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  • my LaCie 500 Gb not mounted on 11.10

    - by pooo
    My external USB drive was recognized with 10.x versions of Ubuntu but since 11.x I am getting stuck, I had tried everything I read in forums but still the same error: 4956.401052] usb 2-1.4: new high speed USB device number 14 using ehci_hcd [ 4956.539216] scsi14 : uas [ 4956.740955] scsi 14:0:0:0: Direct-Access LaCie Rugged FW USB3 1081 PQ: 0 ANSI: 4 [ 4963.256055] scsi 14:0:0:0: uas_eh_abort_handler tag 0 [ 4963.256076] scsi 14:0:0:0: uas_eh_device_reset_handler tag 0 [ 4963.256085] scsi 14:0:0:0: uas_eh_target_reset_handler tag 0 [ 4963.256091] scsi 14:0:0:0: uas_eh_bus_reset_handler tag 0 [ 4963.328122] usb 2-1.4: reset high speed USB device number 14 using ehci_hcd [ 4963.468743] scsi 14:0:0:0: Device offlined - not ready after error recovery [ 4963.468813] scsi 14:0:0:0: rejecting I/O to offline device [ 4963.468831] scsi 14:0:0:0: rejecting I/O to offline device [ 4963.469204] scsi 14:0:0:1: uas_sense_old: urb length 26 disagrees with IU sense data length 510, using 18 bytes of sense data [ 4963.512104] sd 14:0:0:0: Attached scsi generic sg3 type 0 [ 4994.253779] sd 14:0:0:0: uas_eh_abort_handler tag 0 [ 4994.253802] sd 14:0:0:0: uas_eh_device_reset_handler tag 0 [ 4994.253809] sd 14:0:0:0: uas_eh_target_reset_handler tag 0 [ 4994.253815] sd 14:0:0:0: uas_eh_bus_reset_handler tag 0 [ 4994.325880] usb 2-1.4: reset high speed USB device number 14 using ehci_hcd [ 4994.466488] sd 14:0:0:0: Device offlined - not ready after error recovery [ 4994.466555] sd 14:0:0:0: rejecting I/O to offline device [ 4994.466573] sd 14:0:0:0: rejecting I/O to offline device [ 4994.466582] sd 14:0:0:0: rejecting I/O to offline device [ 4994.466588] sd 14:0:0:0: [sdc] READ CAPACITY failed [ 4994.466593] sd 14:0:0:0: [sdc] Result: hostbyte=DID_NO_CONNECT driverbyte=DRIVER_OK [ 4994.466600] sd 14:0:0:0: [sdc] Sense not available. [ 4994.466608] sd 14:0:0:0: rejecting I/O to offline device [ 4994.466616] sd 14:0:0:0: [sdc] Write Protect is off [ 4994.466622] sd 14:0:0:0: [sdc] Mode Sense: 00 00 00 00 [ 4994.466629] sd 14:0:0:0: rejecting I/O to offline device [ 4994.466635] sd 14:0:0:0: [sdc] Asking for cache data failed [ 4994.466640] sd 14:0:0:0: [sdc] Assuming drive cache: write through [ 4994.467003] sd 14:0:0:0: [sdc] Attached SCSI disk if I am trying on an old ubuntu, the drive is mounted,

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Keeping player aligned to grid in Pacman

    - by user17577
    I am making a Pacman game using XNA. The game is tile based, with each tile being 32 pixels. As the player moves, I need to know whenever it is perfectly on a tile (ie position of 32, 64, etc...) so that I can check to see if the next tile is free. I am using the following logic to test this. if (position.X % 32 == 0 && position.Y %32 == 0) { onTile = true; } I figure that I need to make the player's speed evenly divide 32. Everything works fine if I make the player's speed an integer such as 4 or 8. But if I make the speed something like 6.4, I end up with positions such as 64.00001, and my if statement no longer works correctly. How can I keep the player aligned with the grid, while allowing a wider range of player speeds than 1, 2, 4, 8, 16, and 32? Or is there some better way to go about this? Thanks

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  • Which opcodes are faster at the CPU level?

    - by Geotarget
    In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed. Bitwise Integer Addition / Subtraction Integer Multiplication / Division Comparison Control flow Float Addition / Subtraction Float Multiplication / Division Where you need high-performance code, C++ can be hand optimized in assembly, to use SIMD instructions or more efficient control flow, data types, etc. So I'm trying to understand if the data type (int32 / float32 / float64) or the operation used (*, +, &) affects performance at the CPU level. Is a single multiply slower on the CPU than an addition? In MCU theory you learn that speed of opcodes is determined by the number of CPU cycles it takes to execute. So does it mean that multiply takes 4 cycles and add takes 2? Exactly what are the speed characteristics of the basic math and control flow opcodes? If two opcodes take the same number of cycles to execute, then both can be used interchangeably without any performance gain / loss? Any other technical details you can share regarding x86 CPU performance is appreciated

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • What are the hard and fast rules for Cache Control?

    - by Metalshark
    Confession: sites I maintain have different rules for Cache Control mostly based on the default configuration of the server followed up with recommendations from the Page Speed & Y-Slow Firefox plug-ins and the Network Resources view in Google's Speed Tracer. Cache-Control is set to private/public depending on what they say to do, ETag's/Last-Modified headers are only tinkered with if Y-Slow suggests there is something wrong and Vary-Accept-Encoding seems necessary when manually gziping files for Amazon CloudFront. When reading through the material on the different options and what they do there seems to be conflicting information, rules for broken proxies and cargo cult configurations. Any of the official information provided by the analysis tools mentioned above is quite inaccessible as it deals with each topic individually instead of as a unified strategy (so there is no cross-referencing of techniques). For example, it seems to make no sense that the speed analysis tools rate a site with ETag's the same as a site without them if they are meant to help with caching. What are the hard and fast rules for a platform agnostic Cache Control strategy? EDIT: A link through Jeff Atwood's article explains Caching in superb depth. For the record though here are the hard and fast rules: If the file is Compressed using GZIP, etc - use "cache-control: private" as a proxy may return the compressed version to a client that does not support it (the browser cache will hold files marked this way though). Also remember to include a "Vary: Accept-Encoding" to say that it is compressible. Use Last-Modified in conjunction with ETag - belt and braces usage provides both validators, whilst ETag is based on file contents instead of modification time alone, using both covers all bases. NOTE: AOL's PageTest has a carte blanche approach against ETags for some reason. If you are using Apache on more than one server to host the same content then remove the implicitly declared inode from ETags by excluding it from the FileETag directive (i.e. "FileETag MTime Size") unless you are genuinely using the same live filesystem. Use "cache-control: public" wherever you can - this means that proxy servers (and the browser cache) will return your content even if the rest of the page needs HTTP authentication, etc.

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  • Hydraulics in game

    - by Mungoid
    I'm not completely sure if this would be better in the Physics site or not as this question is more about how hydraulics should work in game as opposed to how they really work (although that is taken into account) - So I apologize if this is in the wrong place. A project we are on, we have a machine with hydraulics that are powered (They don't just look like they move something, they are the only thing moving/turning/lifting something) - However, the hydraulic extends the same speed no matter what it is pushing. So, say there is a 10 ton object attached to one end of the hydraulic and the other end is attached to a plate on the ground. In real life it takes a few seconds to build up pressure depending on how heavy the object is, but in our project the hydraulics don't care about that. It will lift a 100 ton object the same speed as a 10 ton object. We have a way to fake the hydraulic pressurizing by reducing the 'drive amount' (how fast or slow the hydraulic extends) when we sense that it is touching the ground and that does a relatively decent job but we would like to be able to take other things into account like engine speed, ratios, loads, etc. but we aren't too sure what we need to think about. I'm kinda wondering if anyone here has any experience with this and could offer some suggestions on what to take into account?

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  • Companies and Ships

    - by TechnicalWriting
    I have worked for small, medium, large, and extra large companies and they have something in common with ships. These metaphors have been used before, I know, but I will have a go at them.The small company is like a speed boat, exciting and fast, and can turn on a dime, literally. Captain and crew share a lot of the work. A speed boat has a short range and needs to refuel a lot. It has difficulty getting through bad weather. (Small companies often live quarter to quarter. By the way, if a larger company is living quarter to quarter, it is taking on water.)The medium company is is like a battleship. It can maneuver, has a longer range, and the crew is focused on its mission. Its main concern are the other battleships trying to blow it out of the water, but it can respond quickly. Bad weather can jostle it, but it can get through most storms.The large company is like an aircraft carrier; a floating city. It is well-provisioned and can carry a specialized load for a very long range. Because of its size and complexity, it has to be well-organized to be effective and most of its functions are specialized (with little to no functional cross-over). There are many divisions and layers between Captain and crew. It is not very maneuverable; it has to set its course well in advance and have a plan of action.The extra large company is like a cruise liner. It also has to be well-organized and changes in direction are often slow. Some of the people are hard at work behind the scenes to run the ship; others can be along for the ride. They sail the same routes over and over again (often happily) with the occasional cosmetic face-lift to the ship and entertainment. It should stay in warm, friendly waters and avoid risky speed through fields of ice bergs.I have enjoyed my career on the various Ships of Technical Writing, but I get the most of my juice from the battleship where I am closer to the campaign and my contributions have the greater impact on success.Mark Metcalfewww.linkedin.com/in/MarkMetcalfe

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  • When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine

    - by Vlad1k
    I am making a small project in Unity, and whenever I walk with the gun and shoot at the same time, the bullets seem to curve and shoot off 2-3 CMs from the center. When I stand still this doesn't happen. This is my main Javascript code: @script RequireComponent(AudioSource) var projectile : Rigidbody; var speed = 500; var ammo = 30; var fireRate = 0.1; private var nextFire = 0.0; function Update() { if(Input.GetButton ("Fire1") && Time.time > nextFire) { if(ammo != 0) { nextFire = Time.time + fireRate; var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); ammo = ammo - 1; audio.Play(); } else { } } } I assume that these two lines need to be tweaked: var clone = Instantiate(projectile, transform.position, transform.root.rotation); clone.velocity = transform.TransformDirection(Vector3 (0, 0, speed)); Thanks in advanced, and please remember that I just started Unity, and I might have a difficult time understanding some things. Thanks!

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  • Is it conceivable to have millions of lists of data in memory in Python?

    - by Codemonkey
    I have over the last 30 days been developing a Python application that utilizes a MySQL database of information (specifically about Norwegian addresses) to perform address validation and correction. The database contains approximately 2.1 million rows (43 columns) of data and occupies 640MB of disk space. I'm thinking about speed optimizations, and I've got to assume that when validating 10,000+ addresses, each validation running up to 20 queries to the database, networking is a speed bottleneck. I haven't done any measuring or timing yet, and I'm sure there are simpler ways of speed optimizing the application at the moment, but I just want to get the experts' opinions on how realistic it is to load this amount of data into a row-of-rows structure in Python. Also, would it even be any faster? Surely MySQL is optimized for looking up records among vast amounts of data, so how much help would it even be to remove the networking step? Can you imagine any other viable methods of removing the networking step? The location of the MySQL server will vary, as the application might well be run from a laptop at home or at the office, where the server would be local.

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  • Corporate Efficiency

    - by AndyScott
    Thoughts on streamlining the process of getting someone up to speed when they join a project as a new hire; or as is common in some companies, switch from one project to another: Has anyone heard of a strategy (including emphasis towards consistent, ongoing documentation) that would bring a user up to speed quickly? Has there been any thought given to focused documentation, specific to a role within a project? Or formalized mentoring within a project, that goes beyond a “system walkthrough”?   Often it's overlooked what time is wasted when a senior level worker is brought on board.  It's assumed that they will know the right questions to ask. They are the type of people that normally learn quickly, and in their own ways, so let them get by with what's out there.   Having a user without a computer will cost you measurable worker hours, making it an easy target to shoot at (and rightly so). Not getting them up to speed as quickly as possible is an efficiency issue, that seems to have become an industry standard as an accepted loss. Given the complexity of the projects within most companies, and the frequency with which users are shifted from one project to another based on need; I think this is an area that bears consideration.

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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  • How do I make my character slide down high-angled slopes?

    - by keinabel
    I am currently working on my character's movement in Unity3D. I managed to make him move relatively to the mouse cursor. I set a slope limit of 45°, which does not allow the character to walk up the mountains with higher degrees. But he can still jump them up. How do I manage to make him slide down again when he jumped at places with too high slope? Thanks in advance. edit: Code snippet of my basic movement. using UnityEngine; using System.Collections; public class BasicMovement : MonoBehaviour { private float speed; private float jumpSpeed; private float gravity; private float slopeLimit; private Vector3 moveDirection = Vector3.zero; void Start() { PlayerSettings settings = GetComponent<PlayerSettings>(); speed = settings.GetSpeed(); jumpSpeed = settings.GetJumpSpeed(); gravity = settings.GetGravity(); slopeLimit = settings.GetSlopeLimit(); } void Update() { CharacterController controller = GetComponent<CharacterController>(); controller.slopeLimit = slopeLimit; if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); } }

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  • Most efficient Implementation a Tree in C++

    - by Topo
    I need to write a tree where each element may have any number of child elements, and because of this each branch of the tree may have any length. The tree is only going to receive elements at first and then it is going to use exclusively for iterating though it's branches in no specific order. The tree will have several million elements and must be fast but also memory efficient. My plan makes a node class to store the elements and the pointers to its children. When the tree is fully constructed, it would be transformed it to an array or something faster and if possible, loaded to the processor's cache. Construction and the search on the tree are two different problems. Can I focus on how to solve each problem on the best way individually? The construction of has to be as fast as possible but it can use memory as it pleases. Then the transformation into a format that give us speed when iterating the tree's branches. This should preferably be an array to avoid going back and forth from RAM to cache in each element of the tree. So the real question is which is the structure to implement a tree to maximize insert speed, how can I transform it to a structure that gives me the best speed and memory?

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  • Can i add friction in air?

    - by Diken
    I have issue regarding speed in air. When i jump and move simultaneously that time speed of player increase.For jump i am using impuls and for movement i am using force.I want to slow speed when player is in air. Thanks in advance Following is my update method ih HUDLayer -(void)update:(ccTime)dt :(b2Body *)ballBody :(CCSprite *)player1 :(b2World *)world { if (moveRight.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(maxSpeed,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } else if(moveLeft.active==YES) { ballBody->SetActive(true); b2Vec2 locationworld=b2Vec2(-10,0); double mass=ballBody->GetMass(); ballBody->ApplyForce(mass*locationworld, ballBody->GetWorldCenter()); // ballBody->SetLinearDamping(1.2f); } } Following is jump -(void)jump:(b2Body*)ballBody:(ccTime)dt:(BOOL)touch { if (touch) { if (jumpSprte.active==YES) { ballBody->SetActive(true); b2Vec2 locationWorld; //locationWorld=b2Vec2(0.0f,98.0f); locationWorld=b2Vec2(0,32); // double mass=ballBody->GetMass(); ballBody->ApplyLinearImpulse(locationWorld, ballBody->GetWorldCenter()); // ballBody->ApplyForce(mass*locationWorld, ballBody->GetWorldCenter()); ballBody->SetLinearDamping(1.2f); } } } So where i apply logic??

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  • Why am I getting a 403 error on a POST to a PHP script?

    - by John Gallagher
    Background I want to allow my users to submit a crash report which will get emailed to me. I'm using UKCrashReporter with the bundled PHP script I've modified. This code does a POST to a specified URL along with the crash report. I'm on a shared server running Linux. My main domain is synapticmishap.co.uk. The Problem When I send the crash report off, on the Cocoa side, it reports as having sent it successfully, but I don't receive an email. The code has been used in lots of other well established Cocoa projects and it was working for me a few months ago. That leads me to conclude that the problems are related to my web server setup, something I know almost nothing about. When I look at my log files, I see entries like this: IP Redacted - - [10/Jun/2010:09:47:53 +0100] "POST /synapticmishap/crashreportform.php HTTP/1.1" 403 74 "-" "UKCrashReporter" What I've tried I've tried accessing the page at http://synapticmishap.co.uk/synapticmishap/crashreportform.php via a browser. It loads fine. I've made sure the permissions on this php script are set so anyone can execute it. I've tried removing the deny entries from the section of .htaccess at various levels starting with root. I've downloaded the URLParams plugin for Firefox which allows you to simulate POSTs. I put in the URL above and tried a post with "crashlog" as the parameter and "test" as the value. This generated a 200 log entry in my log file - it seemed to work, although no mail message was sent. Code I've got the following at http://synapticmishap.co.uk/synapticmishap/crashreportform.php. I've simplified it to just the bare bones in an effort to get it working. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Crash Report</title> </head> <body> <p>This page contains super special magic which submits a crash report item to me.</p> <p>Nothing to see here - move along.</p> <?php mail( "[email protected]", "Crash Report", "\r\n\r\nThis is a test."); ?> </body> </html> This is my top level .htaccess file: RewriteEngine on # -FrontPage- IndexIgnore .htaccess */.??* *~ *# */HEADER* */README* */_vti* <Limit GET POST> order deny,allow deny from all allow from all </Limit> <Limit PUT DELETE> order deny,allow deny from all </Limit> Options All -Indexes RewriteCond %{HTTP_HOST} ^synapticmishap.co.uk$ [OR] RewriteCond %{HTTP_HOST} ^www.synapticmishap.co.uk$ RewriteCond %{HTTP_HOST} ^lapsusapp.co.uk$ [OR] RewriteCond %{HTTP_HOST} ^www.lapsusapp.co.uk$ RewriteRule ^/?$ "http\:\/\/synapticmishap\.co\.uk\/synapticmishap\/lapsuspromo\/" [R=301,L] RewriteCond %{HTTP_HOST} ^jgtutoring.co.uk$ [OR] RewriteCond %{HTTP_HOST} ^www.jgtutoring.co.uk$ RewriteRule ^/?$ "http\:\/\/synapticmishap\.co\.uk\/tutoring" [R=301,L] RewriteCond %{HTTP_HOST} ^synapticmishap.co.uk$ [OR] RewriteCond %{HTTP_HOST} ^www.synapticmishap.co.uk$ RewriteRule ^/?$ "http\:\/\/synapticmishap\.co\.uk\/synapticmishap" [R=301,L] RewriteCond %{HTTP_HOST} ^jgediting.co.uk$ [OR] RewriteCond %{HTTP_HOST} ^www.jgediting.co.uk$ RewriteRule ^/?$ "http\:\/\/synapticmishap\.co\.uk\/editing" [R=301,L] RewriteCond %{HTTP_REFERER} !^$ RewriteCond %{HTTP_REFERER} !^http://synapticmishap.co.uk/.*$ [NC] RewriteCond %{HTTP_REFERER} !^http://synapticmishap.co.uk$ [NC] RewriteCond %{HTTP_REFERER} !^http://www.synapticmishap.co.uk/.*$ [NC] RewriteCond %{HTTP_REFERER} !^http://www.synapticmishap.co.uk$ [NC] RewriteCond %{HTTP_REFERER} !^http://synapticmishap.co.uk/synapticmishap/crashreportform.php/.*$ [NC] RewriteCond %{HTTP_REFERER} !^http://synapticmishap.co.uk/synapticmishap/crashreportform.php$ [NC] RewriteRule .*\.(jpg|jpeg|gif|png|bmp)$ - [F,NC] Help! I'm at the end of my tether with this and I'm in a very unfamiliar space with all this web stuff. I'd be most appreciative of any thoughts people had on why this isn't working. Thanks.

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  • Jquery Cycle Plugin Question - turning off relative links to photos so it goes to a URL

    - by alpdog14
    I am using Jquery Cycle Plugin and it has a side panel that highlights as the photos change and currently when I click on the text the associated photo pulls up then I have to click on the photo to go to the URL but I would like the text itself to link to the URL. I have looked at the fn.cycle.defaults but not sure what to change and I tried a few things but nothing works. If anyone can help me figure this out it would be most helpful. Here are the fn.cycle.defaults: fx: 'fade', // one of: fade, shuffle, zoom, scrollLeft, etc timeout: 4000, // milliseconds between slide transitions (0 to disable auto advance) continuous: 0, // true to start next transition immediately after current one completes speed: 1000, // speed of the transition (any valid fx speed value) speedIn: null, // speed of the 'in' transition speedOut: null, // speed of the 'out' transition next: null, // id of element to use as click trigger for next slide prev: null, // id of element to use as click trigger for previous slide prevNextClick: null, // callback fn for prev/next clicks: function(isNext, zeroBasedSlideIndex, slideElement) pager: null, // id of element to use as pager container pagerClick: null, // callback fn for pager clicks: function(zeroBasedSlideIndex, slideElement) pagerEvent: null, // event which drives the pager navigation pagerAnchorBuilder: null, // callback fn for building anchor links before: null, // transition callback (scope set to element to be shown) after: null, // transition callback (scope set to element that was shown) end: null, // callback invoked when the slideshow terminates (use with autostop or nowrap options) easing: null, // easing method for both in and out transitions easeIn: null, // easing for "in" transition easeOut: null, // easing for "out" transition shuffle: null, // coords for shuffle animation, ex: { top:15, left: 200 } animIn: null, // properties that define how the slide animates in animOut: null, // properties that define how the slide animates out cssBefore: null, // properties that define the initial state of the slide before transitioning in cssAfter: null, // properties that defined the state of the slide after transitioning out fxFn: null, // function used to control the transition height: 'auto', // container height startingSlide: 0, // zero-based index of the first slide to be displayed sync: 1, // true if in/out transitions should occur simultaneously random: 0, // true for random, false for sequence (not applicable to shuffle fx) fit: 0, // force slides to fit container pause: true, // true to enable "pause on hover" autostop: 0, // true to end slideshow after X transitions (where X == slide count) autostopCount: 0, // number of transitions (optionally used with autostop to define X) delay: 0, // additional delay (in ms) for first transition (hint: can be negative) slideExpr: null, // expression for selecting slides (if something other than all children is required) cleartype: 0, // true if clearType corrections should be applied (for IE) nowrap: 0 // true to prevent slideshow from wrapping }; I have tried changing the pageClick and pagerEvent but nothing seems to be working. Please help!!!

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  • Javascript not getting keyDown input

    - by William
    For some reason my code just isn't wanting to fire off any kind of OnKeyDown event. I don't know why. Can anyone tell me what I'm doing wrong? <!DOCTYPE html> <html lang="en"> <head> <title>Canvas test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #000000;} canvas{ background-color: #ffffff;} </style> <script type="text/javascript"> var x = 50; var y = 250; var speed = 5; function controls(event){ if(!e){ //for IE e = window.event; } if(e.keyCode==37){//keyCode 37 is left arrow x -= speed; } if(e.keyCode==39){ //keyCode 39 is right arrow x += speed; } if(e.keyCode==38){//keyCode 37 is up arrow y -= speed; } if(e.keyCode==40){ //keyCode 39 is down arrow y += speed; } } function update(){ document.onkeydown="controls(event);"; draw(); } function draw(){ var canvas = document.getElementById('screen1'); if (canvas.getContext){ var ctx = canvas.getContext('2d'); ctx.fillStyle = 'rgba(255,255,255,0.5)'; ctx.fillRect(0,0,500,500); ctx.fillStyle = 'rgb(236,138,68)'; ctx.fillRect(x,y,25,25); } } setInterval('update();', 1000/60); </script> </head> <body> <canvas id="screen1" width="500" height="500"></canvas> </body> </html>

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  • javascript div movement not working

    - by William
    For some reason I can't move this div at all. Can anyone help me out with why this won't work? <!DOCTYPE html> <html lang="en"> <head> <title>Move Div Test</title> <meta charset="utf-8" /> <link href="/bms/style.css" rel="stylesheet" /> <style> body { text-align: center; background-color: #ffffff;} #box { position: absolute; left: 610px; top: 80px; height: 50px; width: 50px; background-color: #ff0000;} </style> <script type="text/javascript"> document.onkeydown=function(event){keyDown(event)}; document.onkeyup=function(event){keyUp(event)}; var box = document.getElementById('box'); var speed = 5; var keys = new Array(256); var i = 0; for (i = 0;i <= 256; i++){ keys[i] = false; } function keyDown(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = true; } function keyUp(event){ if(!event){ //for IE event = window.event; } keys[event.keyCode] = false; } function update(){ if(keys[37]) box.style.left = parseInt(box.style.left) - speed + "px"; if(keys[39]) box.style.left = parseInt(box.style.left) + speed + "px"; if(keys[38]) box.style.top = parseInt(box.style.top) - speed + "px"; if(keys[40]) box.style.top = parseInt(box.style.top) + speed + "px"; } setInterval('update();', 1000/60); </script> </head> <body> <div id="box">blah</div> </body> </html>

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  • C# creating a queue to handle jobs triggered by FileSystemWatcher

    - by John S
    I have built a small tray app that will watch a folder and when a new file is added it runs a job. The job is to watch for video files and convert them to .mp4 using handBrakeCli. I have all this logic worked out. The problem I run into is that if there is more than one file I want it to queue the job til the prior one is complete. I am fairly new to c# and I am not sure of the best way to handle this. one idea is to create a queue somehow, a file to store the commands in order maybe, then execute the next one after the process is complete. We are dealing with large movie files here so it can take a while. I am doing this on a quad core with 8gb of RAM and it seems to generally take about 30mins to complete a full length movie. here is the code I have so far. there are some bits in here that are for future functionality so it refers to some classes that you wont see but it doesnt matter as they arent used here. any suggestions are welcome. using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using System.IO; using System.Diagnostics; using System.Threading; namespace movie_converter { public partial class Form1 : Form { public Form1() { InitializeComponent(); } string hbCli; string cmd; string file; string strfilter = "*.*"; string[] filter = new string[3] { ".mkv", ".avi", ".wmv" }; //static list of types List<string> Ext = new List<string>(); //list of extensions to watch (dynamic) NotifyIcon notifyIcon = new System.Windows.Forms.NotifyIcon(); private void SetUpTrayIcon() { notifyIcon.BalloonTipText = "Movie Converter is running minimized."; notifyIcon.BalloonTipTitle = "I'm still here"; notifyIcon.Text = "John's movie converter"; notifyIcon.Icon = new Icon(@"C:\\Users\\John\\Pictures\\appicon.ico"); notifyIcon.Click += new EventHandler(notifyIcon_Click); if (notifyIcon != null) { notifyIcon.Visible = true; notifyIcon.ShowBalloonTip(2000); } } private void Form_Resize(object sender, EventArgs e) { if (WindowState == FormWindowState.Minimized) { this.Hide(); SetUpTrayIcon(); } } private void notifyIcon_Click(object sender, EventArgs e) { this.Show(); this.WindowState = FormWindowState.Normal; notifyIcon.Visible = false; } public void Watcher() { FileSystemWatcher watcher = new FileSystemWatcher(); watcher.Path = textBox1.Text + "\\"; //path to watch watcher.Filter = strfilter; //what types to look for set to * and i will filter later as it cant accept an array watcher.NotifyFilter = NotifyFilters.FileName | NotifyFilters.DirectoryName; //properties to look at watcher.IncludeSubdirectories = true; //scan subdirs watcher.Created += new FileSystemEventHandler(OnChanged); //TODO: make this only run if the files are of a certain type watcher.EnableRaisingEvents = true; // start the watcher } static bool IsFileLocked(FileInfo file) { FileStream stream = null; try { stream = file.Open(FileMode.Open, FileAccess.ReadWrite, FileShare.None); } catch (IOException) { //the file is unavailable because it is: //still being written to //or being processed by another thread //or does not exist (has already been processed) return true; } finally { if (stream != null) stream.Close(); } //file is not locked return false; } // Define the event handlers. private void OnChanged(object source, FileSystemEventArgs e) { string sFile = e.FullPath; //check that file is available FileInfo fileInfo = new FileInfo(sFile); while (IsFileLocked(fileInfo)) { Thread.Sleep(500); } if (System.Diagnostics.Process.GetProcessesByName("HandBrakeCLI").Length != 0) { Thread.Sleep(500); } else { //hbOptions hbCl = new hbOptions(); //hbCli = hbCl.HbCliOptions(); if (textBox3.Text != "") { hbCli = textBox3.Text.ToString(); } else { hbCli = "-e x264 -q 20 -B 160"; } string t = e.Name; string s = t.Substring(0, t.Length - 4); //TODO: fix this its not reliable file = e.FullPath; string opath = textBox1.Text.ToString(); cmd = "-i \"" + file + "\" -o \"" + opath + "\\" + s + ".mp4\" " + hbCli; try { for (int i = 0; i < Ext.Count(); i++) { if (e.Name.Contains(Ext[i])) { Process hb = new Process(); hb.StartInfo.FileName = "D:\\Apps\\Handbrake\\Install\\Handbrake\\HandBrakeCLI.exe"; hb.StartInfo.Arguments = cmd; notifyIcon.BalloonTipTitle = "Now Converting"; notifyIcon.BalloonTipText = file; notifyIcon.ShowBalloonTip(2000); hb.Start(); } } } catch (Exception ex) { MessageBox.Show(ex.Message); } } } private void button1_Click(object sender, EventArgs e) //ok button { //add each array item to the list for (int i = 0; i < filter.Count(); i++) { Ext.Add(filter[i]); } if (textBox1.Text != "" && textBox1.Text.Length > 2) { Watcher(); //call watcher to run } this.WindowState = FormWindowState.Minimized; } private void button2_Click(object sender, EventArgs e) //browse button { //broswe button DialogResult result = folderBrowserDialog1.ShowDialog(); if (result == DialogResult.OK) { textBox1.Text = folderBrowserDialog1.SelectedPath; } } private void button3_Click(object sender, EventArgs e) //commands button { Process np = new Process(); np.StartInfo.FileName = "notepad.exe"; np.StartInfo.Arguments = "hbCLI.txt"; np.Start(); } private void button4_Click(object sender, EventArgs e) //options button { hbOptions options = new hbOptions(); options.ShowDialog(); } private void button5_Click(object sender, EventArgs e) //exit button { this.Close(); } private void Form1_Load(object sender, EventArgs e) { this.Resize += Form_Resize; } } }

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  • Python turtle module confusion

    - by John
    Hi, I'm trying to to add more lines to the triangle, so instead of 3 leading off there will be 5 depending on the parameter given but I really have no idea what to do at this stage and any help would be very welcome. Thanks in advance!:) def draw_sierpinski_triangle(tracer_on, colour, initial_modulus, line_width, initial_heading,initial_x, initial_y, steps): turtle=Turtle() turtle.name = 'Mother of all turtles' turtle.reset () turtle.tracer (tracer_on) turtle.speed ('fastest') turtle.color (colour) turtle.width (line_width) turtle.up() turtle.goto (initial_x, initial_y) turtle.down() turtle.set_heading (initial_heading) draw_sub_pattern (tracer_on, turtle, initial_modulus, 0, steps) def draw_sub_pattern (tracer_on, turtle, modulus, depth, steps): if (depth >= steps): return; x, y = turtle.position () heading = turtle.heading () # draw the pattern turtle.up() turtle.down() turtle.forward (modulus) draw_sub_pattern(tracer_on, turtle, modulus * 0.5, depth + 1, steps) turtle.up() turtle.goto(x, y) turtle.down() turtle.set_heading (heading + 120) turtle.forward (modulus) draw_sub_pattern(tracer_on, turtle, modulus * 0.5, depth + 1, steps) turtle.up() turtle.goto(x, y) turtle.down() turtle.set_heading (heading + 240) turtle.forward (modulus) draw_sub_pattern(tracer_on, turtle, modulus * 0.5, depth + 1, steps)

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  • Unescape _xHHHH_ XML escape sequences using Python

    - by John Machin
    I'm using Python 2.x [not negotiable] to read XML documents [created by others] that allow the content of many elements to contain characters that are not valid XML characters by escaping them using the _xHHHH_ convention e.g. ASCII BEL aka U+0007 is represented by the 7-character sequence u"_x0007_". Neither the functionality that allows representation of any old character in the document nor the manner of escaping is negotiable. I'm parsing the documents using cElementTree or lxml [semi-negotiable]. Here is my best attempt at unescapeing the parser output as efficiently as possible: import re def unescape(s, subber=re.compile(r'_x[0-9A-Fa-f]{4,4}_').sub, repl=lambda mobj: unichr(int(mobj.group(0)[2:6], 16)), ): if "_" in s: return subber(repl, s) return s The above is biassed by observing a very low frequency of "_" in typical text and a better-than-doubling of speed by avoiding the regex apparatus where possible. The question: Any better ideas out there?

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  • Division to the nearest 1 decimal place without floating point math?

    - by John Sheares
    I am having some speed issues with my C# program and identified that this percentage calculation is causing a slow down. The calculation is simply n/d * 100. Both the numerator and denominator can be any integer number. The numerator can never be greater than the denominator and is never negative. Therefore, the result is always from 0-100. Right now, this is done by simply using floating point math and is somewhat slow, since it's being calculated tens of millions of times. I really don't need anything more accurate than to the nearest 0.1 percent. And, I just use this calculated value to see if it's bigger than a fixed constant value. I am thinking that everything should be kept as an integer, so the range with 0.1 accuracy would be 0-1000. Is there some way to calculate this percentage without floating point math?

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  • Overhead of serving pages - JSPs vs. PHP vs. ASPXs vs. C

    - by John Shedletsky
    I am interested in writing my own internet ad server. I want to serve billions of impressions with as little hardware possible. Which server-side technologies are best suited for this task? I am asking about the relative overhead of serving my ad pages as either pages rendered by PHP, or Java, or .net, or coding Http responses directly in C and writing some multi-socket IO monster to serve requests (I assume this one wins, but if my assumption is wrong, that would actually be most interesting). Obviously all the most efficient optimizations are done at the algorithm level, but I figure there has got to be some speed differences at the end of the day that makes one method of serving ads better than another. How much overhead does something like apache or IIS introduce? There's got to be a ton of extra junk in there I don't need. At some point I guess this is more a question of which platform/language combo is best suited - please excuse the in-adroitly posed question, hopefully you understand what I am trying to get at.

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  • Small questions on data structure

    - by John Graveston
    Hi, I'm trying to search the parent of a node with Kruskal's algorithm. My program works just fine, but I think I have heard of a method to improve the speed of the algorithm by reconstructing the tree while searching for the parent node and connecting it to the parent node. I'm pretty sure that I've heard of this somewhere, maybe in a lecture. Can anyone refresh my memory? And also, given a number of arrays, when searching for the minimum and the maximum value from a certain section of an array, what is the name of the tree that can calculate the minimum/maximum value from the array by making a binary tree that has the minimum/maximum value of each array in O(log N)?

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