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  • How to use GetActiveUniform (in SharpGL)?

    - by frankie
    Generally, guesting is in header. I cannot understand how to use GetActiveUniform function. public void GetActiveUniform(uint program, uint index, int bufSize, int[] length, int[] size, uint[] type, string name); My attempt looks like this (everything is compiled and linked): var uniformSize = new int[1]; var unifromLength = new int[1]; var uniformType = new uint[1]; var uniformName = ""; Gl.GetActiveUniform(Id, index, uniformNameMaxLength[0], unifromLength, uniformSize, uniformType, uniformName); After call I get proper uniformSize, length and type, but not name.

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  • Are Sony Vaio S series or T series laptops compatible with both windows 7 and Ubuntu 12.04 in dual-boot installation

    - by rini
    I am planning to buy a new laptop which is suitable for both Ubuntu 12.04 and windows 7 in dual boot configuration. I am looking for Sony Vaio two models with configurations: 13.3" S series Customizable laptop ( SVS131190S) 3rd gen Intel® Core™ i5-3210M processor (2.50GHz / 3.10GHz with Turbo Boost) Intel® HD Graphics 4000 4GB (4GB fixed onboard + 1 open slot) DDR3-1333Mhz 500GB (5400rpm) hard drive 13.3" T series Customizable ultrabook 3rd gen Intel® Core™ i7-3517U processor (1.90GHz / 3.00GHz with Turbo Boost) Intel® HD Graphics 4000 500GB (5400rpm) + 32GB MLC hybrid hard drive with RAID 0 6GB (4GB fixed onboard + 2GB removable) DDR3-1333Mhz Can anyone please tell me which laptop will function better for dual booting? Any help/comments are really appreciated.

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  • To View multiple uploaded images [closed]

    - by Nilesh Sonawane
    PHP Javascript Image Upload function updatepicture(pic) { document.getElementById("image").setAttribute("src", pic); document.getElementById("image1").setAttribute("src", pic); document.getElementById("image2").setAttribute("src", pic); } Vastu deals Image Upload Upload message will go here. //query for insert timepass.php 0) { if ($_FILES['file']['size'] parent.document.getElementById("message").innerHTML = ""; parent.document.getElementById("file").value = ""; window.parent.updatepicture(""); parent.document.getElementById("message").innerHTML = "There was an error uploading your image. Please try again later."; parent.document.getElementById("message").innerHTML = "Your file is larger than 150kb. Please choose a different picture.";

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  • When tracking which elements were clicked e.target.id is sometimes empty [migrated]

    - by Ivan
    I am trying to test the following JavaScript code, which is meant to keep track of the timing of user responses on a multiple choice survey: document.onclick = function(e) { var event = e || window.event; var target = e.target || e.srcElement; //time tracking var ClickTrackDate = new Date; var ClickData = ""; ClickData = target.id + "=" + ClickTrackDate.getUTCHours() + ":" + ClickTrackDate.getUTCMinutes() + ":" + ClickTrackDate.getUTCSeconds() +";"; document.getElementById("txtTest").value += ClickData; alert(target.id); // for testing } Usually target.id equals to the the id of the clicked element, as you would expect, but sometimes target.id is empty, seemingly at random, any ideas?

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • Is it possible to procedurally place objects in a non-gridded game?

    - by nickbadal
    I'd like to implement procedural world generation, but I don't want it to look gridded or blocky, where everything is obviously placed on an integer grid. I know that you can do this in gridded worlds by inputting a square's x and y into a noise function, or similar, but is it possible to generate a more natural looking object placement using procedural methods? This is in the context of an adventure game, if it matters. Edit: I guess I should have been a bit more clear in my original question, but I'm mostly wondering about the actual placement of objects in game, e.g. trees, buildings.

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  • Github Feed affecting my WordPress installation? [on hold]

    - by saul
    Any idea how this fork is affecting my site? I went to verify my website log stats, and realized this may be the cause of a strange redirect constantly happening on my WordPress installation. Here's a line I found on my log: 54.81.91.95 - - [07/May/2014:22:52:08 -0400] "GET /category/selfie/feed/ HTTP/1.1" 200 1826 "-" "feedzirra http://github.com/pauldix/feedzirra/tree/master" And this is the Github fork (or however these are called). https://github.com/feedjira/feedjira/tree/master Basically, I think everytime I update my categories, (selfie in this case), I get redirected to install.php. Probably by triggering some GET function on that feed. to the best of my knowledge, this feed parses all url with this structure, blocking them, kind of like a DDoS attack?? Any ideas how to go about it??

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  • Game getting progressively laggier?

    - by Valentin Krummenacher
    I have a small game in HTML5 that uses socket.io to communicate with a node.js server. Now my problem is that, eversince I did my last update on it it seems to have something "chunk up" in the background making it laggier and laggier the longer it runs. In the update were a few temporary local variables being defined with var(you know, variables that are only used during one function and then not needed anymore) alongside with alot of other changes, and I am not even sure if this update or something else is causing this. Might the "var" have caused it? Or what other reasons might this strange complication have?

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  • "// ..." comments at end of code block after } - good or bad?

    - by gablin
    I've often seen such comments be used: function foo() { ... } // foo while (...) { ... } // while if (...) { ... } // if and sometimes even as far as if (condition) { ... } // if (condition) I've never understood this practice and thus never applied it. If your code is so long that you need to know what this ending } is then perhaps you should consider splitting it up into separate functions. Also, most developers tools are able to jump to the matching bracket. And finally the last is, for me, a clear violation to the DRY principle; if you change the condition you would have to remember to change the comment as well (or else it could get messy for the maintainer, or even for you). So why do people use this? Should we use it, or is it bad practice?

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  • Data structures for storing finger/stylus movements in drawing application?

    - by mattja?øb
    I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL. I would like to hear what are the best methods and practices for storing strokes data. Think of the many iPad apps that allow you to draw with your finger (or a stylus) or any other similar function on a desktop app. To summarize, the data structure must: be highly responsive to the movement store precise values (close in space / time) usable for rendering the strokes with complex textures (textures based on the dynamic of the stroke etc) exportable to a text file for saving/loading

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  • Handy Javascript array Extensions &ndash; contains(&hellip;)

    - by Liam McLennan
    This javascript adds a method to javascript arrays that returns a boolean indicating if the supplied object is an element of the array Array.prototype.contains = function(item) { for (var i = 0; i < this.length; i += 1) { if (this[i] === item) { return true; } } return false; }; To test alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(2)); // true alert([1,1,1,2,2,22,3,4,5,6,7,5,4].contains(99)); // false

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  • Are Promises/A a good event design pattern to implement even in synchronous languages like PHP?

    - by Xeoncross
    I have always kept an eye out for event systems when writing code in scripting languages. Web applications have a history of allowing the user to add plugins and modules whenever needed. In most PHP systems you have a global/singleton event object which all interested parties tie into and wait to be alerted to changes. Event::on('event_name', $callback); Recently more patterns like the observer have been used for things like jQuery. $(el).on('event', callback); Even PHP now has built in classes for it. class Blog extends SplSubject { public function save() { $this->notify(); } } Anyway, the Promises/A proposal has caught my eye. It is designed for asynchronous systems, but I'm wondering if it is also a good design to implement now that even synchronous languages like PHP are changing. Combining Dependency Injection with Promises/A seems it might be the best combination for handling events currently.

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • Calculate initial velocity of a 3d vector-based projectile

    - by Frotty
    Okay, so I got a Projectile with 2 Vectors, position and velocity. I now want to calculate the initial velocity for it in order to reach a specific point on the map. Or actually, how high has the start z-velocity to be (because x and y are probably defined by a speed variable) in order for the projectile to hit the marked position. The projectile is influenced by a constant gravity vector. All calculations are done 32 times per second. I want this, because I don't want to use a parabola function, so the projectile can still be influenced by other sources, simply adding some velocity. I didn't really find anything referring to that topic and would be glad for every helping answer, Thanks.

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  • Determining the angle to fire a shot when target and shooter moves, and bullet moves with shooter velocity added in

    - by Azaral
    I saw this question: Predicting enemy position in order to have an object lead its target and followed the link in the answer to stack overflow. In the stack overflow page I used the 2nd answer, the one that is a large mathematical derivation. My situation is a little different though. My first question though is will the answer provided in the stack overflow page even work to begin with, assuming the original circumstances of moving target and stationary shooter. My situation is a little different than that situation. My target moves, the shooter moves, and the bullets from the shooter start off with the velocities in x and y added to the bullets' x and y velocities. If you are sliding to the right, the bullets will remain in front of you as you move so as long as your velocity remains constant. What I'm trying to do is to get the enemy to be able to determine where they need to shoot in order to hit the player. Unless the player and enemy is stationary, the velocity from the ship adding to the velocity of the bullets will cause a miss. I'd rather like to prevent that. I used the formula in the stack overflow answer and did what I thought were the appropriate adjustments. I've been banging at this for the last four hours and I just can't make it click. It is probably something really simple and boneheaded that I am missing (that seems to be a lot of my problems lately). Here is the solution presented from the stack overflow answer: It boils down to solving a quadratic equation of the form: a * sqr(x) + b * x + c == 0 Note that by sqr I mean square, as opposed to square root. Use the following values: a := sqr(target.velocityX) + sqr(target.velocityY) - sqr(projectile_speed) b := 2 * (target.velocityX * (target.startX - cannon.X) + target.velocityY * (target.startY - cannon.Y)) c := sqr(target.startX - cannon.X) + sqr(target.startY - cannon.Y) Now we can look at the discriminant to determine if we have a possible solution. disc := sqr(b) - 4 * a * c If the discriminant is less than 0, forget about hitting your target -- your projectile can never get there in time. Otherwise, look at two candidate solutions: t1 := (-b + sqrt(disc)) / (2 * a) t2 := (-b - sqrt(disc)) / (2 * a) Note that if disc == 0 then t1 and t2 are equal. If there are no other considerations such as intervening obstacles, simply choose the smaller positive value. (Negative t values would require firing backward in time to use!) Substitute the chosen t value back into the target's position equations to get the coordinates of the leading point you should be aiming at: aim.X := t * target.velocityX + target.startX aim.Y := t * target.velocityY + target.startY Here is my code, after being corrected by Sam Hocevar (thank you again for your help!). It still doesn't work. For some reason it never enters the section of code inside the if(disc = 0) (obviously because it is always less than zero but...). However, if I plug the numbers from my game log on the enemy and player positions and velocities it outputs a valid firing solution. I have looked at the code side by side a couple of times now and I can't find any differences. There has got to be something simple I'm missing here. If someone else could look at this code and determine what is going on here I'd appreciate it. I know it's not going through that section because if it were, shouldShoot would become true and the enemy would be blasting away at the player. This section calls the function in question, CalculateShootHeading() if(shouldMove) { UseEngines(); } x += xVelocity; y += yVelocity; CalculateShootHeading(); if(shouldShoot) { ShootWeapons(); } UpdateWeapons(); This is CalculateShootHeading(). This is inside the enemy class so x and y are the enemy's x and y and the same with velocity. One output from my game log gives Player X = 2108, Player Y = -180.956, Player X velocity = 10.9949, Player Y Velocity = -6.26017, Enemy X = 1988.31, Enemy Y = -339.051, Enemy X velocity = 1.81666, Enemy Y velocity = -9.67762, 0 enemy projectiles. The output from the console tester is Bullet position = 2210.49, -239.313 and Player Position = 2210.49, -239.313. This doesn't make any sense. The only thing that could be different is the code or the input into my function in the game and I've checked that and I don't think that it is wrong as it's updated before this and never changed. float const bulletSpeed = 30.f; float const dx = playerX - x; float const dy = playerY - y; float const vx = playerXVelocity - xVelocity; float const vy = playerYVelocity - yVelocity; float const a = vx * vx + vy * vy - bulletSpeed * bulletSpeed; float const b = 2.f * (vx * dx + vy * dy); float const c = dx * dx + dy * dy; float const disc = b * b - 4.f * a * c; shouldShoot = false; if (disc >= 0.f) { float t0 = (-b - std::sqrt(disc)) / (2.f * a); float t1 = (-b + std::sqrt(disc)) / (2.f * a); if (t0 < 0.f || (t1 < t0 && t1 >= 0.f)) { t0 = t1; } if (t0 >= 0.f) { float shootx = vx + dx / t0; float shooty = vy + dy / t0; heading = std::atan2(shooty, shootx) * RAD2DEGREE; } shouldShoot = true; }

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  • The input doesn't recognize that I release the key?

    - by joapet99
    I'm creating a window (JOptionPane), in response to a collision. However, if the player is holding a key down when the window pops up, the input doesn't trigger a key release when the key is released. I don't think you can just check it with a isRelease function in the input, since the input is kind of corrupt. Can you help me? The way I check if the key is down: if(input.isKeyDown(Input.KEY_A)&& TestLevel.isFighting == false){ if(owner.canMoveLeft){ position.x -= speed * delta; } } I am not handling the key release by myself, but if I check if the key is down it should work. But it doesn't.

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  • Forum that integrates into CMS and has curated category pages with tagged threads

    - by user6172
    I'm looking for a forum that meets these requirements: Login using Facebook/Twitter/OpenID etc. User profiles with reward system Voting/thumbs up function Categories and tags for sorting threads Custom category pages with moderated static header Embeddable threads and categories (For example, a whole category or single thread can be integrated into wordpress) API to users, discussions etc. I've looked at forums like Vanilla, Disqus, OSQA etc, but none seem to match the above "hybrid criteria". Hosted or self-hosted doesn't matter but I'm really looking for something that can be integrated into an existing CMS to replace comments while at the same time have curated category pages and user profiles. Thanks.

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  • 2D Topdown Shooter Mouse Movement

    - by Jarmo
    I'm trying to make a topdown 2D space game for my school project. I'm almost done but I just want to add a few little things to make the game more fun to play. if (keystate.IsKeyDown(Keys.W)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * 3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } if (keystate.IsKeyDown(Keys.S)) { vPlayerPos += Vector2.Normalize(new Vector2(Mouse.GetState().X - vPlayerPos.X, Mouse.GetState().Y - vPlayerPos.Y)) * -3; rPlayer.X = (int)vPlayerPos.X; rPlayer.Y = (int)vPlayerPos.Y; } This is what i use to move towards and away from my mouse crossair. I tried to make a somewhat similar function to make it strafe with "A" and "D". But for some reason I just couldn't get it done. Any thoughts?

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  • how embed a video on EaselJS [on hold]

    - by user3697195
    i try to make a videoplayer with EaselJS and the console dont says about it this is my HTML http://pastebin.com/djY4cpyX this is my Javascript function init() { var stage = new createjs.Stage('gameCanvas');; video = document.createElement('video'); video.setAttribute('webkit-playsinline'); video.src = 'js/bitmap/trailer.mp4'; var Video = new createjs.Bitmap(video); stage.addChild(Video); createjs.Ticker.addEventListener(stage); createjs.Ticker.setFPS(24); stage.update(); }

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  • BleachBit: How to Completely Clear URL History in Firefox?

    - by tSquirrel
    14.04 / Firefox 29.0 I've been using Bleachbit to clear usage/file history, and for the most part it works great. However, it doesn't seem to clear the website hostnames out of the URL, at all. These addresses are not bookmarked. Also, the total URL isn't preserved, just the hostname. Visit site http://www.bluesnews.com/some_random_URL_string Exit Firefox Run Bleachbit, with ALL Firefox options selected Restart Firefox Check history: completely empty, other than bookmarked sites. www.bluesnews is NOT bookmarked Type "blue" which is Firefox automatically completes as "http://www.bluesnews.com/" Alternate Step #3: Use Firefox's built-in "Clear History" and select ALL entries with a time frame of "Everything". Same result as above. My inquiry in BB forums hasn't been responded to. I found Dan's proposed solution, however changing autocomplete in about:config only turns off the function, it doesn't actually stop storing URLs.

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  • HW resources for the device driver [closed]

    - by VladimirLenin
    Need to provide memory and IRQ resources to the Linux kernel in order to bring up the CAN controller. Have no idea how to get them. Below is the structure I need to fill in. This structure I have taken for example, this is for the Run-Time Clock, but I need for CAN controller. Both are on the same board, and there are constants for RT Clock (and all other devices), but not for my CAN chip. When looking at the subject chip driver's code (sp_probe() function), I see it needs the same type resources. struct resource tegra_rtc_resources[] = { [0] = { .start = ???, .end = ???, .flags = IORESOURCE_MEM, }, [1] = { .start = ???, .end = ???, .flags = IORESOURCE_IRQ, }, };

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  • Invoking JavaScript from Java

    - by Geertjan
    Here's an Action class defined in Java. The Action class executes a script via the JavaFX WebEngine: @NbBundle.Messages("CTL_AddBananasAction=Add Banana") private class AddBananasAction extends AbstractAction { public AddBananasAction() { super(Bundle.CTL_AddBananasAction()); } @Override public void actionPerformed(ActionEvent e) { Platform.runLater(new Runnable() { @Override public void run() { webengine.executeScript("addBanana(' " + newBanana + " ') "); } }); } }How does the 'executescript' call know where to find the JavaScript file? Well, earlier in the code, the WebEngine loaded an HTML file, where the JavaScript file was registered: WebView view = new WebView(); view.setMinSize(widthDouble, heightDouble); view.setPrefSize(widthDouble, heightDouble); webengine = view.getEngine(); URL url = getClass().getResource("home.html"); webengine.load(url.toExternalForm()); Finally, here's a skeleton 'addBanana' method, which is invoked via the Action class shown above: function addBanana(user){ statustext.text(user); } By the way, if you have your JavaScript and CSS embedded within your HTML file, the code navigator combines all three into the same window, which is kind of cool:

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  • HTML5 Canvas Tileset Animation

    - by Veyha
    How to do in HTML5 canvas Image animating? I am have this code now: http://jsfiddle.net/WnjB6/1/ In here I am can add animations something like - Animation.add('stand', [0, 1, 2, 3, 4, 5]); But how to play this animation? My image drawing function is - drawTile(canvasX, canvasY, tile, tileWidth, tileHeight); Animation['stand']; return 0, 1, 2, 3, 4, 5 I am need something like when I am run Animation.play('stand') run animation from 'stand' array. I am try to do this something like one day, but no have more idea how. :( Thanks and sorry for my bad English language.

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  • Missed question in technical phone interview and the follow up letter

    - by Jacob
    I may have just bombed a C++ technical phone interview. The interviewer asked mostly about data structures and I was able to go into detail about each of the data structures he asked about. Score one for me I'm thinking. Wrong. Then he asks to join me on a collaboration website where he can see what I am typing. This was the same process as interview #1 which went well, not perfect, but well. So the question was: How do you reverse a linked list? he gave a function prototype similar to Node *reverse(Node *head) I struggled with this for about 10-15 minutes until the hour was up. I was able to get the general idea across but was not able to reverse the link list. My question is that after remembering the answer post interview do I mention this in the thank you letter, if I even should write one?

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  • iOS NSError with global handler

    - by Sebastian Dressler
    I am in the beginning of programming an iOS app. Having read the Apple guides on how to deal with errors, I got the following most important points: Exceptions are for programmers Use NSError for the user Now, NSError is usually passed as out-argument which can then be used inside and has to be checked by the caller. However, I'm asking myself whether it is a good idea to use a global error handler, say a singleton which wraps around NSError and could be used to trigger errors and error handling from within the called function. Is there anything against that method or would it be a bad practice?

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