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  • Automated Website Testing/Sanity/Quality

    - by Jeff
    I am thinking about building a tool that starts from the root of a webpage and traverses the entire website gathering a list of resources such as CSS/HTML/Javascript files and then runs CSS/Javascript Lint + HTML Validator + Broken Link Finder. Before I start building something like this, I was wondering if this exists already? Thanks. I already searched Google quite a bit and couldn't find much.

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • How to create a restricted SSH user for port forwarding?

    - by Lekensteyn
    ændrük suggested a reverse connection for getting an easy SSH connection with someone else (for remote help). For that to work, an additional user is needed to accept the connection. This user needs to be able to forward his port through the server (the server acts as proxy). How do I create a restricted user that can do nothing more than the above described? The new user must not be able to: execute shell commands access files or upload files to the server use the server as proxy (e.g. webproxy) access local services which were otherwise not publicly accessible due to a firewall kill the server Summarized, how do I create a restricted SSH user which is only able to connect to the SSH server without privileges, so I can connect through that connection with his computer?

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  • What if globals make sense?

    - by Greg
    I've got a value that many objects need. For example, a financial application with different investments as objects, and most of them need the current interest rate. I was hoping to encapsulate my "financial environment" as an object, with the interest rate as a property. But, sibling objects that need that value can't get to it. So how do I share values among many objects without over-coupling my design? Obviously I'm thinking about this wrong.

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  • Attaching two objects and changing their world matrices accordingly

    - by A-Type
    I'm having a hard time wrapping my head around the transformations required to bind two objects together in either a two-way or one-way relationship. I will need to implement both types. For the first case, I want to be able to 'couple' two ships together in space. The ships have different mass, of course. Forces applied to either ship will use combined mass and moment of inertia to calculate and move both ships. The trick is, being sure that the point at which they are coupled remains the same, and they don't move at all relative to each other. The second case is similar: I want a ship to be able to enter the atmosphere of a planet and move relative to the planet. The planet will be orbiting the sun, which is fixed at 0,0,0. Essentially, when the ship is sitting still outside of the atmosphere, the planet will move past it on its course-- but when the ship is sitting still inside the atmosphere, it moves and rotates with the planet, so that it is always relative to the horizon. Essentially, the vertices which make up the ship are now transformed just like the ones that make up the planet, except that the ship can move itself around relative to the planet. I get the feeling I can implement both of these with the same code. Essentially, I am thinking of giving each object (which I call Fixtures) a list of "slave" Fixtures onto which that Fixture's world matrix is imposed. So, this would be the planet imposing its world on any contained ships. In the case of coupling, I would simply make each ship a slave of the other, somehow. Obviously I can't just multiply the ship's world matrix by the planet's, or each ship by the others. What I'd like some help with is what calculations to make in order to get a nice, seamless relative world to the other object. I was thinking maybe I could just multiply the world of the slave by the inverse of the master, but then when you couple two ships you would lose all that world data. So, perhaps I need an intermediate "world" which is the absolute world, but use a secondary "final world" to actually transform the objects?

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  • algorithm to print the digits in the correct order

    - by Aga Waw
    I've been trying to write an algorithm that will print separately the digits from an integer. I have to write it in Pseudocode. I know how to write an algorithm that reverse the digits. digi(n): while n != 0: x = n % 10 n = n // 10 print (x) But I don't know how to write an algorithm to print the digits in the correct order. f.eg. the input is integer 123467 and the output is: 1 2 3 4 6 7 The numbers will be input from the user, and we cannot convert them to a string. I just need help gettin started on writing algorithms. Thanks

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  • What is the best wrapping strategy ?

    - by Riduidel
    Hi, I'm planning to integrate an external tool (ffmpeg in my particular case, but it could be anything, in fact, as lolng as its tasks are long running ones). This tool has a lot of command-line parameters. For now, I've done to simple things with it, already requiring me a good bunch of class writing, to embed all the information it can return to me. I now face the even more complex task of having to send it a bunch of parameters and to handle possible errors. So, what is a best way for that ? Create classes containing all possible options Relying upon a reverse equivalent of commons-cli / CliBuilder / OptionParser Directly write all options from user input Obiwan Kenobi powers (or anything I don't even know about) Please notice I do it in an uncommon language (for the sake of me, don't ask me what it is, as it looks like a desperate and sterile union between CoffeeScript and lua), as a consequence, there can be no framework doing what I want in the language I use.

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  • is there a formal algebra method to analyze programs?

    - by Gabriel
    Is there a formal/academic connection between an imperative program and algebra, and if so where would I learn about it? The example I'm thinking of is: if(C1) { A1(); A2(); } if(C2) { A1(); A2(); } Represented as a sum of terms: (C1)(A1) + (C1)(A2) + (C2)(A1) + (C2)(A2) = (C1+C2)(A1+A2) The idea being that manipulation could lead to programatic refactoring - "factoring" being the common concept in this example.

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  • When does a "scripter" become a "programmer"?

    - by makerofthings7
    Is there a difference between 'scripters' and 'programmers'? What is the dividing line between scripters and programmers? Perhaps all scripters be considered to be a programmer. If not all scripters can fall into the same camp, what about those people who use external objects such as COM objects, Win32's, etc. via an interop library? As far as script languages I'm thinking of are (but not limited to) perl, bash, javascript, powershell, and batch files.

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  • Deciding between obj->func() and func(obj)

    - by GSto
    I was thinking about this when I was starting to set up some code for a new project: are there any rules of thumb for when a method should be part of an object, and when it should be a stand alone function that takes an object as a parameter? EDIT: as pointed out in a comment, this can depend on language. I was working in C++ when it came to mind, though I'm this is an issue across a number of languages (and would still love to see answers that pertain to them).

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  • Browser Game Database structure

    - by John Svensson
    users id username password email userlevel characters id userid level strength exp max_exp map id x y This is what I have so far. I want to be able to implement and put different NPC's on my map location. I am thinking of some npc_entities table, would that be a good approach? And then I would have a npc_list table with details as how much damage, level, etc the NPC is. Give me some ideas with the map, map entities, npc how I can structure it?

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  • Canonical et Nokia pourraient travailler en collaboration sur Qt, il pourrait devenir le framework de référence pour Ubuntu

    Canonical et Nokia pourraient travailler en collaboration sur Qt Sur les quelques derniers mois, des contacts ont eu lieu entre les développeurs de Qt et Canonical ainsi qu'avec les participants au projet Ubuntu. Mark Zimmerman, CTO de Canonical, disait sur son blog, en octobre : Citation: Envoyé par Mark Zimmerman, CTO de Canonical I have been thinking about Qt recently. We want to make it fast, easy and painless to devel...

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  • Advisor Commentary on BPO Powered by Oracle

    Hear Lowell Williams, Executive Director for Global Human Resources Outsourcing at EquaTerra and Russell Handley, Director Oracle BPO Marketing speak with Fred about current trends in Business Process Outsourcing, the relevance of Oracle's BPO entry into the space, and finally what customers and providers should be thinking about.

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  • How can I limit the number of open AF_INET sockets?

    - by Stefano Palazzo
    Is there a way to limit the number of concurretly open AF_INET sockets (only)? If so, how do I do it, and how will the networking behave if I'm above the limit? For background: My cheap commodity router is a bit eager to detect 'syn flooding'. When it does, it crashes (and doesn't automatically restart itself). I'm thinking limiting concurrent connections to around 1000 should keep it from bickering.

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  • Forget PPC Try SEO

    Today we are living in a online world, where we can make any purchase sitting at home using the Internet. Thus the online business and the consumer who are making online purchase are increasing day by day. So now the companies have already started thinking seriously and implementing the means and methods of search engine marketing. Using this technique web-masters try to attract quality and quantity traffic to their website, so that they can earn business from them.

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  • Writing a Master's Thesis on evaluating visual scripting systems

    - by user1107412
    I am thinking to write my Master's thesis around theorizing, and then implementing a PlayMaker or Kismet-like (building game logic by visually arranging FSMs) tool in Unity. The only thing I am still concerned about is the actual research question that I should pose. I was kinda hoping that the more experienced game designers out there might know. Update: What about reducing the use of visual programming to graphically designing FSM-Action-Transition flows, which can then be attached to game entities (very much like http://playmaker.com does it)?

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  • question about offer letter from tech company [migrated]

    - by paul smith
    I just received an offer letter from a tech company and I am a curious if it is normal practice to state this in the offer letter: "Your salary will be reviewed on a regular cycle as dictated by company policy"?Is this normal? To me it sounds a little shady, but I might just be thinking too much which is why I'd like to hear from others who've seen/received offer letters before from tech companies.

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  • How to know the number of pins on my laptop's ram?

    - by Rajat Saxena
    I am thinking about upgrading my laptop's ram.How can I get to know the number of pins on my ram without opening my laptop? I ran this command sudo dmidecode --type memory and got following info: Handle 0x0019, DMI type 17, 27 bytes Memory Device Array Handle: 0x0017 Error Information Handle: 0x001A Total Width: 64 bits Data Width: 64 bits Size: 1024 MB Form Factor: SODIMM Set: None Locator: DIMM0 Bank Locator: BANK 0 Type: DDR2 Type Detail: Synchronous Speed: 667 MHz Manufacturer: AD00000000000000 Serial Number: 04008104 Asset Tag: Unknown Part Number: 040404040404040404040404040404040404 Can anyone help?

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  • Use Google Apps mail with website on a separate web host

    - by Oxwivi
    We've bought a domain through the free Google Apps service and use the Gmail account provided. I'm thinking of hosting our own site on a separate web host, but emails sent to our domain might be directed to our web host. Is there a way to continue using Gmail while the domain points to the web host? I've never dealt with domain names and web hosts before, nor am I experienced with web development (will use a CMS).

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  • How to write a network game?

    - by TomWij
    Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load balancing. If you're not experienced with writing a networked game, this is going to be a difficult learning exercise. I know the theory about sockets, servers, clients, protocols, connections and such things. Now I wonder how one can learn to write a network game: How to balance load problems? How to manage the game state? How to keep things synchronized? How to protect the communication and client from reverse engineering? How to work around latency problems? Which things should be computed local and which things on the server? ... Are there any good books, tutorials, sites, interesting articles or other questions regarding this? I'm looking for broad answers, but specific ones are fine too to learn the difference.

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  • Why Is it better to use unreadable bytes for client server communication?

    - by Alessa
    I'm composing communication lyrics for client-server and what am I thinking about: "authme username passord" (maybe encrytped) "accept" "get archive of H2O from 03.02.2005 to 20.12.2064" transferring binary structure or "error descrtiption" why I always need to do something like 0x0FA52FD + CRC 0x0D34423 + CRC ... I can see some secure reasons but I think it's not the real reason so why I can't use strings in client-server communication?

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  • Want To Transform My Career To Oracle Financial

    - by MemphisDeveloper
    I am a senior .Net developer, with years of banking experience, but I think I have maxed out my earning potential. I am thinking that an Oracle Financial developer would be a route that would allow me to make more money yet still be a developer. My problem is I don’t know exactly how to make this jump. Can anyone here give me some advice about how to learn it and how to convince someone to give me a shot to prove what I have learned?

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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