and “Blah” do not exist. The list of column names is:  string[] columnNames = {"Test Column1", "Title", "Author", "Allow Multiple Ratings", "Blah"};  So if I use this call, I get all the items for which “01-STD MIL_some” has the value of 1. the fields returned are: “Test Column1”, “Title”, and “Allow Multiple Ratings”. Because “Title” was already included and the default for non exixsting is “Title”, it was not replicated for the 2 non-existing fields.  SPListItemCollection col = GetListItemColumnByTitle(masterList, "01-STD MIL_some", "1", columnNames, 0); The following call checks if there are any items where “01-STD MIL_some” has the value of “1”. Note that I limited the number of returned items to 1.  SPListItemCollection col = GetListItemColumnByTitle(masterList, "01-STD MIL_some", "1", columnNames, 1); The code also uses the CAMLThisName function that checks for an existence of a field and returns its InternalName. This is yet another useful function that I use again and again.  /// <summary> /// return a fields internal name (CAMLName)  /// or the "default" name that you passed. /// To check existence pass "" or some funny name like "mud in your eye" /// </summary> public static string CAMLThisName(SPList list, string name, string def) {   String CAMLName = def;   SPField fld = GetFieldByName(list, name);   if (fld != null)   {      CAMLName = fld.InternalName;   }   return CAMLName; } That’s all folks?!

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Unity 3D - Error BCE0019 , " 'paused' is not a member of PauseScript"

    - by user3666251
    I am trying to make a game for Android in Unity. Came to the part where I have to make a pause menu option. Made a GUITexture and placed it on the top right side of the screen then I attached this script to it : #pragma strict function OnMouseDown(){ this.paused = !this.paused; } function OnGUI(){ if(this.paused){ if (GUI.Button(Rect(10,10,100,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); } // Insert the rest of the pause menu logic } } It gives me this error : "Assets/Scripts/PauseScript.js(4,10): BCE0019: 'paused' is not a member of 'PauseScript'. " "PauseScript" is the name of my pause script. Thank you.

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  • what's wrong with this Lua code (creating text inside listener in Corona)

    - by Greg
    If you double/triple click on the myObject here the text does NOT disappear. Why is this not working when there are multiple events being fired? That is, are there actually multiple "text" objects, with some existing but no longer having a reference to them held by the local "myText" variable? Do I have to manually removeSelf() on the local "myText" field before assigning it another "display.newText(...)"? display.setStatusBar( display.HiddenStatusBar ) local myText local function hideMyText(event) print ("hideMyText") myText.isVisible = false end local function showTextListener(event) if event.phase == "began" then print("showTextListener") myText = display.newText("Hello World!", 0, 0, native.systemFont, 30) timer.performWithDelay(1000, hideMyText, 1 ) end end -- Display object to press to show text local myObject = display.newImage( "inventory_button.png", display.contentWidth/2, display.contentHeight/2) myObject:addEventListener("touch", showTextListener) Question 2 - Also why is it the case that if I add a line BEFORE "myText = ..." of: a) "if myText then myText:removeSelf() end" = THIS FIXES THINGS, whereas b) "if myText then myText=nil end" = DOES NOT FIX THINGS Interested in hearing how Lua works here re the answer...

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  • Service Layer - how broad should it be, and should it be used also on the local application?

    - by BornToCode
    Background: I need to build a main application with some operations (CRUD and more) (-in winforms), I need to make another application which will re-use some of the functions of the main application (-in webforms). I understood that using service layer is the best approach here. If I understood correctly the service should be calling the function on the BL layer (correct me if I'm wrong) The dilemma: In my main winform UI - should I call the functions from the BL, or from the service? (please explain why) Should I create a service for every single function on the BL even if I need some of the functions only in one UI? for example - should I create services for all the CRUD operations, even though I need to re-use only update operation in the webform? YOUR HELP IS MUCH APPRECIATED

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  • OOP private method parameters coding style

    - by Jake
    After coding for many years as a solo programmer, I have come to feel that most of the time there are many benefits to write private member functions with all of the used member variables included in the parameter list, especially development stage. This allow me to check at one look what member variables are used and also allow me to supply other values for tests and debugging. Also, a change in code by removing a particular member variable can break many functions. In this case however, the private function remains isolated am I can still call it using other values without fixing the function. Is this a bad idea afterall, especially in a team environment? Is it like redundant or confusing, or are there better ways?

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  • Make the JavaScript Test Pass

    Add code on the commented line: var f = function () { var value = // ??? return f.sum = (f.sum || 0) + value;} ... to make the following QUnit test pass: test("Running sum", function () { equals(f(3), 3); equals(f(3), 6); equals(f(4), 10); jQuery([1, 2, 3]).each(f); equals(f(0), 16); }); Possible Answer It's a goofy scenario, but one possible solution uses a technique you'll see frequently inside today's JavaScript libraries. First, we'll need to use the implicit arguments parameter inside...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Dependency Injection: Only for single-instance objects?

    - by HappyDeveloper
    What if I want to also decouple my application, from classes like Product or User? (which usually have more than one instance) Take a look at this example: class Controller { public function someAction() { $product_1 = new Product(); $product_2 = new Product(); // do something with the products } } Is it right to say that Controller now depends on Product? I was thinking that we could decouple them too (as we would with single-instance objects like Database) In this example, however ugly, they are decoupled: class Controller { public function someAction(ProductInterface $new_product) { $product_1 = clone $new_product; $product_2 = clone $new_product; // do something with the products } } Has anyone done something like this before? Is it excessive?

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  • How to display image in html image tag - node.js [on hold]

    - by ykel
    I use the following code to store image to file system and to retrieve the image, I would like to display the retrieved image on html image tag, hower the image is rendered on the response page but not on the html image tag. here is my html image tag: <img src="/show"> THIS CODE RETREIVES THE IMAGE: app.get('/show', function (req, res) { var FilePath=__dirname+"/uploads/3562_564927103528411_1723183324_n.jpg"; fs.readFile(FilePath,function(err,data){ if(err)throw err; console.log(data); res.writeHead(200, {'Content-Type': 'image/jpeg'}); res.end(data); // Send the file data to the browser. }) });

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