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  • Can SSL Wildcards have multiple/nested levels of wildcard?

    - by Don Faulkner
    I know that an SSL wildcard certificate (*.example.org) can be used to support many names under the domain (a.example.org, b.example.org, c.example.org). I also know that the * is only good for matching a single level of name. That is, *.example.org will not work on a.b.example.org. What if I used a certificate with the name ..example.org? I'd like to build a certificate with the following name configuration: CN=example.org subjectAltName=DNS:example.org, DNS:*.example.org, DNS:*.*.example.org, DNS:*.*.*.example.org I've tried building a few like this as self-signed certificates, but I've not had good results. For example, chrome tells me "Server's certificate does not match the URL." Is it possible to have nested wildcards in a certificate, or do the popular browsers not support this?

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  • Why doesn't the Windows 7 volume mixer remember per-application levels for all applications?

    - by mdives
    If I have the device's master level set to 50, and then lower an application level to 25; Once I close that application and reopen it, the volume levels should persist. The master level should remain at 50 and the application's at 25. This does happen for most applications. However, for one in particular, Napster, it does not. I subscribe to Napster's streaming service. I use the Napster desktop application to connect to that service. Every time that I open the Napster app, I have to adjust the application's volume level down in the volume mixer. When I open the app again after closing it, I have to do the same thing, the volume mixer is not remembering the set level. In fact. The level is reset back to 50, the same level as the device's master level. Has anyone else experienced this, with Napster or any other application? Is there a solution or is this a known issue?

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  • How to get levels for Fry Graph readability formula?

    - by Vic
    Hi, I'm working in an application (C#) that applies some readability formulas to a text, like Gunning-Fog, Precise SMOG, Flesh-Kincaid. Now, I need to implement the Fry-based Grade formula in my program, I understand the formula's logic, pretty much you take 3 100-words samples and calculate the average on sentences per 100-words and syllables per 100-words, and then, you use a graph to plot the values. Here is a more detailed explanation on how this formula works. I already have the averages, but I have no idea on how can I tell my program to "go check the graph and plot the values and give me a level." I don't have to show the graph to the user, I only have to show him the level. I was thinking that maybe I can have all the values in memory, divided into levels, for example: Level 1: values whose sentence average are between 10.0 and 25+, and whose syllables average are between 108 and 132. Level 2: values whose sentence average are between 7.7 and 10.0, and .... so on But the problem is that so far, the only place in which I have found the values that define a level, are in the graph itself, and they aren't too much accurate, so if I apply the approach commented above, trying to take the values from the graph, my level estimations would be too much imprecise, thus, the Fry-based Grade will not be accurate. So, maybe any of you knows about some place where I can find exact values for the different levels of the Fry-based Grade, or maybe any of you can help me think in a way to workaround this. Thanks

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  • How to split up levels? (cocos2d,box2d,iphone) to save CPU and memory?

    - by cocos2dbeginner
    Hi, so I'm going to create large levels. But there's a problem: There's much unseen space (it's a jump'n run like mario bros.) and this will use memory + cpu. so how could I split up my levels? I'm using Box2D+ cocos2d for iphone. Any ideas? Mayby just set the visible property to NO? But it would be still in the memory :(. But what with the box2d bodies? Destroy and recreate them would be to heavy for the FPS, because I have physics built in which should not be recreated. Should I make fix points where i want to split the level up, than if the player is 200 px away it should preload it. and if the player is 200 px away from the last part of the level I unload it. But there would be the problem with the physics, because on the start of the level it has a unique movement and later if i destroy and recreate it it would do the same. but i don't want that. other ideas?

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  • iPhone OS Memory Warnings. What Do The Different Levels Mean?

    - by dugla
    Regarding the black art of managing memory on iPhone OS devices: what do the different levels of memory warning mean. Level 1? Level 2? Does the dial go to 11? Context: After an extensive memory stress testing period - including running my iPad app with the iPod music player app playing, I am inclined to ignore the random yet infrequent memory warnings I am receiving. My app never crashes. Ever. My app is leak free. And, well, the mems warnings just don't seem to matter. Thanks, Doug

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  • RADIUS authentication on Cisco switches: how to assign privilege levels?

    - by Massimo
    I need to configure some Cisco switches (IOS 12.x) to authenticate against a RADIUS server; the server is Windows Server 2003's IAS, and it validates users against his Active Directory domain. I know how to configure the switches to validate usernames/passwords against the RADIUS server, and I can succesfully login using an AD account; the question is: how can I set privilege level 15 for users, in order to not have to use enable each time?

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  • Homebrew large data cluster access for 2 user levels?

    - by Yegor
    The title probably makes little sense, so here is an example. I have a file hosting site, that serves a large amount of semi-randomly accessed files. The setup is as follows: High horsepower front-end +DB server that also does encoding for files that need encoding Fresh file server, which stores newly uploaded content, thats probably (and usually) rapidly accessible, which has 500GB of raided SSD storage, that can push over 3GBit of traffic. 3 cheap node servers, containing 2 x 750GB SATA drives in raid1, where files older than 2 weeks are archived, from the SSD server (mentioned above). Files on each server are accessed via subdomains (via modsec) in a straight forward fashion (server1.domain.com, server2.domain.com, etc) Where I have the problem is this. I introduced a "premium" service where people pay a small fee every month, and get ad-free, quick accesses to stuff on the site. Once they are logged in, they access same files via premium.server1.domain.com via a different modsec script, with a different pass phrase. That all works fine and dandy.... except the cheap node servers are all IO bound, so accessing the files on them via a different, unsaturated network makes no difference, since it cannot read off the drive fast enough. What would be a good way to make files on the site be accessible via 2 different network routes, 1 of which will be saturated (the "free network") while all other files are on an un-saturated "premium" network?

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  • Why does Snow Leopard report incorrect battery levels for Bluetooth input devices after switching them to Apple rechargeable batteries?

    - by GeneQ
    I have a Magic Trackpad, Magic Mouse and the Apple Wireless keyboard. They work fine. Two days ago, doing my part for the environment, I changed all their batteries to Apple rechargeable batteries. Today I noticed that the battery level meter for all three devices report the wrong battery level. The trackpad reports 93% charge, the keyboard 75% charge and the mouse 65% charge. This can't be right; these are fully charged new batteries. They can't possible drop that much within 48 hours. Has anyone else encountered this problem? And are there any solutions?

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  • Does it make the game more fun when the user is forced to progress thru the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will just quit playing the game and delete the app since they get frustrated and can't play any other puzzles until the current puzzle is solved. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from that they need to solve before unlocking the next level, it almost seems as tho I'm making them feel like it's work they have to do. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is more motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

    - by BeachRunnerJoe
    Hello. For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user has to solve one puzzle at a time before moving to the next. However, I'm finding the user occasionally gets stuck on a puzzle, at which point they can no longer play until they solve it. This is obviously bad because many people will probably just quit playing the game and delete the app. The only elegant solution I can find to helping the player get unstuck is changing the design of the game to allow the users to pick any puzzle to play at any time. This way, if they get stuck, they can come back to it later and at least they have other puzzles to play in the meantime. It's my opinion, however, that this new flow design doesn't make the game as fun as the original flow design where the player has to complete a puzzle before moving to the next. To me, it's like anything else, when you only have one of something, it's more enjoyable, but when you have 30 of something, it's far less enjoyable. In fact, when I present the user with 30 puzzles to choose from, I'm concerned I might be making them feel like it's a lot of work they have to do and that's bad. I even had a tester voluntarily tell me that being forced to complete a puzzle before moving to the next is actually motivating. My questions are... Do you agree/disagree? Do you have any suggestions for how I can help the player get unstuck? Thanks so much in advance for your thoughts! EDIT: I should mention that I've already considered a few other solutions to helping the user get unstuck, but none of them seem like good ideas. They are... Add more hints: Currently, the user gets two hints per puzzle. If I increase the hint count, it only makes the game more easy and still leaves the possibility of the user getting stuck. Add a "Show Solution" button: This seems like a bad idea because it's my opinion this takes the fun out of the game for many people who would probably otherwise solve the puzzle if they didn't have the quick option to see the solution.

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  • How do I sort a multidimensional hash array by a key maybe three levels in, in PHP?

    - by Chris Denman
    I am moving from Perl to PHP and am struggling to get my head around PHP sorting. Here's what I have in Perl: $log{12345}{0}{20100102}{name}='blah'; $log{54312}{1}{20100101}{name}='blah'; $log{14323}{3}{20100103}{name}='blah'; foreach $entry (sort {$log{$cook}{$a}{time} cmp $log{$cook}{$b}{time}} keys %{$log{$cook}}){ ... } Basically, I would have the same array structure in PHP but want to sort like I do above.

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  • How to create a column containing a string of stars to inidcate levels of a factor in a data frame i

    - by PaulHurleyuk
    (second question today - must be a bad day) I have a dataframe with various columns, inculding a concentration column (numeric), a flag highlighting invalid results (boolean) and a description of the problem (character) dput(df) structure(list(x = c(1, 2, 3, 4, 5, 6, 7, 8, 9, 10), rawconc = c(77.4, 52.6, 86.5, 44.5, 167, 16.2, 59.3, 123, 1.95, 181), reason = structure(c(NA, NA, 2L, NA, NA, NA, 2L, 1L, NA, NA), .Label = c("Fails Acceptance Criteria", "Poor Injection"), class = "factor"), flag = c("False", "False", "True", "False", "False", "False", "True", "True", "False", "False" )), .Names = c("x", "rawconc", "reason", "flag"), row.names = c(NA, -10L), class = "data.frame") I can create a column with the numeric level of the reason column df$level<-as.numeric(df$reason) df x rawconc reason flag level 1 1 77.40 <NA> False NA 2 2 52.60 <NA> False NA 3 3 86.50 Poor Injection True 2 4 4 44.50 <NA> False NA 5 5 167.00 <NA> False NA 6 6 16.20 <NA> False NA 7 7 59.30 Poor Injection True 2 8 8 123.00 Fails Acceptance Criteria True 1 9 9 1.95 <NA> False NA 10 10 181.00 <NA> False NA and here's what I want to do to create a column with 'level' many stars, but it fails df$stars<-paste(rep("*",df$level)sep="",collapse="") Error: unexpected symbol in "df$stars<-paste(rep("*",df$level)sep" df$stars<-paste(rep("*",df$level),sep="",collapse="") Error in rep("*", df$level) : invalid 'times' argument rep("*",df$level) Error in rep("*", df$level) : invalid 'times' argument df$stars<-paste(rep("*",pmax(df$level,0,na.rm=TRUE)),sep="",collapse="") Error in rep("*", pmax(df$level, 0, na.rm = TRUE)) : invalid 'times' argument It seems that rep needs to be fed one value at a time. I feel that this should be possible (and my gut says 'use lapply' but my apply fu is v. poor) ANy one want to try ?

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  • How can I render a custom view in a UIScrollView at varying zoom levels without distorting the view?

    - by eczarny
    The scenario: I have a custom view (a subclass of UIView) that draws a game board. To enable the ability to zoom into, and pan around, the board I added my view as a subview of UIScrollView. This kind of works, but the game board is being rendered incorrectly. Everything is kind of fuzzy, and nothing looks right. The question: How can I force my view to be redrawn correctly ay varying scales? I'm providing my view with the current scale and sending it a setNeedsDisplay message after the scroll view is done zooming in/out, but the game board is still being rendered incorrectly. My view should be redrawing the game board depending on the zoom level, but this isn't happening. Does the scroll view perform a generic transformation on subviews? Is there a way to disable this behavior?

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  • Cocos2d: is it good practice to use a shared GameScene when having various levels?

    - by mm24
    In my code (based on the ShootEmUp example in this book, which I highly reccomend, source code in chapter 8 available here) I often use the trick of accessing the GameScene via: +(GameScene*) sharedGameScene; which returns a reference to the static instance of GameScene. Is a static instance of GameScene as in the book still a valid pattern in case I want a MainMenu calling GameScene initialized with different level data each time (e.g. different enemies)? (I have created a sceneWithId:(int) method where I load different level data each time. Or should I pheraps create a GameScene class and then sublcass it? E.g. FirstGameScene : GameScene

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  • How to get the Zoom Levels and Lat and Long values of the Map when Zoom in/out.

    - by ChandraSekhar
    I am implement an application based on the MapKit using iphone sdk.I just now a method to get the event when we drag, zoom in/out on the map. The method is as like this (void)mapView:(MKMapView *)mapView regionDidChangeAnimated:(BOOL)animated Now I need to get the following bullets. 1.TopLeft's and Bottom Right's Latitude and longitude values. 2.Center of the Map. 3.zoom level. Please give me suggessions to solve the above 3 use cases. Thanks in Advance, Sekhar Bethalam.

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  • How to configure a URL with 3 levels in ASP.NET MVC?

    - by MCardinale
    Using ASP.NET MVC, I need to configure my URLs like this: www.foo.com/company : render View Company www.foo.com/company/about : render View Company www.foo.com/company/about/mission : render View Mission If "company" is my controller and "about" is my action, what should be "mission"? For every "folder" (company, about and mission) I have to render a different View. Anyone knows how can I do that? Thanks!

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  • Game Review: God of Light

    Luckily I came across this title at a very early stage. If I remember correctly, I took notice of God of Light on Twitter right on the weekend it has been published on the Play Store. "Sit back and become immersed into the world of God of Light, the game that rethinks the physics puzzle genre with its unique environment exploration gameplay, amazing graphics and exclusive soundtrack created by electronic music icon UNKLE. Join cute game mascot, Shiny, on his way to saving the universe from the impending darkness. Play through a variety of exciting game worlds and dozens of levels with mind-blowing puzzles. Your goal is to explore game levels, seek for game objects that reflect, split, combine, paint, bend and teleport rays of light energy to activate the Sources of Life and bring light back to the universe." Mastering the various reflection items in God of Light is very easy to learn and new elements are introduced during the game. Amazing puzzle game Here's the initial review I posted on the Play Store: "Great change in puzzles Fantastic and refreshing concept of puzzle solving. The effects and the music match very well, putting the player in the right mood to game. Get enlightened and grow your skills until you are a true God of Light." And it remains true, even after completing the first realm completely. Similar to Quell it took me only a couple of hours during the evening to complete all levels in the available three realms, unfortunately. God of Light currently consists of 75 levels, well it's 25 in each realm to be precise, and the challenges are increasing. Compared to the iOS version from the AppStore, God of Light is available for free on Android - at least the first realm (25 levels). Unlocking the other two remaining realms is done through an in-app purchase. The visual appearance, the sound effects and the background music provided by UNKLE makes God of Light a superb package for any puzzle gamer. Whether it is simply reflecting light over multiple mirrors, or later on bending the rays of light with black holes, or using prisms to either split, enforce, or colourise your beam, God of Light is great fun and offers a good amount of joy. Check out the following screenshots for some impressions. God of Light: Astonishing graphics and visual appeal throughout the game God of Light - Introduction to the game during the first levels. New light items are introduced at each stage during the game play God of Light: Increasing complexity and puzzle fun Hopefully, Playmous is going to provide more astonishing looking realms and interesting gimmicks in future versions. Play Store: God of Light Also, check out the latest game updates on the official web site of Playmous

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  • Simple question about a cocos2d based game template

    - by Zishan
    I am learning a cocos2d based Game template tutorial from here and now I am at this point of the tutorial. My question is, how can i run 30 different scenes in 30 different levels of 5 chapter? Now I am using this switch (gameData.selectedLevel) { case 1: [SceneManager goChapter1Level1Scene]; break; (... snip a whole lot of lines...) case 30: [SceneManager goChapter5Level6Scene]; break; default: break; } in the "- (void) onPlay: (CCMenuItemImage*) sender" method. But it work only for 6 levels scene of chapter1. Other 4 chapters levels are show as same as 1st chapter levels scene. they are not show their own level scene. can any one please teach me, how can I do this stuff using this game template?

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  • Is it possible to increase the levels of abstraction I can hold in my head/reason about at once? How would I go about this? [closed]

    - by invaliduser
    I'd like to be able to read through fifteen pages of assembly code and know what it does. I'd like to be able to write programs that write programs that write programs that write programs. We've made a lot of strides in taking load off our brains by with good tools (Chrome dev mode/Firebug for web stuff, REPL's for many languages, IDEs), but I'd like my brain to be able to handle a bigger load, as opposed to paring the load down with tools.

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  • Improved way to build nested array of unique values in javascript

    - by dualmon
    The setup: I have a nested html table structure that displays hierarchical data, and the individual rows can be hidden or shown by the user. Each row has a dom id that is comprised of the level number plus the primary key for the record type on that level. I have to have both, because each level is from a different database table, so the primary key alone is not unique in the dom. example: id="level-1-row-216" I am storing the levels and rows of the visible elements in a cookie, so that when the page reloads the same rows the user had open are can be shown automatically. I don't store the full map of dom ids, because I'm concerned about it getting too verbose, and I want to keep my cookie under 4Kb. So I convert the dom ids to a compact json object like this, with one property for each level, and a unique array of primary keys under each level: { 1:[231,432,7656], 2:[234,121], 3:[234,2], 4:[222,423], 5:[222] } With this structure stored in a cookie, I feed it to my show function and restore the user's previous disclosure state when the page loads. The area for improvement: I'm looking for better option for reducing my map of id selectors down to this compact format. Here is my function: function getVisibleIds(){ // example dom id: level-1-row-216-sub var ids = $("tr#[id^=level]:visible").map(function() { return this.id; }); var levels = {}; for(var i in ids ) { var id = ids[i]; if (typeof id == 'string'){ if (id.match(/^level/)){ // here we extract the number for level and row var level = id.replace(/.*(level-)(\d*)(.*)/, '$2'); var row = id.replace(/.*(row-)(\d*)(.*)/, '$2'); // *** Improvement here? *** // This works, but it seems klugy. In PHP it's one line (see below): if(levels.hasOwnProperty(level)){ if($.inArray(parseInt(row, 10) ,levels[level]) == -1){ levels[level].push(parseInt(row, 10)); } } else { levels[level] = [parseInt(row, 10)]; } } } } return levels; } If I were doing it in PHP, I'd build the compact array like this, but I can't figure it out in javascript: foreach($ids as $id) { if (/* the criteria */){ $level = /* extract it from $id */; $row = /* extract it from $id */; $levels[$level][$row]; } }

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  • MySQL Ratings From Two Tables

    - by DirtyBirdNJ
    I am using MySQL and PHP to build a data layer for a flash game. Retrieving lists of levels is pretty easy, but I've hit a roadblock in trying to fetch the level's average rating along with it's pointer information. Here is an example data set: levels Table: level_id | level_name 1 | Some Level 2 | Second Level 3 | Third Level ratings Table: rating_id | level_id | rating_value 1 | 1 | 3 2 | 1 | 4 3 | 1 | 1 4 | 2 | 3 5 | 2 | 4 6 | 2 | 1 7 | 3 | 3 8 | 3 | 4 9 | 3 | 1 I know this requires a join, but I cannot figure out how to get the average rating value based on the level_id when I request a list of levels. This is what I'm trying to do: SELECT levels.level_id, AVG(ratings.level_rating WHERE levels.level_id = ratings.level_id) FROM levels I know my SQL is flawed there, but I can't figure out how to get this concept across. The only thing I can get to work is returning a single average from the entire ratings table, which is not very useful. Ideal Output from the above conceptually valid but syntactically awry query would be: level_id | level_rating 1| 3.34 2| 1.00 3| 4.54 My main issue is I can't figure out how to use the level_id of each response row before the query has been returned. It's like I want to use a placeholder... or an alias... I really don't know and it's very frustrating. The solution I have in place now is an EPIC band-aid and will only cause me problems long term... please help!

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