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Articles indexed Saturday November 24 2012

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  • USB mouse / keyboard not working after suspend

    - by Frode
    After upgrade from 12.04 to 12.10, the USB mouse/keyboard is not working when the laptop wake up from suspend. I need to remove and insert the USB dongle to get keyboard/mouse working again. This was not a problem before the upgrade. 6 months ago I had the same problem when upgrading from 11.10 to 12.04. At that time I solved it by doing a clean install of 12.04. Updated: Issue resolved after installing ppa:xubuntu-dev/xfce-4.12

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  • Burg Custom Icons work only with specific themes

    - by el10780
    I have made a custom icon for burg loader for my Lenovo Recovery Partition.I have made 3 icons : large_qdrive.png (128 X 128 pixels) small_qdrive.png (24 X 24 pixels) grey_qdrive.png (128 x 128 pixels) The .png icons that I created I made them using gimp from a qdrive.ico file that I found in the Lenovo Recovery Partition. I transferred the icons to the /boot/burg/themes/icons folder and I added to the class list of the grey,large,small and the hover files the following lines : -qdrive { image = "$$/large_qdrive.png" } in the large file -qdrive { image = "$$/small_qdrive.png" } in the small file -qdrive { image = "$$/grey_qdrive.png" } in the grey file -qdrive { image = "$$/grey_qdrive.png:$$/large_qdrive.png" } in the hover file I ran sudo update-burg and after that I modified the following line in the burg.cfg file : menuentry "Windows 7 (loader) (on /dev/sda2)" --class windows --class os { to menuentry "Windows 7 (loader) (on /dev/sda2)" --class qdrive --class os { and I also tried to change the title for the Lenovo Recovery Partition,so I tried this as well: menuentry "Lenovo Recovery Partition (on /dev/sda2)" --class qdrive --class os { None of this tries enforced actually burg loader to use the custom icon that I made and I can't figure out why. I have to mention also that there are a few themes that I have installed in burg which actually are able to use the small_qdrive.png icon that I made,but all the others which use either the large_qdrive.png or the grey_qdrive.png weren't able to use the custom icons. I have double checked for typos in all the files that I have created or I modified,so I am pretty sure that I haven't misspelled anything. I have checked also the title of the custom icons that I made and neither of them have a typo. I have looked also if there are any other folder that the themes might use to retrieve the icons,but it seems that all of them except for **Fortune** theme,which I downloaded from OMG!UBUNTU,use the icons folder which is located in /boot/burg/themes/icons I tried to add the custom icons to the icons folder of the theme **Fortune**,but still nothing happened.

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  • Getting error-'General Error Mounting Filesystems' while installing ubuntu 12.04 alongside Windows 7 starter edition

    - by Yashendra Shukla
    I am trying to install Ubuntu 12.04 on my HP Mini 110 with 2 gb of ram and Windows 7 starter edition. However, when I try to boot from USB, the Ubuntu screen loads and then shows the message-'General Error Mounting Filesystem'. I have to press Ctrl+D to reboot, and the same process starts again until I remove my pen drive. I have tried making a Live USB from UNetBootin and the software Ubuntu suggests, downloaded from pendrivelinux.com. However, Ubuntu still won't load. I am new to the Ubuntu world and don't know what to do, please help.

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  • Configuring mouse buttons

    - by Gilad Naaman
    I am using a HP NK527AA Wireless mouse with two side buttons. His mouse wheel is half broken: I can scroll but I can't click it. In windows I configured the side buttons as 3rd mouse button but unfortunately the only available drivers are for windows. Ubuntu treats the side-buttons as back\forward buttons and it's really annoying. Is there a way to configure the buttons if though the is no driver?

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  • Analysing traffic sources in Analytics for Magento sales

    - by Joe
    Hi I have a Magento installation linked with a Google Analytics account. It works very well in that I can see conversions, I can see the products that are selling directly from analytics and I can get an overview of traffic sources for those sales. What I can't work out how to track/see is what keywords are being used by the customers that are completing sales. Can anybody let me know how this data can be gathered or if it's even possible? (is this possibly a privacy issue?)

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  • Q&A platform like StackExchange's sites? [closed]

    - by Sirko
    Possible Duplicate: Is there a free, open-source question and answer (Q&A) application similar to StackExchange? I need a Q&A platform like StackExchange's sites for lawyers and for free legal questions/answers. So, it must be simple, fast, convenient, with an attractive look. Regular forum's platforms don't suit these characteristics. I found, that bbPress (http://bbpress.org/forums/) isn't bad for this purpose. Is there anything else good for my task? I would be very thankful for helping!

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  • Triggering State Changes with Health Counter

    - by Hairgami_Master
    I'm developing a game where the player changes states as their health decreases. Below 50, it should trigger animation1. Below 30, it should trigger animation2. The problem is, I only want to trigger animation1 once. But my game timer is checking every "frame", so it's triggering animation1 every cycle below 50. I only want it to trigger once, then not again until it's gone over 50 and then naturally decreased back to below 50. Are there any tried and true strategies for triggering state changes as a timer counts down (without the over-triggering problem)? I thought I could say: if (health == 50) animation1.play(); but sometimes, health never equals exactly 50, so it will skip right past that statement.

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  • Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?

    - by DJCouchyCouch
    I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU. Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns or rows depending on the direction the player is scrolling in. The generation would have to be deterministic. The same seed value would generate the same terrain. I'm looking for algorithms that would satisfy the memory and CPU constraints of the hardware.

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  • Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

    - by Arthur Wulf White
    Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the path(I will be using Dijkstra). The question is, how do I take preventative action in the code to stop the two from colliding with one another? case2: Characters a and b start from the same point in different times. Character b starts later and is the faster of the two. How do I make character b walk around character a without going through it? case3:Lets say we have m such characters in each side and there is sufficient room to pass through without the characters overlapping with one another. How do I stop the two groups of characters from "walking on top of one another" and allow them pass around one another in a natural organic way. A correct answer would be any algorithm, that given the path to the destination and a list of mobile objects that block the path, finds an alternative path or stops without stopping all units when there is sufficient room to traverse.

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  • 2d engine with WebGL

    - by Philipp
    I am currently developing a HTML5 canvas game with a sprite-based 2d engine. The engine is working well so far, but now I thought that I could maybe add some cool graphic effects when I would re-implement the whole engine with WebGL. The whole graphic engine would stay strictly two-dimensional (think of it as a 3d world where the z coordinate of all vertices is 0.0). What I hope to gain from this is the ability to use pixel shaders to create special effects. I also think that the performance could improve. What do you think about that plan?

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  • Artificial Neural Networks

    - by user1724140
    I have an Artificial Networks which needs to recognize 130 different types of moves encoded in terms of 1s and 0s. Therefore the number of outputs I used is 8 so that all my patterns could be distinguished. However, by using 8 outputs, the different types of patterns possible is 256, leaving me with 126 different types of patterns useless. Do these extra 126 different patterns ruin my ANN's ability? Is there a better way not to have these unused holes?

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  • SDL_BlitSurface segmentation fault (surfaces aren't null)

    - by Trollkemada
    My app is crashing on SDL_BlitSurface() and i can't figure out why. I think it has something to do with my static object. If you read the code you'll why I think so. This happens when the limits of the map are reached, i.e. (iwidth || jheight). This is the code: Map.cpp (this render) Tile const * Map::getTyle(int i, int j) const { if (i >= 0 && j >= 0 && i < width && j < height) { return data[i][j]; } else { return &Tile::ERROR_TYLE; // This makes SDL_BlitSurface (called later) crash //return new Tile(TileType::ERROR); // This works with not problem (but is memory leak, of course) } } void Map::render(int x, int y, int width, int height) const { //DEBUG("(Rendering...) x: "<<x<<", y: "<<y<<", width: "<<width<<", height: "<<height); int firstI = x / TileType::PIXEL_PER_TILE; int firstJ = y / TileType::PIXEL_PER_TILE; int lastI = (x+width) / TileType::PIXEL_PER_TILE; int lastJ = (y+height) / TileType::PIXEL_PER_TILE; // The previous integer division rounds down when dealing with positive values, but it rounds up // negative values. This is a fix for that (We need those values always rounded down) if (firstI < 0) { firstI--; } if (firstJ < 0) { firstJ--; } const int firstX = x; const int firstY = y; SDL_Rect srcRect; SDL_Rect dstRect; for (int i=firstI; i <= lastI; i++) { for (int j=firstJ; j <= lastJ; j++) { if (i*TileType::PIXEL_PER_TILE < x) { srcRect.x = x % TileType::PIXEL_PER_TILE; srcRect.w = TileType::PIXEL_PER_TILE - (x % TileType::PIXEL_PER_TILE); dstRect.x = i*TileType::PIXEL_PER_TILE + (x % TileType::PIXEL_PER_TILE) - firstX; } else if (i*TileType::PIXEL_PER_TILE >= x + width) { srcRect.x = 0; srcRect.w = x % TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } else { srcRect.x = 0; srcRect.w = TileType::PIXEL_PER_TILE; dstRect.x = i*TileType::PIXEL_PER_TILE - firstX; } if (j*TileType::PIXEL_PER_TILE < y) { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE - (y % TileType::PIXEL_PER_TILE); dstRect.y = j*TileType::PIXEL_PER_TILE + (y % TileType::PIXEL_PER_TILE) - firstY; } else if (j*TileType::PIXEL_PER_TILE >= y + height) { srcRect.y = y % TileType::PIXEL_PER_TILE; srcRect.h = y % TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } else { srcRect.y = 0; srcRect.h = TileType::PIXEL_PER_TILE; dstRect.y = j*TileType::PIXEL_PER_TILE - firstY; } SDL::YtoSDL(dstRect.y, srcRect.h); SDL_BlitSurface(getTyle(i,j)->getType()->getSurface(), &srcRect, SDL::getScreen(), &dstRect); // <-- Crash HERE /*DEBUG("i = "<<i<<", j = "<<j); DEBUG("srcRect.x = "<<srcRect.x<<", srcRect.y = "<<srcRect.y<<", srcRect.w = "<<srcRect.w<<", srcRect.h = "<<srcRect.h); DEBUG("dstRect.x = "<<dstRect.x<<", dstRect.y = "<<dstRect.y);*/ } } } Tile.h #ifndef TILE_H #define TILE_H #include "TileType.h" class Tile { private: TileType const * type; public: static const Tile ERROR_TYLE; Tile(TileType const * t); ~Tile(); TileType const * getType() const; }; #endif Tile.cpp #include "Tile.h" const Tile Tile::ERROR_TYLE(TileType::ERROR); Tile::Tile(TileType const * t) : type(t) {} Tile::~Tile() {} TileType const * Tile::getType() const { return type; } TileType.h #ifndef TILETYPE_H #define TILETYPE_H #include "SDL.h" #include "DEBUG.h" class TileType { protected: TileType(); ~TileType(); public: static const int PIXEL_PER_TILE = 30; static const TileType * ERROR; static const TileType * AIR; static const TileType * SOLID; virtual SDL_Surface * getSurface() const = 0; virtual bool isSolid(int x, int y) const = 0; }; #endif ErrorTyle.h #ifndef ERRORTILE_H #define ERRORTILE_H #include "TileType.h" class ErrorTile : public TileType { friend class TileType; private: ErrorTile(); mutable SDL_Surface * surface; static const char * FILE_PATH; public: SDL_Surface * getSurface() const; bool isSolid(int x, int y) const ; }; #endif ErrorTyle.cpp (The surface can't be loaded when building the object, because it is a static object and SDL_Init() needs to be called first) #include "ErrorTile.h" const char * ErrorTile::FILE_PATH = ("C:\\error.bmp"); ErrorTile::ErrorTile() : TileType(), surface(NULL) {} SDL_Surface * ErrorTile::getSurface() const { if (surface == NULL) { if (SDL::isOn()) { surface = SDL::loadAndOptimice(ErrorTile::FILE_PATH); if (surface->w != TileType::PIXEL_PER_TILE || surface->h != TileType::PIXEL_PER_TILE) { WARNING("Bad tile surface size"); } } else { ERROR("Trying to load a surface, but SDL is not on"); } } if (surface == NULL) { // This if doesn't get called, so surface != NULL ERROR("WTF? Can't load surface :\\"); } return surface; } bool ErrorTile::isSolid(int x, int y) const { return true; }

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Problems Allocating Objects of Derived Class Where Base Class has Abstract Virtual Functions

    - by user1743901
    I am trying to get this Zombie/Human agent based simulation running, but I am having problems with these derived classes (Human and Zombie) who have parent class "Creature". I have 3 virtual functions declared in "Creature" and all three of these are re-declared AND DEFINED in both "Human" and "Zombie". But for some reason when I have my program call "new" to allocate memory for objects of type Human or Zombie, it complains about the virtual functions being abstract. Here's the code: definitions.h #ifndef definitions_h #define definitions_h class Creature; class Item; class Coords; class Grid { public: Creature*** cboard; Item*** iboard; int WIDTH; int HEIGHT; Grid(int WIDTHVALUE, int HEIGHTVALUE); void FillGrid(); //initializes grid object with humans and zombies void Refresh(); //calls Creature::Die(),Move(),Attack(),Breed() on every square void UpdateBuffer(char** buffer); bool isEmpty(int startx, int starty, int dir); char CreatureType(int xcoord, int ycoord); char CreatureType(int startx, int starty, int dir); }; class Random { public: int* rptr; void Print(); Random(int MIN, int MAX, int LEN); ~Random(); private: bool alreadyused(int checkthis, int len, int* rptr); bool isClean(); int len; }; class Coords { public: int x; int y; int MaxX; int MaxY; Coords() {x=0; y=0; MaxX=0; MaxY=0;} Coords(int X, int Y, int WIDTH, int HEIGHT) {x=X; y=Y; MaxX=WIDTH; MaxY=HEIGHT; } void MoveRight(); void MoveLeft(); void MoveUp(); void MoveDown(); void MoveUpRight(); void MoveUpLeft(); void MoveDownRight(); void MoveDownLeft(); void MoveDir(int dir); void setx(int X) {x=X;} void sety(int Y) {y=Y;} }; class Creature { public: bool alive; Coords Location; char displayletter; Creature() {Location.x=0; Location.y=0;} Creature(int i, int j) {Location.setx(i); Location.sety(j);} virtual void Attack() =0; virtual void AttackCreature(Grid G, int attackdirection) =0; virtual void Breed() =0; void Die(); void Move(Grid G); int DecideSquare(Grid G); void MoveTo(Grid G, int dir); }; class Human : public Creature { public: bool armed; //if armed, chances of winning fight increased for next fight bool vaccinated; //if vaccinated, no chance of getting infected int bitecount; //if a human is bitten, bite count is set to a random number int breedcount; //if a human goes x steps without combat, will breed if next to a human int starvecount; //if a human does not eat in x steps, will die Human() {displayletter='H';} Human(int i, int j) {displayletter='H';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed(Grid G); //will breed after x steps and next to human int DecideAttack(Grid G); }; class Zombie : public Creature { public: Zombie() {displayletter='Z';} Zombie(int i, int j) {displayletter='Z';} void Attack(Grid G); void AttackCreature(Grid G, int attackdirection); void Breed() {} //does nothing int DecideAttack(Grid G); void AttackCreature(Grid G, int attackdirection); }; class Item { }; #endif definitions.cpp #include <cstdlib> #include "definitions.h" Random::Random(int MIN, int MAX, int LEN) //constructor { len=LEN; rptr=new int[LEN]; //allocate array of given length for (int i=0; i<LEN; i++) { int random; do { random = rand() % (MAX-MIN+1) + MIN; } while (alreadyused(random,LEN,rptr)); rptr[i]=random; } } bool Random::alreadyused(int checkthis, int len, int* rptr) { for (int i=0; i<len; i++) { if (rptr[i]==checkthis) return 1; } return 0; } Random::~Random() { delete rptr; } Grid::Grid(int WIDTHVALUE, int HEIGHTVALUE) { WIDTH = WIDTHVALUE; HEIGHT = HEIGHTVALUE; //builds 2d array of creature pointers cboard = new Creature**[WIDTH]; for(int i=0; i<WIDTH; i++) { cboard[i] = new Creature*[HEIGHT]; } //builds 2d array of item pointers iboard = new Item**[WIDTH]; for (int i=0; i<WIDTH; i++) { iboard[i] = new Item*[HEIGHT]; } } void Grid::FillGrid() { /* For each creature pointer in grid, randomly selects whether to initalize as zombie, human, or empty square. This methodology can be changed to initialize different creature types with different probabilities */ int random; for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { Random X(1,100,1); //create a single random integer from [1,100] at X.rptr random=*(X.rptr); if (random < 20) cboard[i][j] = new Human(i,j); else if (random < 40) cboard[i][j] = new Zombie(i,j); else cboard[i][j] = NULL; } } //at this point every creature pointer should be pointing to either //a zombie, human, or NULL with varying probabilities } void Grid::UpdateBuffer(char** buffer) { for (int i=0; i<WIDTH; i++) { for (int j=0; j<HEIGHT; j++) { if (cboard[i][j]) buffer[i][j]=cboard[i][j]->displayletter; else buffer[i][j]=' '; } } } bool Grid::isEmpty(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return 0; } return 1; } char Grid::CreatureType(int xcoord, int ycoord) { if (cboard[xcoord][ycoord]) //if there is a creature at location xcoord,ycoord return (cboard[xcoord][ycoord]->displayletter); else //if pointer at location xcoord,ycoord is null, return null char return '\0'; } char Grid::CreatureType(int startx, int starty, int dir) { Coords StartLocation(startx,starty,WIDTH,HEIGHT); switch(dir) { case 1: StartLocation.MoveUp(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 2: StartLocation.MoveUpRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 3: StartLocation.MoveRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 4: StartLocation.MoveDownRight(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 5: StartLocation.MoveDown(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 6: StartLocation.MoveDownLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 7: StartLocation.MoveLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); case 8: StartLocation.MoveUpLeft(); if (cboard[StartLocation.x][StartLocation.y]) return (cboard[StartLocation.x][StartLocation.y]->displayletter); } //if function hasn't returned by now, square being looked at is pointer to null return '\0'; //return null char } void Coords::MoveRight() {(x==MaxX)? (x=0):(x++);} void Coords::MoveLeft() {(x==0)? (x=MaxX):(x--);} void Coords::MoveUp() {(y==0)? (y=MaxY):(y--);} void Coords::MoveDown() {(y==MaxY)? (y=0):(y++);} void Coords::MoveUpRight() {MoveUp(); MoveRight();} void Coords::MoveUpLeft() {MoveUp(); MoveLeft();} void Coords::MoveDownRight() {MoveDown(); MoveRight();} void Coords::MoveDownLeft() {MoveDown(); MoveLeft();} void Coords::MoveDir(int dir) { switch(dir) { case 1: MoveUp(); break; case 2: MoveUpRight(); break; case 3: MoveRight(); break; case 4: MoveDownRight(); break; case 5: MoveDown(); break; case 6: MoveDownLeft(); break; case 7: MoveLeft(); break; case 8: MoveUpLeft(); break; case 0: break; } } void Creature::Move(Grid G) { int movedir=DecideSquare(G); MoveTo(G,movedir); } int Creature::DecideSquare(Grid G) { Random X(1,8,8); //X.rptr now points to 8 unique random integers from [1,8] for (int i=0; i<8; i++) { int dir=X.rptr[i]; if (G.isEmpty(Location.x,Location.y,dir)) return dir; } return 0; } void Creature::MoveTo(Grid G, int dir) { Coords OldLocation=Location; Location.MoveDir(dir); G.cboard[Location.x][Location.y]=this; //point new location to this creature G.cboard[OldLocation.x][OldLocation.y]=NULL; //point old location to NULL } void Creature::Die() { if (!alive) { delete this; this=NULL; } } void Human::Breed(Grid G) { if (!breedcount) { Coords BreedLocation=Location; Random X(1,8,8); for (int i=0; i<8; i++) { BreedLocation.MoveDir(X.rptr[i]); if (!G.cboard[BreedLocation.x][BreedLocation.y]) { G.cboard[BreedLocation.x][BreedLocation.y])=new Human(BreedLocation.x,BreedLocation.y); return; } } } } int Human::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': break; case 'Z': return attackdir; case '\0': break; default: break; } } return 0; //no zombies! } int AttackRoll(int para1, int para2) { //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten Random X(1,100,1); int roll= *(X.rptr); if (roll < para1) return 1; else if (roll < para2) return 2; else return 3; } void Human::AttackCreature(Grid G, int attackdirection) { Coords AttackLocation=Location; AttackLocation.MoveDir(attackdirection); int para1=33; int para2=33; if (vaccinated) para2=101; //makes attackroll > para 2 impossible, never gets infected if (armed) para1-=16; //reduces chance of zombie winning fight int roll=AttackRoll(para1,para2); //outcome 1: Zombie wins, human dies //outcome 2: Human wins, zombie dies //outcome 3: Human wins, zombie dies, but human is bitten switch(roll) { case 1: alive=0; //human (this) dies return; case 2: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; return; //zombie dies case 3: G.cboard[AttackLocation.x][AttackLocation.y]->alive=0; //zombie dies Random X(3,7,1); //human is bitten bitecount=*(X.rptr); return; } } int Zombie::DecideAttack(Grid G) { Coords AttackLocation=Location; Random X(1,8,8); int attackdir; for (int i=0; i<8; i++) { attackdir=X.rptr[i]; switch(G.CreatureType(Location.x,Location.y,attackdir)) { case 'H': return attackdir; case 'Z': break; case '\0': break; default: break; } } return 0; //no zombies! } void Zombie::AttackCreature(Grid G, int attackdirection) { int reversedirection; if (attackdirection < 9 && attackdirection>0) { (attackdirection<5)? (reversedirection=attackdirection+4):(reversedirection=attackdirection-4); } else reversedirection=0; //this should never happen //when a zombie attacks a human, the Human::AttackZombie() function is called //in the "reverse" direction, utilizing that function that has already been written Coords ZombieLocation=Location; Coords HumanLocation=Location; HumanLocation.MoveDir(attackdirection); if (G.cboard[HumanLocation.x][HumanLocation.y]) //if there is a human there, which there should be G.cboard[HumanLocation.x][HumanLocation.y]->AttackCreature(G,reversedirection); } void Zombie::Attack(Grid G) { int attackdirection=DecideAttack(G); AttackCreature(G,attackdirection); } main.cpp #include <cstdlib> #include <iostream> #include "definitions.h" using namespace std; int main(int argc, char *argv[]) { Grid G(500,500); system("PAUSE"); return EXIT_SUCCESS; }

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  • Assign different colors to individual array elements

    - by rk.
    Say I have the array, arr1. I want to print this array (i.e. just display the numbers) but, I want to color the numbers based on their values. If arr1[i]<15, green, if arr1[i]20, red, else orange. Something to this effect. var arr1 = [ 5,10,13,19,21,25,22,18,15,13,11,12,15,20,18,17,16,18,23,25,25,22,18,15,13,11,12,15,20,18]; Here is what I tried doing: for(var i=0; i<arr1.length;i++){ if(arr1[i]<15){ var temp = $(this).css("color","green"); $this.text(temp); } else if(arr1[i]>20){ var temp = $(this).css("color","red"); $this.text(temp); } else { var temp = $(this).css("color","orange"); $this.text(temp); } } I tried changing the css property of individual elements and them adding them to the div, but it did not work for me. Can someone suggest how should I go about doing this?

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  • Maven doesn't see my <repository> in <dependencyManagement>

    - by Ondra Žižka
    To make Maven "deploy" to a directory, I use this: <distributionManagement> <downloadUrl>http://code.google.com/p/junitdiff/downloads/list</downloadUrl> <repository> <id>local-hack-repo</id> <name>LocalDir</name> <url>file://${project.basedir}/dist-maven</url> </repository> <snapshotRepository> <id>jboss-snapshots-repository</id> <name>JBoss Snapshots Repository</name> <!-- <url>https://repository.jboss.org/nexus/content/repositories/snapshots</url> --> <url>file://${project.basedir}/dist-maven</url> </snapshotRepository> </distributionManagement> This appears in the efffective pom. ... <distributionManagement> <repository> <id>local-hack-repo</id> <name>LocalDir</name> <url>file:///home/ondra/work/TOOLS/JUnitDiff/github/dist-maven</url> </repository> <snapshotRepository> <id>jboss-snapshots-repository</id> <name>JBoss Snapshots Repository</name> <url>file:///home/ondra/work/TOOLS/JUnitDiff/github/dist-maven</url> </snapshotRepository> <downloadUrl>http://code.google.com/p/junitdiff/downloads/list</downloadUrl> </distributionManagement> But still, Maven insists that it's not there: [INFO] [ERROR] Failed to execute goal org.apache.maven.plugins:maven-deploy-plugin:2.7:deploy (default-deploy) on project JUnitDiff: Deployment failed: repository element was not specified in the POM inside distributionManagement element or in -DaltDeploymentRepository=id::layout::url parameter -> [Help 1] [INFO] org.apache.maven.lifecycle.LifecycleExecutionException: Failed to execute goal org.apache.maven.plugins:maven-deploy-plugin:2.7:deploy (default-deploy) on project JUnitDiff: Deployment failed: repository element was not specified in the POM inside distributionManagement element or in -DaltDeploymentRepository=id::layout::url parameter [INFO] at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:217) [INFO] at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:153) [INFO] at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:145) [INFO] at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:84) [INFO] at org.apache.maven.lifecycle.internal.LifecycleModuleBuilder.buildProject(LifecycleModuleBuilder.java:59) [INFO] at org.apache.maven.lifecycle.internal.LifecycleStarter.singleThreadedBuild(LifecycleStarter.java:183) [INFO] at org.apache.maven.lifecycle.internal.LifecycleStarter.execute(LifecycleStarter.java:161) [INFO] at org.apache.maven.DefaultMaven.doExecute(DefaultMaven.java:320) [INFO] at org.apache.maven.DefaultMaven.execute(DefaultMaven.java:156) [INFO] at org.apache.maven.cli.MavenCli.execute(MavenCli.java:537) [INFO] at org.apache.maven.cli.MavenCli.doMain(MavenCli.java:196) [INFO] at org.apache.maven.cli.MavenCli.main(MavenCli.java:141) [INFO] at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) [INFO] at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) [INFO] at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) [INFO] at java.lang.reflect.Method.invoke(Method.java:601) [INFO] at org.codehaus.plexus.classworlds.launcher.Launcher.launchEnhanced(Launcher.java:290) [INFO] at org.codehaus.plexus.classworlds.launcher.Launcher.launch(Launcher.java:230) [INFO] at org.codehaus.plexus.classworlds.launcher.Launcher.mainWithExitCode(Launcher.java:409) [INFO] at org.codehaus.plexus.classworlds.launcher.Launcher.main(Launcher.java:352) [INFO] Caused by: org.apache.maven.plugin.MojoExecutionException: Deployment failed: repository element was not specified in the POM inside distributionManagement element or in -DaltDeploymentRepository=id::layout::url parameter [INFO] at org.apache.maven.plugin.deploy.DeployMojo.getDeploymentRepository(DeployMojo.java:235) [INFO] at org.apache.maven.plugin.deploy.DeployMojo.execute(DeployMojo.java:118) [INFO] at org.apache.maven.plugin.DefaultBuildPluginManager.executeMojo(DefaultBuildPluginManager.java:101) [INFO] at org.apache.maven.lifecycle.internal.MojoExecutor.execute(MojoExecutor.java:209) [INFO] ... 19 more I am using it through the maven-release-plugin. What's wrong?

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  • counter_cache not updating on the model after save

    - by sehnsucht
    I am using a counter_cache to let MySQL do some of the bookkeeping for me: class Container has_many :items end class Item belongs_to :container, :counter_cache => true end Now, if I do this: container = Container.find(57) item = Item.new item.container = container item.save in the SQL log there will be an INSERT followed by something like: UPDATE `containers` SET `items_count` = COALESCE(`items_count`, 0) + 1 WHERE `containers`.`id` = 57 which is what I expected it to do. However, the container[:items_count] will be stale! ...unless I container.reload to pick up the updated value. Which in my mind sort of defeats part of the purpose of using the :counter_cache in favor of a custom built one, especially since I may not actually want a reload before I try to access the items_count attribute. (My models are pretty code-heavy because of the nature of the domain logic, so I sometimes have to save and create multiple things in one controller call.) I understand I can tinker with callbacks myself but this seems to me a fairly basic expectation of the simple feature. Again, if I have to write additional code to make it fully work, it might as well be easier to implement a custom counter. What am I doing/assuming wrong?

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  • passing data from an activity to an listactivity or listview

    - by wicked14
    need help on passing data from an activity to an listactivity or listview for an android app. im having problems on passing data to a listview. what the app do is from addact class the user can input things to do and in the viewact class this will display the activies add by the user in listview public class addact extends Activity { @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.newact); Button btn1 = (Button)findViewById(R.id.btnsave); final EditText et1 = (EditText)findViewById(R.id.etactivity); btn1.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { Intent it = new Intent(addact.this, viewact.class); it.putExtra("thekey", et1.getText().toString()); startActivity(it); } }); } } public class viewact extends ListActivity { String addToDo =getIntent().getExtras().getString("thekey"); String[] toDoAct = new String[] {addToDo }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.viewact); setListAdapter(new ArrayAdapter<String>(this, R.layout.viewact,toDoAct)); ListView listView = getListView(); listView.setTextFilterEnabled(true); listView.setOnItemClickListener(new OnItemClickListener() { public void onItemClick(AdapterView<?> parent, View view, int position, long id) { for (int i=0; i < 2; i++) { Toast.makeText(getApplicationContext(), ((TextView) view).getText(), Toast.LENGTH_LONG).show(); } } }); } }

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  • rails gem share_counts GET method on object?

    - by jaqbyte
    created the first rails app! excinting! for two weeks now I did Zombie, rubymonk etc. I love it! I used scaffold form url:string and included the gem share_counts. rails c: f = form.first ShareCounts.twitter f.url works! but... I have trouble to write the controller and the view! For you experienced railies this is probably a silly question, and probably only 5 lines of code, but for me thats a big step learning RoR! I am very thankful if someone could help how I can show the count next to the "url" field. Thank you so much!!! joh

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  • Ajax, no response

    - by Jeremy Wagemans
    When I try to create a jquery alert coming from an ajaxy query, I don't get any response. Do you know how to fix it ? jquery: $.ajax({ type: "GET", url: "php/submission.php", success:function(data){ if(data==1) { alert("working"); } } }); submission.php: echo '1';

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  • Error running web project in eclipse

    - by DarkKnight
    I am a newbie to servlets. I created a dynamic web project in eclipse. I have following files in my project home.html validateServlet.java I have defined validated servlet as an action in home.html form. However when I run it, I get http status 404. Below is the hierarchy of my project Project Java Resources src com.servlets ValidateServlet.java build WebContent META-INF WEB-INF web.xml hello.html Contents of my web.xml are as follows: <?xml version="1.0" encoding="UTF-8"?> <web-app xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://java.sun.com/xml/ns/javaee" xmlns:web="http://java.sun.com/xml/ns/javaee/web- app_2_5.xsd" xsi:schemaLocation="http://java.sun.com/xml/ns/javaee http://java.sun.com/xml/ns/javaee/web-app_3_0.xsd" id="WebApp_ID" version="3.0"> <display-name>Website</display-name> <servlet> <description></description> <display-name>ValidateServlet</display-name> <servlet-name>validate</servlet-name> <servlet-class>com.oracle.coen235.servlets.ValidateServlet</servlet-class> </servlet> </web-app> In my hello.html, action is specified as , What might be the issue? I guess I am not able to generate the class file for my servlet. Can anyone guide me through this problem?

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  • Fluid images - portrait/landscape

    - by Richard
    I have a simple slideshow (list items) but a combination of portrait and landscape images. I'm working on a fluid grid so everything is, essentially, 100% of itself. I'm wondering if there's a way for all the images to remain the same height, but the widths stay true to their proportions. All the images have the same height - 2000px - when uploaded. See the site here: http://goo.gl/BdFUj See here for the desired output: http://d.pr/i/HJUH Thanks, R

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  • MySQL can't access root account or reset with mysqladmin

    - by glumptious
    So if I type mysql -u root I'm supposedly logged in, however upon trying to create or access a database I get this lovely error: ERROR 1044 (42000): Access denied for user ''@'localhost' to database 'test1'. I haven't the foggiest idea why after logging in as root it's trying access DB's as ''@'localhost' and it's driving me a bit crazy right now. Possibly related, when I try to set the root password I get the error mysqladmin: Can't turn off logging; error: 'Access denied; you need (at least one of) the SUPER privilege(s) for this operation'. I've tried removing mysql-server via running apt-get purge mysql-server and then reinstalling with no luck. This is running Ubuntu Server 12.10 64-bit and mysql is indeed running. --Edit-- I wonder if perhaps there is no root user. So I try to start MySQL with --skip-grant-tables and the create the root user but then I'm given this: ERROR 1290 (HY000): The MySQL server is running with the --skip-grant-tables option so it cannot execute this statement. Fun fun fun fun fun.

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  • Python to C# Conversion of RGBA values not working

    - by clangers
    I'm currently converting some python code to C#, and I'm having an issue with the RGBA C# libraries # Original Python Code: d = math.sqrt( (x - size/2.0)**2 + (y - size/2.0)**2 ) rgbVal = int(200*d/md + 50) rgba = (0,0,0, 255 - rgbVal) img.putpixel((x,y), rgba) // My C# Code double d = Math.Sqrt(Math.Pow((x - DotSize / 2.0), 2) + Math.Pow((y - DotSize / 2.0), 2)); int rgbVal = (int) (200 * d / md + 50); Color color = Color.FromArgb(255 - rgbVal, 0, 0, 0); // ** ERROR ** img.SetPixel(x,y, color); At both instances of the code d is equal to 106 and md is equal to 53. However the resulting rgbVal value is 450. This would obviously mean that 255 - 450 is -195, which causes an error to be thrown as each individual value must be between 0 and 255. Anyone have any idea how I can fix this. Please note that the data is the same when running both the python and C# versions.

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  • If Key Value pair exists in multidimensional array.. How to?

    - by Daniel White
    I have a codeigniter shopping cart going and its "cart" array is the following: Array ( [a87ff679a2f3e71d9181a67b7542122c] => Array ( [rowid] => a87ff679a2f3e71d9181a67b7542122c [id] => 4 [qty] => 1 [price] => 12.95 [name] => Maroon Choir Stole [image] => 2353463627maroon_3.jpg [custprod] => 0 [subtotal] => 12.95 ) [8f14e45fceea167a5a36dedd4bea2543] => Array ( [rowid] => 8f14e45fceea167a5a36dedd4bea2543 [id] => 7 [qty] => 1 [price] => 12.95 [name] => Shiny Red Choir Stole [image] => 2899638984red_vstole_1.jpg [custprod] => 0 [subtotal] => 12.95 ) [eccbc87e4b5ce2fe28308fd9f2a7baf3] => Array ( [rowid] => eccbc87e4b5ce2fe28308fd9f2a7baf3 [id] => 3 [qty] => 1 [price] => 14.95 [name] => Royal Blue Choir Stole [image] => 1270984005royal_vstole.jpg [custprod] => 1 [subtotal] => 14.95 ) ) My goal is to loop through this multidimensional array some how and if ANY product with the key value pair "custprod == 1" exists, then my checkout page will display one thing, and if no custom products are in the cart it displays another thing. Any help is appreciated. Thanks.

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