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Articles indexed in May 2014

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  • Point an external domain to a shared hosting website

    - by dailgez004
    I bought a domain from a seller (GoDaddy), and wish to point it at a shared hosting website (ASmallOrange). Googling tells me it's fairly straightforward: Step 1: On the external domain's DNS, configure two NS records for the two nameservers of the hosting service. Step 2: Wait 2-48 hours. I'm puzzled because it can't be that simple. I've told the DNS where to look, but since it's shared hosting, the hosting service needs to know what site to point the domain to. And indeed, after I've performed the above steps, visiting the domain leads me to a generic message from the shared hosting service. Okay, so I have to configure the DNS on the hosting service, right? The service I use (ASmallOrange) uses cPanel. What I tried is to set up a Parked Domain for the externally bought domain; when I go into the Advanced DNS Zone Editor, sure enough, the DNS for the external domain shows up as something I can configure. Yet, visiting the externally registered domain still points me to the generic shared server page. I'm convinced I'm doing something wrong. Could someone debug my thought process? Or perhaps offer alternate solutions? Right now, I'm considering trying to set up a CNAME record on the external domain to point to the domain I registered through the shared host -- but I have a vague impression that this is bad practice.

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  • How can I make these Google Analytics numbers add up? (Frequency & Recency)

    - by Joe
    Here's a screen shot from Google Analytics. It's my last months traffic, and this is the 'Frequency & Recency' tab. So I believe that if I add up all the numbers under 'visits' I get 11,432, which is right, and if I add up all the numbers under 'pageviews' I get 14,785 and that's right as well. But, let's take the last line - the last line appears to say that 71 people, visited more than 51 times each, and they viewed a total of 243 pages between them - that doesn't seam to make any sense - did they view 9% of a page each time? So that's clearly wrong - what's the error in my calculation?

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  • How do I optimize SEO in a multiblog WordPress install?

    - by user35585
    We are about to launch two product pages plus a corporate website. The goal is to keep a blog in all of the sites, but here it comes the question about how to do it in a way we get everything unified but do not mess with Google's web crawlers. We considered the following options: Putting a blog from which we retrieve two categories with custom CSS, so we have a blog that sub splits two category-dependent blogs; this way we can get the feeds and will point to it Putting two product blogs of which we retrieve their posts into a bigger, corporate blog Putting three independent blogs Despite I was for the first option, so we only have to address our content from the product pages, I would sincerely like to hear your opinion. We are afraid duplicate content or strange link games may make us lose PageRank. How would you do it?

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  • Cropping images & SEO

    - by user1181950
    So I have a page with a bunch of images with largely varying sizes. Also the layout of the page is such that the images are all in the shape of square tiles, so just resizing will cause distorted images. What I've been doing previously is when users upload images, I resize and crop them appropriately and display the new image as the thumbnail and load full image when user clicks on it. However, I just realized this is an issue with SEO as google will crawl the thumbnails and stick the thumbnails on Google Images instead of the full images. Is there any way to show a cropped/resized image but have Google Image show the full image? I can do something with css using an enclosing div and overflow:hidden, but I'd imagine the performance on that would be pretty bad. Any suggestions? Thanks! PS. I saw this (Make google index the actual image not the thumbnail), but in my case I have users continuously uploading images, and the database of images is always changing and pretty big (thousands), so sitemap will be pretty unwieldy..

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  • Dynamic character animation - Using the physics engine or not

    - by Lex Webb
    I'm planning on building a dynamic reactant animation engine for the characters in my 2D Game. I have already built templates for a skeleton based animation system using key frames and interpolation to specify a limbs position at any given moment in time. I am using Farseer physics (an extension of Box2D) in Monogame/XNA in C# My real question lies in how i go about tying this character animation into the physics engine. I have two options: Moving limbs using physics engine - applying a interpolated force to each limb (dynamic body) in order to attempt to get it to its position as donated by the skeleton animation. Moving limbs by simply changing the position of a fixed body - Updating the new position of each limb manually, attempting to take into account physics collisions. Then stepping the physics after the animation to allow for environment interaction. Each of these methods have their distinct advantages and disadvantages. Physics based movement Advantages: Possibly more natural/realistic movement Better interaction with game objects as force applying to objects colliding with characters would be calculated for me. No need to convert to dynamic bodies when reacting to projectiles/death/fighting. Disadvantages: Possible difficulty in calculating correct amount of force to move a limb a certain distance at a constant rate. Underlying character balance system would need to be created that would need to be robust enough to prevent characters falling over at the touch of a feather. Added code complexity and processing time for the above. Static Object movement Advantages: Easy to interpolate movement of limbs between game steps Moving limbs is as simple as applying a rotation to the skeleton bone. Greater control over limbs, wont need to worry about characters falling over as all animation would be pre-defined. Disadvantages: Possible unnatural movement (Depends entirely on my animation skills!) Bad physics collision reactions with physics engine (Dynamic bodies simply slide out of the way of static objects) Need to calculate collisions with physics objects and my limbs myself and apply directional forces to them. Hard to account for slopes/stairs/non standard planes when animating walking/running animations. Need to convert objects to dynamic when reacting to projectile/fighting/death physics objects. The Question! As you can see, i have thought about this extensively, i have also had Google into physics based animation and have found mostly dissertation papers! Which is filling me with sense that it may a lot more advanced than my mathematics skills. My question is mostly subjective based on my findings above/any experience you may have: Which of the above methods should i use when creating my game? I am willing to spend the time to get a physics solution working if you think it would be possible. In the end i want to provide the most satisfying experience for the gamer, as well as a robust and dynamic system i can use to animate pretty much anything i need.

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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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  • get stick analogue XY position using Jinput in lwjgl

    - by oIrC
    i want to capture the movement of the analogue stick of the gamePad. is there any equivalent function to this public void mouseMoved(MouseEvent mouseEvent) { mouseEvent.getX(); //return the X coordinate of the cursor inside a component mouseEvent.getY();//return the Y coordinate of the cursor inside a component } into lwjgl.input.Controllers, i found controller.getAxisValue() but this one doesn't work as the function above. any help? thanks.

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  • Game World Design [on hold]

    - by GameDev
    I have one doubt about world game developing. I want to do a kind of platform game mixed with RPG (Side Scroll). What's the best to draw the world, - Draw everything than use the camera to move around the world - Draw just what you see as the player moves draw the new stuff. I'm new at this and didn't had any course for it. So if anyone can help me thanks :) PS: Any recommendation to learning game concept, like drawing world theory, play etc.. (not code and i want to 2D and i only see books for 3D stuff)

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  • How to calculate production when player is offline

    - by Kaizer
    What is the best way to do for example food growth based on how many food buildings you have? Lets say I have a webbased game where you can build a farm wich generates 60 food units per hour. A player has 1 farm in his possession. What is the best way to keep on producing these units even when the player is offline? Should I do the math when the player get's back online again? If so..how can I do this without having to save his last online time every 5 seconds so I can do some maths with it when he logs back in (datetime.now - lastonlinetime)? Next thing is when the player is online, should I refresh his resource count every 5 seconds or so by going to the database and back? This would seem weird to do for every logged on player. I hope you understand my question. kind regards

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  • OpenGL ES 1 Pixel Error?

    - by Beginner001
    I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it looks like 1 pixel) all the way across the top that has the same colors as the bottom 1-pixel line of the texture. It is almost as if the bottom line of the image raster was copied and pasted as the top line as well. Is anyone familiar with this type of error? What could the problem be?

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  • Sprite Kit - containsPoint for SKPhysicsBody?

    - by gj15987
    I have a ball bouncing around the screen. I can pick it up and drag it onto a "bucket". When my touches finish, I use the containsPoint function to check and see if I have dropped the ball onto the bucket. This works fine, however, I actually want to check whether the ball is dropped onto the bucket node's physics body because my "bucket" is actually just an oval, and so I've applied a physics body which is the same shape as the oval, so that the white space around the oval isn't included in the physics simulation. I can't seem to find a "containsPoint" function for physics bodies. Can anyone advise on how I'd check for this? To summarise, I want to drop a node, onto a specific part of another node (or its physics body) and trigger an event. Thanks in advance.

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  • Creating blur with an alpha channel, incorrect inclusion of black

    - by edA-qa mort-ora-y
    I'm trying to do a blur on a texture with an alpha channel. Using a typical approach (two-pass, gaussian weighting) I end up with a very dark blur. The reason is because the blurring does not properly account for the alpha channel. It happily blurs in the invisible part of the image, whcih happens to be black, and thus results in a very dark blur. Is there a technique to blur that properly accounts for the alpha channel?

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  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Settlers-like terrain representation

    - by Olle
    Remember this beauty? I'm playing it now on my old Amiga 1200. My question is: How do you think they represented the terrain, data structure wise? Obviously it's some kind of points, with a height. Or hexagons. And how did they decide which dots were buildable? EDIT: I could rephrase the question to say "how do I achieve this kind of terrain", but I would still only be interested in how to do it on a machine with 1 MB of RAM and a 7 Mhz processor, because this is the machine i currently developing games for. If that seems like a vague or meaningless question to you, that's alright, but I'm still curious if someone has any knowledge about this.

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • Improving performance for WRITE operation on Oracle DB in Java

    - by Lucky
    I've a typical scenario & need to understand best possible way to handle this, so here it goes - I'm developing a solution that will retrieve data from a remote SOAP based web service & will then push this data to an Oracle database on network. Also, this will be a scheduled task that will execute every 15 minutes. I've event queues on remote service that contains the INSERT/UPDATE/DELETE operations that have been done since last retrieval, & once I retrieve the events for last 15 minutes, it again add events for next retrieval. Now, its just pushing data to Oracle so all my interactions are INSERT & UPDATE statements. There are around 60 tables on Oracle with some of them having 100+ columns. Moreover, for every 15 minutes cycle there would be around 60-70 Inserts, 100+ Updates & 10-20 Deletes. This will be an executable jar file that will terminate after operation & will again start on next 15 minutes cycle. So, I need to understand how should I handle WRITE operations (best practices) to improve performance for this application as whole ? Current Test Code (on every cycle) - Connects to remote service to get events. Creates a connection with DB (single connection object). Identifies the type of operation (INSERT/UPDATE/DELETE) & table on which it is done. After above, calls the respective method based on type of operation & table. Uses Preparedstatement with positional parameters, & retrieves each column value from remote service & assigns that to statement parameters. Commits the statement & returns to get event class to process next event. Above is repeated till all the retrieved events are processed after which program closes & then starts on next cycle & everything repeats again. Thanks for help !

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  • Multisite Enabling a Table

    - by Joe Fitzgibbons
    I am creating a table (table A) that will have a number of columns(of course) and there will be another table (table B) that holds metadata associated to rows in table A. I am working with a multi site implementation that has one database for the whole shabang. Rows in table A could belong to any number of sites but must belong to at least one. The problem I have is I am not sure what the best practice is for defining what site each row in table A belongs to. I want performance and scalability. There is no finite number of sites going forward. Rows in table A could belong to any number of sites in the future. Right now there are only 3. My initial thoughts are to have a primary site ID in Table A and then metadata in table B will have rows defining additional sites as needed. Another thought is to have a column in Table A for each site and it is a boolean as to wether it belongs to that site. Lastly I have thought about having another table to map rows in Table A to each site. What is the best way to associate rows in a table with any number of sites with performance and scalability in mind?

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  • How to add a Button-s in SWT?

    - by Krausz Lóránt Szilveszter
    Only one "frame" is displayed in the left corner ,but I want a n*n buttons in display . I'd like to create a table using SWT, the table will include a column with button(s). private void createButtonPanel() { GridData gridData = new GridData(); gridData.heightHint = N * imageSize; gridData.widthHint = N * imageSize; Composite buttonPanel = new Composite(shell, SWT.NONE); buttonPanel.setBackground(new Color(display, 140, 140, 100)); buttonPanel.setLayoutData(gridData); for (int i = 0; i < N; ++i) { for (int j = 0; i < N; ++i) { button[i][j] = new Button(buttonPanel, SWT.PUSH); button[i][j].setSize(imageSize, imageSize); button[i][j].setImage(null); } } } If some one know please help me...

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  • How to make pytest display a custom string representation for fixture parameters?

    - by Björn Pollex
    When using builtin types as fixture parameters, pytest prints out the value of the parameters in the test report. For example: @fixture(params=['hello', 'world'] def data(request): return request.param def test_something(data): pass Running this with py.test --verbose will print something like: test_example.py:7: test_something[hello] PASSED test_example.py:7: test_something[world] PASSED Note that the value of the parameter is printed in square brackets after the test name. Now, when using an object of a user-defined class as parameter, like so: class Param(object): def __init__(self, text): self.text = text @fixture(params=[Param('hello'), Param('world')] def data(request): return request.param def test_something(data): pass pytest will simply enumerate the number of values (p0, p1, etc.): test_example.py:7: test_something[p0] PASSED test_example.py:7: test_something[p1] PASSED This behavior does not change even when the user-defined class provides custom __str__ and __repr__ implementations. Is there any way to make pytest display something more useful than just p0 here? I am using pytest 2.5.2 on Python 2.7.6 on Windows 7.

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  • How to use wildcards and variable substitution in activemq camel routes

    - by sicotron
    I would like to set up a generic camel route that routes all messages to a set of queues to a queue with the same name and a suffix. I'm thinking it would look something like this: <camelContext id="camel" trace="false" xmlns="http://camel.apache.org/schema/spring"> <route id="genericRoute"> <from uri="activemq:queue:somequeues.*" /> <to uri="${getMyQueueName}.moo" /> </route> </camelContext> activemq talks about wildcards here: http://activemq.apache.org/wildcards.html but nothing more that I can find. This may not even be possible but would be very handy if it is! Thanks,

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  • Removing the port number from URL

    - by DrewSSP
    I'm new to anything related to servers and am trying to deploy a django application. Today I bought a domain name for the app and am having trouble configuring it so that the base URL does not need the port number at the end of it. I have to type www.trackthecharts.com:8001 to see the website when I only want to use www.trackethecharts.com. I think the problem is somewhere in my nginx, gunicorn or supervisor configuration. gunicorn_config.py command = '/opt/myenv/bin/gunicorn' pythonpath = '/opt/myenv/top-chart-app/' bind = '162.243.76.202:8001' workers = 3 root@django-app:~# nginx config server { server_name 162.243.76.202; access_log off; location /static/ { alias /opt/myenv/static/; } location / { proxy_pass http://127.0.0.1:8001; proxy_set_header X-Forwarded-Host $server_name; proxy_set_header X-Real-IP $remote_addr; add_header P3P 'CP="ALL DSP COR PSAa PSDa OUR NOR ONL UNI COM NAV"'; } } supervisor config [program:top_chart_gunicorn] command=/opt/myenv/bin/gunicorn -c /opt/myenv/gunicorn_config.py djangoTopChartApp.wsgi autostart=true autorestart=true stderr_logfile=/var/log/supervisor_gunicorn.err.log stdout_logfile=/var/log/supervisor_gunicorn.out.log Thanks for taking a look.

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  • Twitter Typeahead only shows only 5 results

    - by user3685388
    I'm using the Twitter Typeahead version 0.10.2 autocomplete but I'm only receiving 5 results from my JSON result set. I can have 20 or more results but only 5 are shown. What am I doing wrong? var engine = new Bloodhound({ name: "blackboard-names", prefetch: { url: "../CFC/Login.cfc?method=Search&returnformat=json&term=%QUERY", ajax: { contentType: "json", cache: false } }, remote: { url: "../CFC/Login.cfc?method=Search&returnformat=json&term=%QUERY", ajax: { contentType: "json", cache: false }, }, datumTokenizer: Bloodhound.tokenizers.obj.whitespace('value'), queryTokenizer: Bloodhound.tokenizers.whitespace }); var promise = engine.initialize(); promise .done(function() { console.log("done"); }) .fail(function() { console.log("fail"); }); $("#Impersonate").typeahead({ minLength: 2, highlight: true}, { name: "blackboard-names", displayKey: 'value', source: engine.ttAdapter() }).bind("typeahead:selected", function(obj, datum, name) { console.log(obj, datum, name); alert(datum.id); }); Data: [ { "id": "1", "value": "Adams, Abigail", "tokens": [ "Adams", "A", "Ad", "Ada", "Abigail", "A", "Ab", "Abi" ] }, { "id": "2", "value": "Adams, Alan", "tokens": [ "Adams", "A", "Ad", "Ada", "Alan", "A", "Al", "Ala" ] }, { "id": "3", "value": "Adams, Alison", "tokens": [ "Adams", "A", "Ad", "Ada", "Alison", "A", "Al", "Ali" ] }, { "id": "4", "value": "Adams, Amber", "tokens": [ "Adams", "A", "Ad", "Ada", "Amber", "A", "Am", "Amb" ] }, { "id": "5", "value": "Adams, Amelia", "tokens": [ "Adams", "A", "Ad", "Ada", "Amelia", "A", "Am", "Ame" ] }, { "id": "6", "value": "Adams, Arik", "tokens": [ "Adams", "A", "Ad", "Ada", "Arik", "A", "Ar", "Ari" ] }, { "id": "7", "value": "Adams, Ashele", "tokens": [ "Adams", "A", "Ad", "Ada", "Ashele", "A", "As", "Ash" ] }, { "id": "8", "value": "Adams, Brady", "tokens": [ "Adams", "A", "Ad", "Ada", "Brady", "B", "Br", "Bra" ] }, { "id": "9", "value": "Adams, Brandon", "tokens": [ "Adams", "A", "Ad", "Ada", "Brandon", "B", "Br", "Bra" ] } ]

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  • Android drawrRect only produces squares

    - by user1905553
    I present the following code snippet: // < Android / Eclipse Kepler > // < Screen resolution: 480x800 > Graphics g = game.getGraphics(); g.drawRect(0, 0, g.getWidth()/2, g.getHeight(), Color.GRAY); Produces a square [0,0], [240, 240] (240 = g.getWidth/2 = 480/2) I expected to get a rectangle [0,0] [240, 800] Can anyone tell me if I'm wrong or if the drawRect uses width instead of height? How do I fix this? Please, if possible, test before post your answer. Help me to save a ridiculous bitmap. Thanks to all!

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  • MYSQL to UPDATE table if row with 2 specific columns exist or INSERT new row if it does not exist

    - by user2509541
    I have a MYSQL table that looks as follows: id id_jugador id_partido team1 team2 1 2 1 5 2 2 2 2 1 1 3 1 2 0 0 I need to create a query to either INSERT new rows in the table or UPDATE the table. The condition is based on id_jugador and id_partido, meaning that if I wanted to insert id_jugador = 2 and id_partido = 1, then it should just UPDATE the existing row with the new team1 and team2 values I am sending. And dont duplicate the row. However, if I have an entry id_jugador=2 and id_partido=3, since this combination does not exist yet, it should add the new row. I read about the REPLACE INTO but it seems to be unable to check combination of UNIQUE KEYS.

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  • I saved PuTTY password when logging in, how to unsave it?

    - by xiaolaidd
    I mistakenly saved password first time logging to the server through PuTTY. How can I unsave the password? I don't want the password to be saved, instead I want to type the password everytime when I want to log in. Sorry that the question maybe confusing. The problem is I mistakenly click "yes" when PuTTY asked me to save the password or not. When logging in, it will prompt running "my username" and "my password". Apparently it will complain command not found. Just want to know where PuTTY stores my password so that I can delete it. Thanks,

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