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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • Repercussions to sharing .bashrc across machines with Dropbox?

    - by Alan Peabody
    I work on a lot of different machines, all running Ubuntu (not always the same version). I have some really basic customizations to my prompt I would like to have available on all machines. I currently use Dropbox and store all my other "dot files" there, such as my .vim/ .vimrc .gitconfig .ackrc. I then just link them to my home folder from my Dropbox folder. Voilà, all machines in sync. I am unsure what the repercussions of doing something like this with my bashrc is. Can any one offer suggestions? Maybe an easy way to load a separate file in the bashrc?

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  • Fusion CRM Data Integration and Migration from Conemis (D)

    - by Richard Lefebvre
    Conemis Data Integration Tools edited for Oracle Fusion CRM offers easy-to-use and pre-configured tools for data integration, data quality, and migration of data from Oracle CRM on Demand and third-party applications to Oracle Fusion CRM Conemis solution includes: Pressure Fueling of data for Fusion CRM Migration covered from legacy to Fusion CRM Data Quality in migration and integration Intuitive Data Housekeeping for IT and Sales Backups of Fusion CRM environments Conemis's solution benefits include Fusion CRM integrated out-of-the-box, connection to other applications, ready-made data mapping, instant availability without installation, fully configurable, shared use in integration expert groups, one GUI for several environments/pods, reduced costs & risks in migration projects, etc. Conemis AG, a German-based data integration company founded in 2009, offers Software and services solution and expertize for Oracle CRM products's data migration and integration. For more details, please contact Dr. Daniel Rolli ([email protected]) www.conemis.com.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Exalytics Disaster Recovery

    - by Saresh
    Q:Where can you find more information about Exalytics Disaster Recovery? Ans: Exalytics Disaster Recovery: http://docs.oracle.com/cd/E41246_01/bi.1/e39709/admin_dr.htm#BABCFGEC Note 1568360.1 -Oracle Exalytics Deployment Guide (Download the whitepaper attached to the Note) OBIEE http://docs.oracle.com/cd/E28280_01/bi.1111/e10541/backup.htm#CHDFEIGF Note 1316073.1 - OBIEE 11g: Recommended Strategies For Disaster Recovery or Backup Oracle Hyperion EPM http://docs.oracle.com/cd/E17236_01/epm.1112/epm_high_avail_11121.pdf (Though this is for Hyperion EPM 11.1.2.1, it is applicable to 11.1.2.2 as well) TimesTen: http://docs.oracle.com/cd/E21901_01/doc/timesten.1122/e21632/migrate.htmhttp://docs.oracle.com/cd/E21901_01/doc/timesten.1122/e21635/standbycache.htm#CBAJDJBD EPM Disaster Recovery : http://www.oracle.com/technetwork/middleware/bi-foundation/epm-dr-best-practice-130229.ppt Oracle® Enterprise Performance Management System Backup and Recovery Guide :http://docs.oracle.com/cd/E17236_01/epm.1112/epm_backup_recovery_1112200.pdf

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  • Can not get to login screen, background starts with terminal prompt only

    - by Doug
    my uncle has Ubuntu on his work PC. Basically I came in to work today, and he had lost his UNITY side bar. I told him start with just rebooting it. He rebooted it... now it does not even get to the login screen. It gets to the background with the word UBUNTU, and the 6 or 7 dots, does it's little loading dot thing... then stops, and a black terminal opens on the top left with the background still in place. Personally, I think he screwed it up himself. He always swears he didn't touch anything, but I know better... Either way, I can't get him back into the desktop to even see if the sidebar is back. He's always screwing around pressing the wrong buttons on the login screen, hitting admin things and such... Any ideas?

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  • "PHP: Good Parts"-ish book / reference

    - by julkiewicz
    Before I had my first proper contact with Javascript I read an excellent book "Javascript: The Good Parts" by Douglas Crockford. I was hoping for something similar in case of PHP. My first thought was this book: "PHP: The Good Parts" from O'Reilly However after I read the reviews it seems it totally misses the point. I am looking for a resource that would: concentrate on known shortcommings of PHP, give concrete examples, be as exhaustive as possible I already see that things can go wrong. If you want to close this question: Please consider this, I looked through SO, and Programmers for materials. I obviously found this question: http://stackoverflow.com/questions/90924/what-is-the-best-php-programming-book It's general, mine is specific. Moreover I'm reading the top recommendation "PHP Objects, Patterns, and Practice" right now. I find it insufficient -- it doesn't address the bad practices as much as I would like it to. tl;dr My question is NOT a general PHP book request.

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  • [OT] : Tagged : SQL Dream Cars

    - by AaronBertrand
    Steve Jones ( blog | twitter ) posted an entry today called "SQL Dream Cars," where he talks briefly about 5 of the cars he would love to own. He then tagged a few of us to share our lists. Before I get to mine, I wanted to reflect a bit on one of Steve's choices, the Ferrari 308 GTS. I remember when I was a kid, maybe 10 or 11 years old - after Magnum PI made that Ferrari 308 so popular - that a local doctor in North Bay had one. His name was Dr. Fazzarri (and I apologize if I've spelled that wrong);...(read more)

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  • XNA clip plane effect makes models black

    - by user1990950
    When using this effect file: float4x4 World; float4x4 View; float4x4 Projection; float4 ClipPlane0; void vs(inout float4 position : POSITION0, out float4 clipDistances : TEXCOORD0) { clipDistances.x = dot(position, ClipPlane0); clipDistances.y = 0; clipDistances.z = 0; clipDistances.w = 0; position = mul(mul(mul(position, World), View), Projection); } float4 ps(float4 clipDistances : TEXCOORD0) : COLOR0 { clip(clipDistances); return float4(0, 0, 0, 0); } technique { pass { VertexShader = compile vs_2_0 vs(); PixelShader = compile ps_2_0 ps(); } } all models using this are rendered black. Is it possible to render them correctly?

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Hiding recent files in Unity dashboard

    - by Eric
    Ubuntu 13.04 (though had the same issue in both 12.04 LTS and 12.10). Unity desktop (yes I like it, shush). Anyways, when clicking on the dashboard there is a tab for 'Files and Folders'. I don't have any files on this computer that isn't porn. In other words, it displays the images there (as it's supposed to), but I can't have it displaying the porn for obvious reasons. I have disabled 'recent activity' and even added the folder it's all in to the 'do not record activity in the following folders'. I'm assuming that works but as I don't actually have any other files, it still displays them. I don't want to have to make it a hidden folder because it's on an external HDD and causes issues when moving from computer to computer (I have other movies on it as well). TL;DR: Get rid of the 'Files and Folders' tab in the dashboard. Is it possible?

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  • How to hide/remove "exit, minimize, maximize" bar on top of the application when not maximized, showing only the application/program on the desktop

    - by bigbadbabybear
    I'm an on and off novice ubuntu user, last used 9.04 and installed 11.10 a week ago. What I want to happen, edit unity to suit how I use my computer: Copy the way xmonad (www.xmonad.org) shows its applications and that is that there is no "exit, minimize, maximize" bar on top of the application I've read a few things on how to configure unity using Ubuntu Tweak and MyUnity I want to eventually switch to xmonad but for now it is still too complicated for me even with all the docs & tutorialss it's still too complicated for me & I cannot yet let go of my mouse tl;dr? from this: to this Is this possible? And if it is possible, how?

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  • How to get a point to the left/right of a vector

    - by MulletDevil
    I have a position vector of a point in space and a quaternion for it's rotation. What i'm trying to calculate is a point too the left and a point to the right. I have the position and rotation(quaternion) of the red dot. What I want is to get the position of the green dots. I have a float value for the distance I want these points to be. With only the position and rotation is it possible to get a unit direction vector pointing left/right which I can multiply by my float value? Edit: I also know the original direction vector.

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  • CLR via C# - first post of many!

    - by TATWORTH
    I am currently reading CLR via C# ISBN 978-0-7356-2704-8. Whilst quite correctly described by the publisher as a "Deep Dive", this is a book that C# developers with 6-18 months plus experiance ought to read. Certainly any serious Microsoft programming shop ought to have a copy.  For our VB.NET bretheren, a book of this quality is a good excuse to learn C#. (And before you ask, my favourite language of C# and VB.NET is the one that gets me the next contract!) When I started programming 31 years ago I went through IBM 360 Orientation - this gave me an comprehension of what worked best at the machine code level - this is the first book I have found that explains the the working of the Dot Net framework to explain why particular choices are good, This is my first blog post here. In the coming weeks, I intend to: Carry on with my review of CLR via C# and bring out practical points from that work. Post details of useful utilities Post some "Tales from the coal face.."

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  • Roanoke Code Camp 2014

    - by Brian Lanham
    Originally posted on: http://geekswithblogs.net/codesailor/archive/2014/05/18/156407.aspxI had a great time yesterday at Roanoke Code Camp!  Many thanks to American National University for the venue, the code camp staff and volunteers, the other speakers, and of course the attendees who made my sessions interactive.  I learned a lot yesterday and it was a good time all around. I attended sessions on Apache Cassandra by Dr. Dave King (@tildedave), Angular JS by Kevin Israel (@kevadev), and JavaScript for Object-Oriented Programmers by Joel Cochran (@joelcochran).  I regret I was unable to attend all the sessions. I also had the opportunity to present.  I spoke on Redis and got some people excited about graph databases by talking about Neo4j.  You can find my slides and other materials at the following links: My Presentation Materials Folder Redis Materials – Slides     - Snippets Neo4j Materials – Slides     - Snippets If you have any trouble getting any of the materials just respond to this post or tweet me @codesailor and I will make sure you get the information you need.

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  • Custom Title Not Used on SERP [duplicate]

    - by rahstame
    This question already has an answer here: Title tag different from title appearing in Google? 1 answer I am using Wordpress Yoast plugin, and this is not the first time that I used it. I have used it in four of my sites. Problem: Google is not using my custom defined title on my homepage. The website is aboveinfranet[dot]com. If I search "above infranet solutions inc" If you open the site, it will show you the right title that I wanted to achieve.

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  • Find Nearest Object

    - by ultifinitus
    I have a fairly sizable game engine created, and I'm adding some needed features, such as this, how do I find the nearest object from a list of points? In this case, I could simply use the Pythagorean theorem to find the distance, and check the results. I know I can't simply add x and y, because that's the distance to the object, if you only took right angle turns. However I'm wondering if there's something else I could do? I also have a collision system, where essentially I turn objects into smaller objects on a smaller grid, kind of like a minimap, and only if objects exist in the same gridspace do I check for collisions, I could do the same thing, only make the gridspace larger to check for closeness. (rather than checking every. single. object) however that would take additional setup in my base class and clutter up the already cluttered object. TL;DR Question: Is there something efficient and accurate that I can use to detect which object is closest, based on a list of points and sizes?

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  • Efficient way to calculate "vision cones" on 2D tile map?

    - by OverMachoGrande
    I'm trying to calculate which tiles a particular unit can "see" if facing a certain direction on a tile map (within a certain range and angle of facing). The easiest way would be to draw a certain number of tiles outward and raycast to each tile. However, I'm hoping for something slightly more efficient. A picture says a thousand words: The red dot is the unit (who's facing upwards). My goal is to calculate the yellow tiles. The green blocks are walls (walls are between tiles, and it's easy to check if you can pass between two tiles). The blue line represents something like the "raycasting" method I was talking about, but I'd rather not have to do this. EDIT: Units can only be facing north/south/east/west (0, 90, 180, or 270 degrees) and FoV is always 90 degrees. Should simplify some calculations. I'm thinking there's some sort of recursive-ish/stack-based/queue-based algorithm, but I can't quite figure it out. Thanks!

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  • BeautyBay.com Boosts its Web business with Endeca!

    - by Richard Lefebvre
    BeautyBay.com Boosts Webpage Views by 70%, Increases Items Placed in Shopping Baskets, and Runs 160 Concurrent Brand and Product Promotion. BeautyBay.com Ltd is the United Kingdom’s largest independent online luxury beauty-product retailer. The company sells more than 10,000 products from leading brands like Urban Decay, Paul & Joe, Mario Badescu, bareMinerals, and Dr Sebagh. It strives to stock consumers’ favorite brands and serve as a leading source of beauty information and product reviews. The company won an Online Retail Award in 2013 in the Beauty, Perfume & Cosmetics category. Read the success story, featuring the role of Oracle Endeca here

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  • How can I read the sourcecode of a PDF

    - by Fendrix
    I want get the sourcecode of a PDF File. Unfortunately once I open the PDF with a texteditor some lines doesn't make sense... just like.... %PDF-1.6 %âãÏÓ 3 0 obj <</Ff 0/F 6/Type/Annot/Subtype/Widget/DR<</Font<</Helv 2 0 R>>>>/T(Ä\n¬4^XÈ4ýæçO§W²W^D³^Ywzº<92>õÌ^AÀÄi]â<96><8c>)/V(Ä\n¬4^XÈ4ýæçO§W²W^Dø<93>r^D¥à<82>ú<83>Z^Q7^Cv^FÈ)/AP<</N 1 0 R>>/P 4 0 R/BS<</W 1/S/S>>/FT/Tx/Rect[40 50 70 80]/DA(Ä\n¬4^XÈ4ýæçO§W²W^Dù~êw3<84>&^X´âL|q@³^VC<8a>"Ýo^N¿=Ì<91>ta^R`àz)>> endobj 6 0 obj so %PDF-1.6 is fine but after it s not resolving the correct letters.... I tried with vim ... is there any chance to get the correct content ....

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  • How should I pronounce the :: and -> in PHP?

    - by NickC
    When I read these lines aloud to someone: $controller->process(); UserManager::getInstance(); How should the -> and :: be pronounced? Reading the characters themselves in cumbersome and I don't know of any nicknames for them. Being a developer who is used to C-style syntax, I'd like to say "dot", but I'd like something that is easy to say and people can easily understand. It would also be good to know if there are any pronunciations that have become de-facto standards among teams of developers.

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  • System that splits passwords across two servers

    - by Burning the Codeigniter
    I stumbled upon this news article on BBC, RSA splits passwords in two to foil hackers' attacks tl;dr - a (randomized) password is split in half and is stored across two separate servers, to foil hackers that gained access to either server upon a security breach. Now the main question is, how would this kind of system would be made... codespeaking, for PHP which I commonly develop on my web applications, the database password is normally stored in a configuration file, i.e. config.php with the username and password, in that case it is understandable that the passwords can be stolen if the security was compromised. However when splitting and sending the other half to the other server, how would this go on when making a communication to the other server (keeping in mind with PHP) since the other server password would be stored in a configuration file, wouldn't it? In terms of security is to keep the other server password away from the main one, just exactly how would the main server communicate, without exposing any other password, apart from the first server. This certainly makes me think...

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  • Nouveau forum d'entraide Qualimétrie : posez vos questions sur les pratiques d'analyse de code et d'

    Bonjour, Le forum Qualimétrie se destine à toutes vos questions concernant les pratiques et outils touchant à la qualité du code et de l'architecture du logiciel. Il se destine également à accueillir vos questions sur l'intégration et l'utilisation (ex. Plugin Maven) des outils de qualimétrie dans les outils de build. N'hésitez pas, avant de poser votre question, à consulter la documentation de l'outil concerné, ainsi que les ressources à votre disposition. Pour toute contribution sur le sujet, vous pouvez contacter l'équipe bénévole par mail via conception [at] redaction [dash] developpez [dot] com...

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  • Google Analytics: Why does "/" appear in goal funnel visualization?

    - by Lauren
    This is the goal funnel for checkout. Does anyone have any idea where the "/" is coming from? The cart page is at site: game on glove dot com (I don't want this stackoverflow page being indexed in google particularly well). Go to the site, click on the order button, make your selection, and click the button to enter the cart (it resolves to /Cart and /Shop-Cart). I believe I used the regular expression matching to match "cart". So why the "/" (I don't know what is causing the home page to reload when users are on the Cart page within a Colorbox lightbox where the only way back to home or "/" is to hit the exit button in the top right of the lightbox)? Here's my one guess for the former question but it doesn't seem likely: See the "check out with paypal" button? If you hovered over it, it does default to the home page which is what might be the "/"... but it really redirects the user to the paypal.com page so it shouldn't also load the home page.

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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