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  • unix command to verify span of word in text

    - by Ocasta Eshu
    What unix command(s) can I use to determine the line span that a word appears in text? The "span" being equal to the line number of the last instance of a word minus the line number of the first instance of the word. 1| unix is on two lines 2| once above, and once below 3| unix In the example above the "span" of 'unix' would be 2 (3-1). So far I've been trying to make use of grep -n but I don't think that grep is powerful enough. Maybe some use of sed or awk? Thanks!

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  • Formatting minified jQuery, JavaScript using the Internet Explorer 9 Developer Toolbar

    - by Harish Ranganathan
    Much has been talked about the F12 developer toolbar in IE and the support it provides for web developers.  Starting IE8, the Developer Toolbar is a menu item that helps you view the page source, scripts, profiling and many other details of the rendered page.  It even allows script debugging from within and that makes it a truly powerful web developer tool bar. With IE9, the developer toolbar got even better with the Networking Tab that allows you to inspect the traffic/time taken and drill down into the Request/Response headers and other specifics. The script tab allows you to view the scripts used in the page. One of the challenges of working with JavaScript / jQuery when they are minified, is that, it becomes really hard to read.  Minified JavaScript is a compression technique and also a best practice for delivering faster web pages.  However, when you would like to debug, minified JavaScript files become very hard since they aren't properly formatted.  Take the case of the above sample, which is a basic MVC 3 Web Application.  It uses the minified jQuery and modernizr files. Once we select the above scripts, the script source looks as follows:- But with the “Format JavaScript” option in the Configuration icon, Once you click on the “Format JavaScript”, you can see the formatted JavaScript as per screen below:- This makes the script readable and also easy for debugging.  Cheers !!!

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  • Detecting Request that uses invalid Encoding using Modsecurity

    - by Ali Ahmad
    I am trying write a virtual patch using modsecurity for my hosted web application using following rule i.e. <Location /index.php> SecDefaultAction phase:2,t:none,log,deny # Validate parameter names SecRule ARGS_NAMES "!^(articleid)$" \ "msg:'Unknown parameter: %{MATCHED_VAR_NAME}'" # Expecting articleid only once SecRule &ARGS:articleid "!@eq 1" \ "msg:'Parameter articleid seen more than once'" # Validate parameter articleid SecRule ARGS:articleid "!^[0-9]{1,10}$" \ "msg:'Invalid parameter articleid'" </Location> The problem is how can i reject requests that use invalid encoding as a global WAF configuration so that this patch cannot be circumvented.

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  • XNA Masking Mayhem

    - by TropicalFlesh
    I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write shaders and manipulate a multi-layered drawing environment, but I've basically stuck to minimalist pixel shaders. I'm working on putting dynamic point light shadows in my 2d sidescroller, and have had it working to a reasonable degree. Just chucking it in without working on serious optimizations outside of basic culling, I can get 50 lights or so onscreen at once and still hover around 100 fps. The only issue is that I'm on a very high end machine and would like to target the game at as many platforms I can, low and high end. The way I'm doing shadows involves a lot of masking before I can finally draw the light to my light layer. Basically, my technique to achieveing such shadows is as follows. See pics in this album http://imgur.com/a/m2fWw#0 The dark gray represents the background tiles, the light gray represents the foreground tiles, and the yellow represents the shadow-emitting foreground tile. I'll draw the light using a radial gradient and a color of choice I'll then exclude light from the mask by drawing some geometry extending through the tile from my point light. I actually don't mask the light yet at this point, but I'm just illustrating the technique in this image Finally, I'll re-include the foreground layer in my mask, as I only want shadows to collect on the background layer and finally multiply the light with it's mask to the light layer My question is simple - How can I go about reducing the amount of render target switches I need to do to achieve the following: a. Draw mask to exclude shadows from the foreground to it's own target once per frame b. For each light that emits shadows, -Begin light mask as full white -Render shadow geometry as transparent with an opaque blendmode to eliminate shadowed areas from the mask -Render foreground mask back over the light mask to reintroduce light to the foreground c. Multiply light texture with it's individual mask to the main light layer.

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  • Windows Server 2008 R2 64bit Screen Frozen and Remote Desktop Freezes but Server Continues Working

    - by Jacques
    I've asked this question a couple of times but I don't seem to be getting any real answers. We have a SBS (Windows Server 2008 Rc) server and suddenly the screen has started freezing. Even when we go into the system via remote desktop it worked once or twice (since the problem started), but now the RDP screen freezes once it gets just past the Welcome screen. The server itself is running, SQL is working, Exchange is working, file share is fine. It's just the UI that isn't working. We've tried hard resetting and that works for a short while before the problem comes back. Where do we begin to resolve this issue? Thanks, Jacques

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  • Creating Multiple Users on Single PHP-FPM Pool

    - by Vince Kronlein
    Have PHP-FPM/FastCGI up and running on my cPanel/WHM server but I'd like have it allow for multiple users off of a single pool. Getting all vhosts to run off a single pool is simple by adding this to the Apache include editor under Global Post Vhost: <IfModule mod_fastcgi.c> FastCGIExternalServer /usr/local/sbin/php-fpm -host 127.0.0.1:9000 AddHandler php-fastcgi .php Action php-fastcgi /usr/local/sbin/php-fpm.fcgi ScriptAlias /usr/local/spin/php-fpm.fcgi /usr/local/sbin/php-fpm <Directory /usr/local/sbin> Options ExecCGI FollowSymLinks SetHandler fastcgi-script Order allow,deny Allow from all </Directory> </IfModule> But I'd like to find a way to implement php running under the user, but sharing the pool. I manage and control all the domains that run under the pool so I'm not concerned about security of files per account, I just need to make sure all scripting can be executed by the user who owns the files, instead of needing to change file permissions for each account, or having to create tons of vhost include files.

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  • How can I get Transaction Logs to auto-truncate after Backup

    - by Yaakov Ellis
    Setup: Sql Server 2008 R2, databases set up with Full recovery mode. I have set up a maintenance plan that backs up the transaction logs for a number of databases on the server. It is set to create backup files in sub-directories for each database, verify backup integrity is turned on, and backup compression is used. The job is set to run once every 2 hours during business hours (8am-6pm). I have tested the job and it runs fine, creates the log backup files as it should. However, from what I have read, once the transaction log is backed up, it should be ok to truncate the transaction log. I do not see any option for doing this in the Sql Server Maintenance Plan designer. How can I set this up?

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  • What are the advantages and disadvantages to using your real name online?

    - by Jon Purdy
    As a programmer, do you see any professional or other advantage in using your real name in online discourse, versus an invented handle? I've always gone by a single username and had my real name displayed whenever possible, for a few reasons: My interests online are almost exclusively professional and aboveboard. It constructs a search-friendly public log of all of my work, everywhere. If someone wants to contact me, there are many ways to do it. My portfolio of work is all tied to me personally. Possible cons to full disclosure include: If you feel like becoming involved in something untoward, it could be harder. The psychopath who inherits your project can more easily find out where you live. You might be spammed by people who are not worth the precious time that could be better spent writing more of the brilliant software you're famous for. Your portfolio of work is all tied to you personally. It seems, anyway, that a vast majority of StackOverflow users go by invented handles rather than real names. Notable exceptions include the best-known users, who are typically well established in the industry. But how could we ever become legendary rockstar programmers if we didn't get our names out there? Discuss.

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  • JQGrdi PDF Export

    - by thanigai
    Originally posted on: http://geekswithblogs.net/thanigai/archive/2013/06/17/jqgrdi-pdf-export.aspxJQGrid PDF Export The aim of this article is to address the PDF export from client side grid frameworks. The solution is done using the ASP.Net MVC 4 and VisualStudio 2012. The article assumes the developer to have a fair amount of knowledge on ASP.Net MVC and C#. Tools Used Visual Studio 2012 ASP.Net MVC 4 Nuget Package Manager JQGrid  is one of the client grid framework built on top of the JQuery framework. It helps in building a beautiful grid with paging, sorting and exiting options. There are also other features available as extension plugins and developers can write their own if needed. You can download the JQgrid from the  JQGrid  homepage or as NUget package. I have given below the command to download the JQGrid through the package manager console. From the tools menu select “Library Package Manager” and then select “Package Manager Console”. I have given the screenshot below. This command will pull down the latest JQGrid package and adds them in the script folder. Once the script is downloaded and referenced in the project update the bundleconfig file to add the script reference in the pages. Bundleconfig can be found in the  App_Start  folder in the project structure. bundles .Add (newStyleBundle(“~/Content/jqgrid”).Include (“~/Content/ui.jqgrid.css”)); bundles.Add( newScriptBundle( “~/bundles/jquerygrid”) .Include( “~/Scripts/jqGrid/jquery.jqGrid*”)); Once added the config’s refer the bundles to the Views/Shared/LayoutPage.cshtml. Add the following lines to the head section of the page. @Styles.Render(“~/Content/jqgrid”) Add the following lines to the end of the page before html close tags. @Scripts.Render(“~/bundles/jquery”) @Scripts.Render(“~/bundles/jqueryui”) @Scripts.Render(“ ~/bundles/jquerygrid”)              That’s all to be done from the view perspective. Once these steps are done the developer can start coding for the JQGrid. In this example we will modify the HomeController for the demo. The index action will be the default action. We will add an argument for this index action. Let it be nullable bool. It’s just to mark the pdf request. In the Index.cshtml we will add a table tag with an id “ gridTable “. We will use this table for making the grid. Since JQGrid is an extension for the JQUery we will initialize the grid setting at the  script  section of the page. This script section is marked at the end of the page to improve performance. The script section is placed just below the bundle reference for JQuery and JQueryUI. This is the one of improvement factors from “ why slow” provided by yahoo. < tableid=“gridTable”class=“scroll”></ table> < inputtype=“button”value=“Export PDF”onclick=“exportPDF();“/>  @section scripts { <scripttype=“text/javascript”> $(document).ready(function(){$(“#gridTable”).jqGrid({datatype:“json”,url:‘@Url.Action(“GetCustomerDetails”)‘,mtype:‘GET’,colNames:["CustomerID","CustomerName","Location","PrimaryBusiness"],colModel:[{name:"CustomerID",width:40,index:"CustomerID",align:"center"},{name:"CustomerName",width:40,index:"CustomerName",align:"center"},{name:"Location",width:40,index:"Location",align:"center"},{name:"PrimaryBusiness",width:40,index:"PrimaryBusiness",align:"center"},],height:250,autowidth:true,sortorder:“asc”,rowNum:10,rowList:[5,10,15,20],sortname:“CustomerID”,viewrecords:true});});  function exportPDF (){ document . location = ‘ @ Url . Action ( “Index” ) ?pdf=true’ ; } </ script >  } The exportPDF methos just sets the document location to the Index action method with PDF Boolean as true just to mark for download PDF. An inmemory list collection is used for demo purpose. The  GetCustomerDetailsmethod is the server side action method that will provide the data as JSON list. We will see the method explanation below. [ HttpGet] publicJsonResultGetCustomerDetails(){ varresult=new { total=1, page=1, records=customerList.Count(), rows=( customerList.Select( e=>new { id=e.CustomerID, cell=newstring[]{ e.CustomerID.ToString(), e.CustomerName, e.Location, e.PrimaryBusiness}})) .ToArray()}; returnJson( result,  JsonRequestBehavior.AllowGet); }   JQGrid can understand the response data from server in certain format. The server method shown above is taking care of formatting the response so that JQGrid understand the data properly. The response data should contain totalpages, current page, full record count, rows of data with id and remaining columns as string array. The response is built using an anonymous object and will be sent as a MVC JsonResult. Since we are using HttpGet it’s better to mark the attribute as HttpGet and also the JSON requestbehavious as AllowGet. The inmemory list is initialized in the homecontroller constructor for reference. Public class HomeController : Controller{ private readonly Ilist < CustomerViewModel > customerList ; public HomeController (){ customerList=newList<CustomerViewModel>() { newCustomerViewModel{ CustomerID=100, CustomerName=“Sundar”, Location=“Chennai”, PrimaryBusiness=“Teacing”}, newCustomerViewModel{ CustomerID=101, CustomerName=“Sudhagar”, Location=“Chennai”, PrimaryBusiness=“Software”}, newCustomerViewModel{ CustomerID=102, CustomerName=“Thivagar”, Location=“China”, PrimaryBusiness=“SAP”}, }; }  publicActionResultIndex( bool?pdf){ if ( !pdf.HasValue){ returnView( customerList);} else{ stringfilePath=Server.MapPath( “Content”)  +“Sample.pdf”; ExportPDF( customerList,  new string[]{  “CustomerID”,  “CustomerName”,  “Location”,  “PrimaryBusiness” },  filePath); return File ( filePath ,  “application/pdf” , “list.pdf” ); }}   The index actionmethod has a Boolean argument named “pdf”. It’s used to indicate for PDF download. When the application starts this method is first hit for initial page request. For PDF operation a filename is generated and then sent to the  ExportPDF  method which will take care of generating the PDF from the datasource. The  ExportPDF method is listed below.  Private static void ExportPDF<TSource>(IList<TSource>customerList,string [] columns, string filePath){ FontheaderFont=FontFactory.GetFont( “Verdana”,  10,  Color.WHITE); Fontrowfont=FontFactory.GetFont( “Verdana”,  10,  Color.BLUE); Documentdocument=newDocument( PageSize.A4);  PdfWriter writer = PdfWriter . GetInstance ( document ,  new FileStream ( filePath ,  FileMode . OpenOrCreate )); document.Open(); PdfPTabletable=newPdfPTable( columns.Length); foreach ( varcolumnincolumns){ PdfPCellcell=newPdfPCell( newPhrase( column,  headerFont)); cell.BackgroundColor=Color.BLACK; table.AddCell( cell); }  foreach  ( var item in customerList ) { foreach ( varcolumnincolumns){ stringvalue=item.GetType() .GetProperty( column) .GetValue( item) .ToString(); PdfPCellcell5=newPdfPCell( newPhrase( value,  rowfont)); table.AddCell( cell5); } }  document.Add( table); document.Close(); }   iTextSharp is one of the pioneer in PDF export. It’s an opensource library readily available as NUget library. This command will pulldown latest available library. I am using the version 4.1.2.0. The latest version may have changed. There are three main things in this library. Document This is the document class which takes care of creating the document sheet with particular size. We have used A4 size. There is also an option to define the rectangle size. This document instance will be further used in next methods for reference. PdfWriter PdfWriter takes the filename and the document as the reference. This class enables the document class to generate the PDF content and save them in a file. Font Using the FONT class the developer can control the font features. Since I need a nice looking font I am giving the Verdana font. Following this PdfPTable and PdfPCell are used for generating the normal table layout. We have created two set of fonts for header and footer. Font headerFont=FontFactory .GetFont(“Verdana”, 10, Color .WHITE); Font rowfont=FontFactory .GetFont(“Verdana”, 10, Color .BLUE);   We are getting the header columns as string array. Columns argument array is looped and header is generated. We are using the headerfont for this purpose. PdfWriter writer=PdfWriter .GetInstance(document, newFileStream (filePath, FileMode.OpenOrCreate)); document.Open(); PdfPTabletable=newPdfPTable( columns.Length); foreach ( varcolumnincolumns){ PdfPCellcell=newPdfPCell( newPhrase( column,  headerFont)); cell.BackgroundColor=Color.BLACK; table.AddCell( cell); }   Then reflection is used to generate the row wise details and form the grid. foreach  (var item in customerList){ foreach ( varcolumnincolumns) { stringvalue=item.GetType() .GetProperty( column) .GetValue( item) .ToString(); PdfPCellcell5=newPdfPCell( newPhrase( value,  rowfont)); table.AddCell( cell5); } } document . Add ( table ); document . Close ();   Once the process id done the pdf table is added to the document and document is closed to write all the changes to the filepath given. Then the control moves to the controller which will take care of sending the response as a JSON result with a filename. If the file name is not given then the PDF will open in the same page otherwise a popup will open up asking whether to save the file or open file. Return File(filePath, “application/pdf”,“list.pdf”);   The final result screen is shown below. PDF file opened below to show the output. Conclusion: This is how the export pdf is done for JQGrid. The problem area that is addressed here is the clientside grid frameworks won’t support PDF’s export. In that time it’s better to have a fine grained control over the data and generated PDF. iTextSharp has helped us to achieve our goal.

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  • Writing cross-platforms Types, Interfaces and Classes/Methods in C++

    - by user827992
    I'm looking for the best solution to write cross-platform software, aka code that I write and that I have to interface with different libraries and platforms each time. What I consider the easiest part, correct me if I'm wrong, is the definition of new types, all I have to do is to write an hpp file with a list of typedefs, I can keep the same names for each new type across the different platforms so my codebase can be shared without any problem. typedefs also helps me to redefine a better scope for my types in my code. I will probably end up having something like this: include |-windows | |-types.hpp |-linux | |-types.hpp |-mac |-types.hpp For the interfaces I'm thinking about the same solution used for the types, a series of hpp files, probably I will write all the interfaces only once since they rely on the types and all "cross-platform portability" is ensured by the work done on the types. include | |-interfaces.hpp | |-windows | |-types.hpp |-linux | |-types.hpp |-mac | |-types.hpp For classes and methods I do not have a real answer, I would like to avoid 2 things: the explicit use of pointers the use of templates I want to avoid the use of the pointers because they can make the code less readable for someone and I want to avoid templates just because if I write them, I can't separate the interface from the definition. What is the best option to hide the use of the pointers? I would also like some words about macros and how to implement some OS-specifics calls and definitions.

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  • Proper way to let user enter password for a bash script using only the GUI (with the terminal hidden)

    - by MountainX
    I have made a bash script that uses kdialog exclusively for interacting with the user. It is launched from a ".desktop" file so the user never sees the terminal. It looks 100% like a GUI app (even though it is just a bash script). It runs in KDE only (Kubuntu 12.04). My only problem is handling password input securely and conveniently. I can't find a satisfactory solution. The script was designed to be run as a normal user and to prompt for the password when a sudo command is first needed. In this way, most commands, those not requiring sudo rights, are run as the normal user. What happens (when the script is run from the terminal) is that the user is prompted for their password once and the default sudo timeout allows the script to finish, including any additional sudo commands, without prompting the user again. This is how I want it to work when run behind the GUI too. The main problem is that using kdesudo to launch my script, which is the standard GUI way, means that the entire script is executed by the root user. So file ownerships get assigned to the root user, I can't rely upon ~/ in paths, and many other things are less than ideal. Running the entire script as the root user is just a very unsatisfactory solution and I think it is a bad practice. I appreciate any ideas for letting a user enter the sudo password just once via GUI while not running the whole script as root. Thanks.

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  • Difference in VISUAL STUDIO VERSIONS

    - by karthik ram
    I would like to understand some fundamental VS version differences, What is the difference between Visual Studio 2008 and Visual Studio 2008 Team System? Does the Team System 2008 include VS2008, TFS 2008 & Team Explorer 2008? Furthermore, what is the difference betwene Team System 2008 and Team Suite 2008? I beleive there are no more Team Suites or Team Systems in 2010? Does Visual Studio Ultimate 2010 include all Team System components, like TFS 2010 & Team Explorer 2010, so in effect it is like an upgrade of Visual Studio 2008 Team System? Or does TFS 2010 & Team Explorer 2010 need to be installed separately?

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  • avr-gcc 4.7 on ubuntu 12.04

    - by birky
    Please how can I install avr-gcc version 4.7 on ubuntu 12.04? :~$ avr-gcc -v Using built-in specs. COLLECT_GCC=avr-gcc COLLECT_LTO_WRAPPER=/usr/lib/gcc/avr/4.5.3/lto-wrapper Target: avr Configured with: ../src/configure -v --enable-languages=c,c++ --prefix=/usr/lib --infodir=/usr/share/info --mandir=/usr/share/man --bindir=/usr/bin --libexecdir=/usr/lib --libdir=/usr/lib --enable-shared --with-system-zlib --enable-long-long --enable-nls --without-included-gettext --disable-libssp --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=avr Thread model: single gcc version 4.5.3 (GCC) :~$ gcc -v Using built-in specs. COLLECT_GCC=gcc COLLECT_LTO_WRAPPER=/usr/lib/gcc/x86_64-linux-gnu/4.6/lto-wrapper Target: x86_64-linux-gnu Configured with: ../src/configure -v --with-pkgversion='Ubuntu/Linaro 4.6.3-1ubuntu5' --with-bugurl=file:///usr/share/doc/gcc-4.6/README.Bugs --enable-languages=c,c++,fortran,objc,obj-c++ --prefix=/usr --program-suffix=-4.6 --enable-shared --enable-linker-build-id --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --with-gxx-include-dir=/usr/include/c++/4.6 --libdir=/usr/lib --enable-nls --with-sysroot=/ --enable-clocale=gnu --enable-libstdcxx-debug --enable-libstdcxx-time=yes --enable-gnu-unique-object --enable-plugin --enable-objc-gc --disable-werror --with-arch-32=i686 --with-tune=generic --enable-checking=release --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=x86_64-linux-gnu Thread model: posix gcc version 4.6.3 (Ubuntu/Linaro 4.6.3-1ubuntu5)

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Building/Installing Required a52 Plugin

    - by user71139
    I am trying to compile and install the a52 plugin following the instructions from here: https://help.ubuntu.com/community/DigitalAC-3Pulseaudio This worked on Ubuntu 11.10 but gives me some errors when I try to compile the plugin on Ubuntu 12.04. I've searched for a solution however I couldn't find much on this topic in general, not to talk about a solution. I would really appreciate some help on this: bogdan@bogdan-desktop:~$ cd ~/tmp/ bogdan@bogdan-desktop:~/tmp$ cd alsa-plugins-1.0.25/ bogdan@bogdan-desktop:~/tmp/alsa-plugins-1.0.25$ make make all-recursive make[1]: Entering directory `/home/bogdan/tmp/alsa-plugins-1.0.25' Making all in oss make[2]: Entering directory `/home/bogdan/tmp/alsa-plugins-1.0.25/oss' /bin/bash ../libtool --tag=CC --mode=compile gcc -DHAVE_CONFIG_H -I. -I.. -Wall -g -I/usr/include/alsa -g -O2 -MT ctl_oss.lo -MD -MP -MF .deps/ctl_oss.Tpo -c -o ctl_oss.lo ctl_oss.c ../libtool: line 831: X--tag=CC: command not found ../libtool: line 864: libtool: ignoring unknown tag : command not found ../libtool: line 831: X--mode=compile: command not found ../libtool: line 997: *** Warning: inferring the mode of operation is deprecated.: command not found ../libtool: line 998: *** Future versions of Libtool will require --mode=MODE be specified.: command not found ../libtool: line 1141: Xgcc: command not found ../libtool: line 1141: X-DHAVE_CONFIG_H: command not found ../libtool: line 1141: X-I.: command not found ../libtool: line 1141: X-I..: command not found ../libtool: line 1141: X-Wall: command not found ../libtool: line 1141: X-g: command not found ../libtool: line 1141: X-I/usr/include/alsa: No such file or directory ../libtool: line 1141: X-g: command not found ../libtool: line 1141: X-O2: command not found ../libtool: line 1141: X-MT: command not found ../libtool: line 1141: Xctl_oss.lo: command not found ../libtool: line 1141: X-MD: command not found ../libtool: line 1141: X-MP: command not found ../libtool: line 1141: X-MF: command not found ../libtool: line 1141: X.deps/ctl_oss.Tpo: No such file or directory ../libtool: line 1141: X-c: command not found ../libtool: line 1192: Xctl_oss.lo: command not found ../libtool: line 1197: libtool: compile: cannot determine name of library object from `': command not found make[2]: *** [ctl_oss.lo] Error 1 make[2]: Leaving directory `/home/bogdan/tmp/alsa-plugins-1.0.25/oss' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/bogdan/tmp/alsa-plugins-1.0.25' make: *** [all] Error 2 bogdan@bogdan-desktop:~/tmp/alsa-plugins-1.0.25$

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  • SQLAuthority News – Resolution for New Year 2011

    - by pinaldave
    Today is the first day of the year so I want to write something very light. Last Year: 2010 Last Year was a blast; really traveled a lot. My family and I went on vacation. There I enjoyed being father, rolling on the floor and playing with my daughter. Here is the list of the countries I visited throughout 2010: Singapore (twice) Malaysia (twice) Sri Lanka (thrice) Nepal (once) United States of America (twice) United Arab Emirates (UAE) (once) My daughter who just completed 1 year on September 1, 2010 has so far visited three countries: Singapore, Malaysia and Sri Lanka, where I have done lots of community activities. The list containing all my activities can be found at Pinal Dave’s Community Events. I have written nearly 380 blog posts last year. It would be difficult for me to pick a few. However, I keep a running list of all of my articles over here: All Articles on SQLAuthority.com. I have so far received more than 10,000 email questions during the year and consequently I have done my best to answer most of them. I strongly believe if one would Search SQLAuthority.com blog, they would have found the answer quickly. The best part of 2010 for me was working on SQL Server Health Check and SQL Server Performance Tuning. This Year: 2011 This year, I came up with two simple goals: 1. Personal Goal: Reduce Weight 2. Professional Goal: Stay busy for the entire year with SQL Server Performance Tuning Projects. (Currently January 2011 is booked with performance tuning projects and 40 other days are already booked throughout the year). Future The future is something one cannot exactly guess and one cannot see. I just want to wish all of you the very best for this coming New Year. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: About Me, Pinal Dave, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority News, T SQL, Technology

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • Configuring multiple domain in nginx in one file

    - by user22695
    I am still newbie configuring nginx. Is it posibble to configure multiple domain in one file and they share mostly the same config? For example I want to configure two domains that based from one app and one domain need basic auth, the other doesn't. I would like to do something like this, but I think this does not work: sites-enabled/mysite server { listen 127.0.0.1:80 default_server; server_name www.mysite.com; include sharedconf.conf; } server { listen 127.0.0.1:80; server_name www.mysite.co.jp; auth_basic "restricted"; auth_basic_user_file /etc/nginx.htpasswd; include sharedconf.conf; } sharedconf.conf location / { proxy_pass_header Server; #... bunch of config line ... }

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  • How to Clean Up and Fix Your Music Library with the MusicBrainz Database

    - by Erez Zukerman
    Over the years, some of us accumulate lots and lots of music files. Since these come from a variety of sources, they’re not always as neat as they could be. If your music library is in a bit of a jumble with tags missing, oddly named files and incomplete albums, read on to see how easy it is to make it neat once and for all. MusicBrainz is an online database that uses audio “fingerprints” to identify music tracks even when they’re incorrectly labelled. We’ll be using this database through a free client called Picard, available for Windows, Mac OS X and Linux. So first thing, head on over to Picard’s download page and get the installer. If you use Linux, you can install Picard using your package manager. Once you finish going through the installer, run Picard. Your firewall might pop up an alert telling you Picard is trying to access the Internet; you should agree to let Picard through. You will now see the main Picard interface. Click View > File browser (or press Ctrl+B). Latest Features How-To Geek ETC Learn To Adjust Contrast Like a Pro in Photoshop, GIMP, and Paint.NET Have You Ever Wondered How Your Operating System Got Its Name? Should You Delete Windows 7 Service Pack Backup Files to Save Space? What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions Awesome 10 Meter Curved Touchscreen at the University of Groningen [Video] TV Antenna Helper Makes HDTV Antenna Calibration a Snap Turn a Green Laser into a Microscope Projector [Science] The Open Road Awaits [Wallpaper] N64oid Brings N64 Emulation to Android Devices Super-Charge GIMP’s Image Editing Capabilities with G’MIC [Cross-Platform]

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  • Announcement: Oracle Database Appliance 2.4 patch update now available

    - by uwes
    The Oracle Database Appliance 2.4 patch is now available from My Oracle Support (MOS).  If you search for the Oracle Database Appliance 2.4.0.0.0 Kit under Patches it will display the newly uploaded bundles. The patch highlights include: Normal redundancy (double-mirroring) option providing 6TB of usable storage Enhanced Diagnostics - Trace File Analyzer and ODACHK Also, if you review the README, you may see content that says:        "The grid infrastructure and database patching, both are rolling upgradable. During our patching, we patch the node 1 first and when completed, we patch the node 2." I would like to clarify that the 'infrastructure' updates (OS, Firmware, ILOM, etc) will require a  short downtime of the ODA while it is applied.  When you update the grid infrastructure (--gi), the appliance manager verifies that the infrastructure was updated so you cannot just patch the GI without first updating the infrastructure. The high level update patch steps include (but not limited to): Download patch update to your ODA The --infra (infrastructure) is updated and ODA Databases are down and the ODA is/may be rebooted ODA and GI/Databases are restarted Issue the command to update the Grid Infrastructure/databases (The order of the steps are completed automatically and you cannot control when the nodes are brought up and down during the patching) Node 1 -- shutdown databases and GI Node 1 -- patch GI/database Node 1 -- bring up databases and GI Node 2 -- shutdown databases and GI Node 2 -- patch GI/database Node 2 -- bring up databases and GI A replay from Friday's with Sohan on the 2.4 release can be found here.  The PDF of the presentation is here. The Data Sheet, WP, and 2.4 Configurator are available on the ODA OTN site.

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  • nginx crashes on ssl after about a minute

    - by Scott
    Here are my configuration files ssl.conf # HTTPS server # server { listen 443 ssl; server_name api.domain.com; error_log /var/log/nginx/api.error.log; location / { root /var/www/api.domain.com; index index.html index.php index.php; try_files $uri $uri/ /index.php?$args; } ssl on; ssl_certificate /etc/nginx/api.domain.com.crt; ssl_certificate_key /etc/nginx/api.domain.com.key; ssl_session_timeout 5m; ssl_protocols SSLv2 SSLv3 TLSv1; ssl_ciphers HIGH:!aNULL:!MD5; ssl_prefer_server_ciphers on; # pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000 location ~ \.php$ { # root html; fastcgi_pass 127.0.0.1:9000; fastcgi_index index.php; fastcgi_split_path_info ^(.+\.php)(.*)$; fastcgi_param SCRIPT_FILENAME /var/www/api.domain.com$fastcgi_script_name; fastcgi_param HTTPS on; include fastcgi_params; } location ~ /\.ht { deny all; } } nginx.conf user nginx; worker_processes 1; error_log /var/log/nginx/error.log; pid /var/run/nginx.pid; events { worker_connections 1024; } http { include /etc/nginx/mime.types; default_type application/octet-stream; log_format main '$remote_addr - $remote_user [$time_local] "$request" ' '$status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for"'; access_log /var/log/nginx/access.log main; sendfile on; #tcp_nopush on; #keepalive_timeout 0; keepalive_timeout 65; gzip on; include /etc/nginx/conf.d/*.conf; } I have a server running on port 80 that runs with no issues. As soon as I turn on this api server running on ssl, it works for about a minute and then crashes and gives a 504 Gateway Time-out. Running nginx/1.2.3

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  • New Release of Oracle Berkeley DB

    - by Eric Jensen
    We are pleased to announce that a new release of Oracle Berkeley DB, version 11.2.5.2.28, is available today. Our latest release includes yet more value added features for SQLite users, as well as several performance enhancements and new customer-requested features to the key-value pair API.  We continue to provide technology leadership, features and performance for SQLite applications.  This release introduces additional features that are not available in native SQLite, and adds functionality allowing customers to create richer, more scalable, more concurrent applications using the Berkeley DB SQL API. This release is compelling to Oracle’s customers and partners because it: delivers a complete, embeddable SQL92 database as a library under 1MB size drop-in API compatible with SQLite version 3 no-oversight, zero-touch database administration industrial quality, battle tested Berkeley DB B-TREE for concurrent transactional data storage New Features Include: MVCC support for even higher concurrency direct SQL support for HA/replication transactionally protected Sequence number generation functions lower memory requirements, shared memory regions and faster/smaller memory on startup easier B-TREE page size configuration with new ''db_tuner" utility New Key-Value API Features Include: HEAP access method for constrained disk-space applications (key-value API) faster QUEUE access method operations for highly concurrent applications -- up 2-3X faster! (key-value API) new X/open compliant XA resource manager, easily integrated with Oracle Tuxedo (key-value API) additional HA/replication management and communication options (key-value API) and a lot more! BDB is hands-down the best edge, mobile, and embedded database available to developers. Downloads available today on the Berkeley DB download pageProduct Documentation

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • How do I identify mouse clicks versus mouse down in games?

    - by Tristan
    What is the most common way of handling mouse clicks in games? Given that all you have in way of detecting input from the mouse is whether a button is up or down. I currently just rely on the mouse down being a click, but this simple approach limits me greatly in what I want to achieve. For example I have some code that should only be run once on a mouse click, but using mouse down as a mouse click can cause the code to run more then once depending on how long the button is held down for. So I need to do it on a click! But what is the best way to handle a click? Is a click when the mouse goes from mouse up to down or from down to up or is it a click if the button was down for less then x frames/milliseconds and then if so, is it considered mouse down and a click if its down for x frames/milliseconds or a click then mouse down? I can see that each of the approaches can have their uses but which is the most common in games? And maybe i'll ask more specifically which is the most common in RTS games?

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