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  • What breaks in a Windows domain if a member has a high time skew?

    - by Ryan Ries
    It's taken for granted by most IT people that in a Windows domain, if a member server's clock is off by more than 5 minutes (or however many minutes you've configured it for) from that of its domain controller - logons and authentications will fail. But that is not necessarily true. At least not for all authentication processes on all versions of Windows. For instance, I can set my time on my Windows 7 client to be skewed all to heck - logoff/logon still works fine. What happens is that my client sends an AS_REQ (with his time stamp) to the domain controller, and the DC responds with KRB_AP_ERR_SKEW. But the magic is that when the DC responds with the aforementioned Kerberos error, the DC also includes his time stamp, which the client in turn uses to adjust his own time and resubmits the AS_REQ, which is then approved. This behavior is not considered a security threat because encryption and secrets are still being used in the communication. This is also not just a Microsoft thing. RFC 4430 describes this behavior. So my question is does anyone know when this changed? And why is it that other things fail? For instance, Office Communicator kicks me off if my clock starts drifting too far out. I really wish to have more detail on this. edit: Here's the bit from RFC 4430 that I'm talking about: If the server clock and the client clock are off by more than the policy-determined clock skew limit (usually 5 minutes), the server MUST return a KRB_AP_ERR_SKEW. The optional client's time in the KRB-ERROR SHOULD be filled out. If the server protects the error by adding the Cksum field and returning the correct client's time, the client SHOULD compute the difference (in seconds) between the two clocks based upon the client and server time contained in the KRB-ERROR message. The client SHOULD store this clock difference and use it to adjust its clock in subsequent messages. If the error is not protected, the client MUST NOT use the difference to adjust subsequent messages, because doing so would allow an attacker to construct authenticators that can be used to mount replay attacks.

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  • Mac OS X - Time Machine backup fails verification - What can I do to save the history?

    - by usermac75
    Hi, How do I make Time Machine to make a new complete backup without losing older versions of backed up files? Verbose: I am using the Time Machine backup on my OS X (Snow Leopard) to backup the whole computer to an external drive. I especially like the "history", i.e. the feature that allows you to restore the older version of a file. Problem: I had some data corruption on my external backup drive, I repaired it with the System Tool for doing that, it found some faults. I had the disk tool repair the external drive. After that, the external drive was OK and I could use Time Machine again. I let Time Machine do one more backup. Now I made a verification according to http://superuser.com/questions/47628/verifying-time-machine-backups, namely along sudo diff -qr . $HOME/Desktop 2>&1 | tee $HOME/timemachine-diff.log However: After doing the command above, several differences and missing files were reported, approx. 200 files in sum. Whereas some of the missing files were cache or excluded directories, the differences do bother me, especially as some important documents from me are listed as differing. How can I make sure that the data on the external drive is synced correctly? Is it possible to have Time Machine to do a complete new backup without losing the history? Or to have Time Machine compare all files for differences and re-write all files that are different? Or can I set some flags on the files that do not match to have them copied again? (like the archive-flag in Windows/Dos). I'd rather not touch the files because I would like to keep the date of last change/date of creation) Thank you for your thoughts!

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  • Mac OS X - Time Machine backup fails verification - What can I do to save the history?

    - by usermac75
    Hi, How do I make Time Machine to make a new complete backup without losing older versions of backed up files? Verbose: I am using the Time Machine backup on my OS X (Snow Leopard) to backup the whole computer to an external drive. I especially like the "history", i.e. the feature that allows you to restore the older version of a file. Problem: I had some data corruption on my external backup drive, I repaired it with the System Tool for doing that, it found some faults. I had the disk tool repair the external drive. After that, the external drive was OK and I could use Time Machine again. I let Time Machine do one more backup. Now I made a verification according to http://superuser.com/questions/47628/verifying-time-machine-backups, namely along sudo diff -qr . $HOME/Desktop 2>&1 | tee $HOME/timemachine-diff.log However: After doing the command above, several differences and missing files were reported, approx. 200 files in sum. Whereas some of the missing files were cache or excluded directories, the differences do bother me, especially as some important documents from me are listed as differing. How can I make sure that the data on the external drive is synced correctly? Is it possible to have Time Machine to do a complete new backup without losing the history? Or to have Time Machine compare all files for differences and re-write all files that are different? Or can I set some flags on the files that do not match to have them copied again? (like the archive-flag in Windows/Dos). I'd rather not touch the files because I would like to keep the date of last change/date of creation) Thank you for your thoughts!

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  • How to explain to someone that a data structure should not draw itself, explaining separation of con

    - by leeand00
    I have another programmer who I'm trying to explain why it is that a UI component should not also be a data-structure. For instance say that you get a data-structure that contains a record-set from the "database", and you wish to display that record-set in a UI component within your application. According to this programmer (who will remain nameless, he's young and I'm teaching him...), we should subclass the data-structure into a class that will draw the UI component within our application!!!!!! And thus according to this logic, the record-set should manage the drawing of the UI. **Head Desk*** I know that asking a record-set to draw itself is wrong, because, if you wish to render the same data-structure on more than one type of component on your UI, you are going to have a real mess on your hands; you'll need to extend yet another class for each and every UI component that you render from the base-class of your record-set; I am well aware of the "cleanliness" of the of the MVC pattern (and by that what I really mean is you don't confuse your data (the Model) with your UI (the view) or the actions that take place on the data (the Controller more or less...okay not really the API should really handle that...and the Controller should just make as few calls to it as it can, telling it which view to render)) But it's certainly alot cleaner than using data-structures to render UI components! Is there any other advice I could send his way other than the example above? I understand that when you first learn OOP you go through "a stage" where you where just want to extend everything. Followed by a stage when you think that Design Patterns are the solution every single problem...which isn't entirely correct either...thanks Jeff. Is there a way that I can gently nudge this kid in the right direction? Do you have any more examples that might help explain my point to him?

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  • How to draw an unfilled square on top of a stream video using a mouse and track the object enclosed

    - by Haxed
    Hi, I am making an object tracking application. I have used Emgucv 2.1.0.0 to load a video file to a picturebox. I have also taken the video stream from a web camera. Now, I want to draw an unfilled square on the video stream using a mouse and then track the object enclosed by the unfilled square as the video continues to stream. This is what people have suggested so far:- (1) .NET Video overlay drawing(DirectX) - but this is for C++ users, the suggester said that there are .NET wrappers, but I had a hard time finding any. (2) DxLogo sample DxLogo – A sample application showing how to superimpose a logo on a data stream. It uses a capture device for the video source, and outputs the result to a file. Sadly, this does not use a mouse. (3) GDI+ and mouse handling - this area I do not have a clue. And for tracking the object in the square, I would appreciate if someone give me some research paper links to read. Any help as to using the mouse to draw on a video is greatly appreciated. Thank you for taking the time to read this. Many Thanks

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  • DirectX: Game loop order, draw first and then handle input?

    - by Ricket
    I was just reading through the DirectX documentation and encountered something interesting in the page for IDirect3DDevice9::BeginScene : To enable maximal parallelism between the CPU and the graphics accelerator, it is advantageous to call IDirect3DDevice9::EndScene as far ahead of calling present as possible. I've been accustomed to writing my game loop to handle input and such, then draw. Do I have it backwards? Maybe the game loop should be more like this: (semi-pseudocode, obviously) while(running) { d3ddev->Clear(...); d3ddev->BeginScene(); // draw things d3ddev->EndScene(); // handle input // do any other processing // play sounds, etc. d3ddev->Present(NULL, NULL, NULL, NULL); } According to that sentence of the documentation, this loop would "enable maximal parallelism". Is this commonly done? Are there any downsides to ordering the game loop like this? I see no real problem with it after the first iteration... And I know the best way to know the actual speed increase of something like this is to actually benchmark it, but has anyone else already tried this and can you attest to any actual speed increase?

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  • How to draw a part of a window into a memory device context?

    - by Nell
    I'm using simple statements to keep it, er, simple: The screen goes from 0, 0 to 1000, 1000 (screen coordinates). A window goes from 100, 100 to 900, 900 (screen coordinates). I have a memory device context that goes from 0, 0 to 200, 200 (logical coordinates). I need to send a WM_PRINT message to the window. I can pass the device context to the window via WM_PRINT, but I cannot pass which part of its window it should draw into the device context. Is there some way to alter the device context that will result in the window drawing a specific part of itself into the device context (say, its bottom right portion from 700, 700 to 900, 900)? (This is all under plain old GDI and in C or C++. Any solution must be too.) Please note: This problem is part of a larger solution in which the device context size is fixed and speed is crucial, so I cannot draw the window in full into a separate device context and blit the part I want from the resultant full bitmap into my device context.

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  • Android maps out of memory error

    - by SamB09
    Hi , sometimes when running a google maps program with an overlay image i will receive a bit map out of memory error. It always seems to be at a random point in the app. Im not sure how to solve this. Anyone have any ideas ? My overlay code is below , im not sure if you need to see the class its called in though? public class MyOverlay2 extends Overlay { private static final double MAX_TAP_DISTANCE_KM = 3; // Rough approximation - one degree = 50 nautical miles private static final double MAX_TAP_DISTANCE_DEGREES = MAX_TAP_DISTANCE_KM * 0.5399568 * 50; private final GeoPoint gPoint; private final Context cont; private final int draw; // private final int lat; public MyOverlay2(Context cont, GeoPoint gPoint1, int draw) { // constructor will be called in the userLocation class to draw an overly image this.cont = cont; this.gPoint = gPoint1; this.draw = draw; } @Override public boolean draw(Canvas canvas, MapView mapView, boolean shadow, long when) { // constructor takes 3 arguments super.draw(canvas, mapView, shadow); // Convert geo coordinates to screen pixels Point screenPoint = new Point(); mapView.getProjection().toPixels(gPoint, screenPoint); //Read the image from the xml resource using a bitmap factory BitmapFactory.Options options=new BitmapFactory.Options(); options.inSampleSize = 1; Bitmap preview_bitmap=BitmapFactory.decodeResource(cont.getResources(),R.drawable.monday12,options); //draw the image at the location specified by the co-ordinates canvas.drawBitmap(preview_bitmap, screenPoint.x - preview_bitmap.getWidth() /2, screenPoint.y - preview_bitmap.getHeight()/2 , null); // get the images height and width values divided by two draw the image at the specified screen points return true; } @Override public boolean onTap(GeoPoint s, MapView mapView) { // Handle tapping on the overlay here return true; } }

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  • 2D Selective Gaussian Blur

    - by Joshua Thomas
    I am attempting to use Gaussian blur on a 2D platform game, selectively blurring specific types of platforms with different amounts. I am currently just messing around with simple test code, trying to get it to work correctly. What I need to eventually do is create three separate render targets, leave one normal, blur one slightly, and blur the last heavily, then recombine on the screen. Where I am now is I have successfully drawn into a new render target and performed the gaussian blur on it, but when I draw it back to the screen everything is purple aside from the platforms I drew to the target. This is my .fx file: #define RADIUS 7 #define KERNEL_SIZE (RADIUS * 2 + 1) //----------------------------------------------------------------------------- // Globals. //----------------------------------------------------------------------------- float weights[KERNEL_SIZE]; float2 offsets[KERNEL_SIZE]; //----------------------------------------------------------------------------- // Textures. //----------------------------------------------------------------------------- texture colorMapTexture; sampler2D colorMap = sampler_state { Texture = <colorMapTexture>; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; //----------------------------------------------------------------------------- // Pixel Shaders. //----------------------------------------------------------------------------- float4 PS_GaussianBlur(float2 texCoord : TEXCOORD) : COLOR0 { float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < KERNEL_SIZE; ++i) color += tex2D(colorMap, texCoord + offsets[i]) * weights[i]; return color; } //----------------------------------------------------------------------------- // Techniques. //----------------------------------------------------------------------------- technique GaussianBlur { pass { PixelShader = compile ps_2_0 PS_GaussianBlur(); } } This is the code I'm using for the gaussian blur: public Texture2D PerformGaussianBlur(Texture2D srcTexture, RenderTarget2D renderTarget1, RenderTarget2D renderTarget2, SpriteBatch spriteBatch) { if (effect == null) throw new InvalidOperationException("GaussianBlur.fx effect not loaded."); Texture2D outputTexture = null; Rectangle srcRect = new Rectangle(0, 0, srcTexture.Width, srcTexture.Height); Rectangle destRect1 = new Rectangle(0, 0, renderTarget1.Width, renderTarget1.Height); Rectangle destRect2 = new Rectangle(0, 0, renderTarget2.Width, renderTarget2.Height); // Perform horizontal Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget1); effect.CurrentTechnique = effect.Techniques["GaussianBlur"]; effect.Parameters["weights"].SetValue(kernel); effect.Parameters["colorMapTexture"].SetValue(srcTexture); effect.Parameters["offsets"].SetValue(offsetsHoriz); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(srcTexture, destRect1, Color.White); spriteBatch.End(); // Perform vertical Gaussian blur. game.GraphicsDevice.SetRenderTarget(renderTarget2); outputTexture = (Texture2D)renderTarget1; effect.Parameters["colorMapTexture"].SetValue(outputTexture); effect.Parameters["offsets"].SetValue(offsetsVert); spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(outputTexture, destRect2, Color.White); spriteBatch.End(); // Return the Gaussian blurred texture. game.GraphicsDevice.SetRenderTarget(null); outputTexture = (Texture2D)renderTarget2; return outputTexture; } And this is the draw method affected: public void Draw(SpriteBatch spriteBatch) { device.SetRenderTarget(maxBlur); spriteBatch.Begin(); foreach (Brick brick in blueBricks) brick.Draw(spriteBatch); spriteBatch.End(); blue = gBlur.PerformGaussianBlur((Texture2D) maxBlur, helperTarget, maxBlur, spriteBatch); spriteBatch.Begin(); device.SetRenderTarget(null); foreach (Brick brick in redBricks) brick.Draw(spriteBatch); foreach (Brick brick in greenBricks) brick.Draw(spriteBatch); spriteBatch.Draw(blue, new Rectangle(0, 0, blue.Width, blue.Height), Color.White); foreach (Brick brick in purpleBricks) brick.Draw(spriteBatch); spriteBatch.End(); } I'm sorry about the massive brick of text and images(or not....new user, I tried, it said no), but I wanted to get my problem across clearly as I have been searching for an answer to this for quite a while now. As a side note, I have seen the bloom sample. Very well commented, but overly complicated since it deals in 3D; I was unable to take what I needed to learn form it. Thanks for any and all help.

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  • Ubuntu 13.10 AMD/ATI proprietary driver slow boot time, black screen after logging in and lengthy login/logout delays

    - by NahsiN
    Ubuntu 13.10 is causing me major headaches with my AMD/ATI HD 5770 GPU. Below is a list of problems I am currently encountering. 1) The boot time is extended by at least 25s after installing catalyst 13.4. Using open source radeon drivers, my boot time till the login screen is ~10s. With catalyst 13.4 installed, the boot time increases to ~35s. This was not the case in Ubuntu 13.04, 12.10 or 12.04. I have done the driver installation manually (instructions from wiki.cchtml.com) and using software center and there is no difference. I have not tried the catalyst 13.8 beta driver. 2) After manual installation of catalyst 13.4, I get stuck at a black screen after logging in. I have to purge fglrx to resolve the problem. I tried sudo amdconfig --initial -f but it didn't help. 3) The delay between logging in and unity being displayed is ~10-15s for BOTH open source and proprietary drivers. During the delay, it's just a black screen. Whenever I logout, there is again a ~10-15s delay with the login screen appearing stuck before lightdm allows me to enter my password again. This is ridiculous! Yes, I could stick with open source radeon drivers but I would like to install Steam and play my Valve collection on the machine. Is anybody else encountering similar issues?

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  • How to determine where on a path my object will be at a given point in time?

    - by Dave
    I have map and an obj that is meant to move from start to end in X amount of time. The movements are all straight lines, as curves are beyond my ability at the moment. So I am trying to get the object to move from these points, but along the way there are way points which keep it on a given path. The speed of the object is determined by how long it will take to get from start to end (based on X). This is what i have so far: //get_now() returns seconds since epoch var timepassed = get_now() - myObj[id].start; //seconds since epoch for departure var timeleft = myObj[id].end - get_now(); //seconds since epoch for arrival var journey_time = 60; //this means 60 minutes total journey time var array = [[650,250]]; //way points along the straight paths if(step == 0 || step =< array.length){ var destinationx = array[step][0]; var destinationy = array[step][1]; }else if( step == array.length){ var destinationx = 250; var destinationy = 100; } else { var destinationx = myObj[id].startx; var destinationy = myObj[id].starty; } step++; When the user logs in at any given time, the object needs to be drawn in the correct place of the path, almost as if its been travelling along the path whilst the user has not been at the PC with the available information i have above. How do I do this? Note: The camera angle in the game is a birds eye view so its a straight forward X:Y rather than isometric angles.

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  • Software development process for a part time University project for 1 developer?

    - by Pricey
    I will be doing a part time University project soon and the time frame for it is around 8 months with approximately 10-15 hours a week spent working on it, with a review by a tutor each quarter. My question is what software development process would you recommend using when the course requires you to work on your own in order to manage yourself as well as the project? I wanted to use a weekly or bi-weekly iterative approach to my work but a lot of the processes seem tailored to teams of people. I am looking at XP (Extreme Programming) OR Scrum as something that is less than the norm for University work but again Scrum I don't know a lot about yet, and a question I have is; can you say you are doing XP without pair-programming? because my tutor seems to think that I have to stick to all the practices otherwise I can't do it (nevermind if I am working alone). We can have external user input as well but due to the small timescales with part time work it may be more beneficial for myself to be the user as well, which is not what I prefer considering how I can get lost in the design.

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  • Information about how much time in spent in a function, based on the input of this function

    - by olchauvin
    Is there a (quantitative) tool to measure performance of functions based on its input? So far, the tools I used to measure performance of my code, tells me how much time I spent in functions (like Jetbrain Dottrace for .Net), but I'd like to have more information about the parameters passed to the function in order to know which parameters impact the most the performance. Let's say that I have function like that: int myFunction(int myParam1, int myParam 2) { // Do and return something based on the value of myParam1 and myParam2. // The code is likely to use if, for, while, switch, etc.... } If would like a tool that would allow me to tell me how much time is spent in myFunction based on the value of myParam1 and myParam2. For example, the tool would give me a result looking like this: For "myFunction" : value | value | Number of | Average myParam1 | myParam2 | call | time ---------|----------|-----------|-------- 1 | 5 | 500 | 301 ms 2 | 5 | 250 | 1253 ms 3 | 7 | 1268 | 538 ms ... That would mean that myFunction has been call 500 times with myParam1=1 and myParam2=5, and that with those parameters, it took on average 301ms to return a value. The idea behind that is to do some statistical optimization by organizing my code such that, the blocs of codes that are the most likely to be executed are tested before the one that are less likely to be executed. To put it bluntly, if I know which values are used the most, I can reorganize the if/while/for etc.. structure of the function (and the whole program) to optimize it. I'd like to find such tools for C++, Java or.Net. Note: I am not looking for technical tips to optimize the code (like passing parameters as const, inlining functions, initializing the capacity of vectors and the like).

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  • Better way to load level content in XNA?

    - by user2002495
    Currently I loaded all my assets in XNA in the main Game class. What I want to achieve later is that I only load specific assets for specific levels (the game will consist of many levels). Here is how I load my main assets into the main class: protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); plane = new Player(Content.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; lvl1 = new Level1(Content.Load<Texture2D>(@"Levels/bgLvl1"), Content.Load<Texture2D>(@"Levels/bgLvl1-other"), new Vector2(0, 0), new Vector2(0, -600)); CommonBullet.LoadContent(Content); CommonEnemyBullet.LoadContent(Content); } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); plane.Update(gameTime); lvl1.Update(gameTime); foreach (CommonEnemy ce in cel) { if (ce.CollidesWith(plane)) { ce.hasSpawn = false; } foreach (CommonBullet b in plane.commonBulletList) { if (b.CollidesWith(ce)) { ce.hasSpawn = false; } } ce.Update(gameTime); } LoadCommonEnemy(); base.Update(gameTime); } private void LoadCommonEnemy() { int randY = rand.Next(-600, -10); int randX = rand.Next(0, 750); if (cel.Count < 3) { cel.Add(new CommonEnemy(Content.Load<Texture2D>(@"Enemy/Common/commonEnemySprite"), 7, 2, "left", randX, randY)); } for (int i = 0; i < cel.Count; i++) { if (!cel[i].hasSpawn) { cel.RemoveAt(i); i--; } } } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); spriteBatch.Begin(); lvl1.Draw(spriteBatch); plane.Draw(spriteBatch); foreach (CommonEnemy ce in cel) { ce.Draw(spriteBatch); } spriteBatch.End(); base.Draw(gameTime); } I wish to load my players, enemies, all in Level1 class. However, when I move my player & enemy code into the Level1 class, the gameTime returns null. Here is my Level1 class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Input; using SpaceShooter_Beta.Animation.PlayerCollection; using SpaceShooter_Beta.Animation.EnemyCollection.Common; namespace SpaceShooter_Beta.Levels { public class Level1 { public Texture2D bgTexture1, bgTexture2; public Vector2 bgPos1, bgPos2; public float speed = 5f; Player plane; public Level1(Texture2D texture1, Texture2D texture2, Vector2 pos1, Vector2 pos2) { this.bgTexture1 = texture1; this.bgTexture2 = texture2; this.bgPos1 = pos1; this.bgPos2 = pos2; } public void LoadContent(ContentManager cm) { plane = new Player(cm.Load<Texture2D>(@"Player/playerSprite"), 6, 8); plane.animation = "down"; plane.pos = new Vector2(400, 500); plane.fps = 15; Global.currentPos = plane.pos; } public void Draw(SpriteBatch sb) { sb.Draw(bgTexture1, bgPos1, Color.White); sb.Draw(bgTexture2, bgPos2, Color.White); plane.Draw(sb); } public void Update(GameTime gt) { bgPos1.Y += speed; bgPos2.Y += speed; if (bgPos1.Y >= 600) { bgPos1.Y = -600; } if (bgPos2.Y >= 600) { bgPos2.Y = -600; } plane.Update(gt); } } } Of course when I did this, I delete all my player's code in the main Game class. All of that works fine (no errors) except that the game cannot start. The debugger says that plane.Update(gt); in Level 1 class has null GameTime, same thing with the Draw method in the Level class. Please help, I appreciate for the time. [EDIT] I know that using switch in the main class can be a solution. But I prefer a cleaner solution than that, since using switch still means I need to load all the assets through the main class, the code will be A LOT later on for each levels

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  • How can I run and jump at the same time?

    - by Jan
    I'm having some trouble with the game I started. http://testing.fyrastudio.com/lab/tweetOlympics/v0.002/ The thing is that i have an athlete running and he must jump at the same time. A race with obstacles. I have him running (with pressing the letter Q repeateadly). I also have him jumping (with letter P) But the thing is that when he runs and jumps at the same time, he seems to be jumping at the same place, instead of going forward with the jump... any ideas how can I fix this?? This is the code I'm using for running and jumping on a continuos loop. //if accelearing and the last time that he accelerated was less than X seconds ago, hes running an accelaring if (athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.accelerating = false; athlete.last_acceleration = timeCurrent; athlete.running = true; } if (!athlete.accelerating && timeCurrent - athlete.last_acceleration > athlete.delay_acceleration) { athlete.decelerating = true; } if(athlete.decelerating && timeCurrent - athlete.last_deceleration > athlete.delay_deceleration){ if(athlete.speed >= 1){ //athlete starts to decelarate athlete.last_deceleration = timeCurrent; athlete.decelerate(); }else { athlete.running = false; } } if (athlete.running) { athlete.position += athlete.speed; } if (athlete.jumping) { if (athlete.jump_height < 1) { athlete.jump_height = 1; }else { if (athlete.jump_height >= athlete.jump_max_height) { athlete.jump_height = athlete.jump_max_height; athlete.jumping = false; }else { athlete.jump_height = athlete.jump_height * athlete.jump_speed; } } } if (!athlete.jumping) { if(athlete.jump_height > 1){ athlete.jump_height = athlete.jump_height * 0.9; }else { athlete.jump_height = 1; } } athlete.scaleX = athlete.scaleY = athlete.jump_height; athlete.x = athlete.position; Thanks!

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  • How should an undergraduate programmer organize his time learning the maximum possible?

    - by nischayn22
    I started programming lately(pre-final year of a CS degree) and now feel like there's a sea of uncovered treasure for me out there. So, I decided to cover as much as is possible before I look out for a job after graduation. So, I started to read books (The C++ Programming Language, Introduction to Algorithms, Cracking the Coding Interview, Programming Pearls,etc ) participate in StackExchange sites, solving problems (InterviewStreet and ProjectEuler), coding for open source, chatting to fellow programmers/mentors and try to learn more and more. Good,then what's the problem?? The problem is I am trying to do many things, but I am doubtful that I am still utilizing my time properly. I am reading many books and sometimes I just leave a book halfway (jumping from one book to another), sometimes I spend way too much time on chatting and also in getting lost somewhere in the huge internet world, and lastly the wasteful burden of attending classes (I don't think my teachers know good enough or I prefer learning on my own) May be some of you had similar situation. How did you organize your time? Or what do you think is the best way to organize it for an undergraduate? Also what mistakes am I making that you can warn me of

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  • How are certain analytics metrics (time on site, etc.) usually distributed?

    - by a barking spider
    I'm not sure if I've come to the right place to ask this question, but I'm gathering some information for a research project. We're trying to design an experiment that'll heavily involve web analytics, and I'm trying to figure out some sensible values of mean +/- standard deviation for the following visitor-level (i.e., visitor 1 spends 2 minutes on site, visitor 2 spends 1 minute -- mean 1.5 +/- 0.71...) metrics: time spent on site page views If time allowed, we would put up the sites and gather the information ourselves, but we have a grant deadline coming up. I realize that even though these the distributions of these quantities are probably going to be heavily skewed towards zero, we'll need some reasonable figures or estimates of these figures in order to do sample size calculations, etc. Anyway, I'm not sure where else I'd turn, and I certainly have had a difficult time finding these values in the prior literature. If someone could direct me to a paper with the right information, or if you have these figures on hand (perhaps taken directly from your logs!) -- that would be amazing, and I'd love to hear from you. Thanks in advance, and even though I'm not allowed to reveal too much, rest assured that this info'll be applied towards a good cause :)

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  • Computer Science graduate. Master or full-time job? [closed]

    - by Alex
    Possible Duplicate: Is a Master's worth it? I have just gotten my Bachelor's Degree in Computer Science and I have to make choice. Whether to continue with my full-time job I just got or put the job slightly in the background and concentrate on getting a Master's degree. I am currently working as an embedded C developer in a small company. The cool thing is that, because the team is quite small, my engineering ideas really play a part in the final product. Not to mention that I get to work on very different areas of embedded programming: device drivers and development of a Real Time OS. I am very enthusiastic about my job and what I do. On the other hand, in my country there isn't really a master's degree that focuses on embedded development so my gain from getting this degree will mainly in the field of general computer science knowledge. That being said, is it worth giving up all my spare time which I now use to study different areas of embedded devices and work mainly to get a degree rather than pure knowledge and experience in the field I want to work in?

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  • How do you quantify competency in terms of time (years)?

    - by o.k.w
    While looking for a job via agencies some time ago, I kept having questions from the recuitment agents or in the application forms like: How many years of experience do you have in: Oracle ASP.NET J2EE etc etc etc.... At first I answered faithfully... 5yrs, 7yrs, 2 yrs, none, few months etc etc.. Then I thought; I can be doing something shallow for 7 years and not being competent at it simply because I am just doing a minor support for a legacy system running SQL2000 which requires 10 days of my time for the past 7 years. Eventualy I declined to answers such questions. I wonder why do they ask these questions anymore. Anyone who just graduated with a computer science can claim 3 to 4 years experience in anything they 'touched' in the cirriculum, which to me can be equivalent to zero or 10 years depending how you look at it. It might hold true decades ago where programmers and IT skills are of very different nature. I might be wrong but I really doubt 'time' or 'years' are a good gauge of competency or experience anymore. Any opinion/rebuttal are welcome!

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  • Why most people change from being a contractor to full time at my companies, but not the other way around?

    - by ????
    I have seen most people changed from being a contractor to being a full time employee, but not the other way around. And that happened in startups that had maybe 20% chance of IPO or being acquired, and another that had maybe a 50% chance. As far as I know, the rate (even for a 3 year experience graphics designer, or a programmer), can be $75 to $80 an hour. While a programmer with 15 years of experience may get $120,000 per year. So, the programmer with 15 years of programming experience earns $10,000 per month. At the same time, the programmer with 3 year of experience or the graphics designer will get $14,000 per month ($80 x 22 days x 8 hours). I know I have to buy my own insurance, but I can't imagine buying those for $4,000 each month... maybe $200, $300 at most. I probably need to pay Social Security (FICA) both way (myself and as self-employed = $210 x 2), but still, each month there will be extra $3,000 of income. So is the above calculation correct? But most often, I do see contractors wanting or becoming full time, but not full time employees becoming a contractor. Does somebody know what the reason is?

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  • Build-time dependency resolving coming to Entity Framework. Now, how about those BI tools too?

    - by jamiet
    Three months ago I wrote a blog post entitled Some thoughts on Visual Studio database references and how they should be used for SQL Server BI where I shared some thoughts on a feature available to database developers in Visual Studio 2010 that I would love to see added to SQL Server Integration Services (SSIS), Analysis Services (SSAS) and Reporting Services (SSRS). In there I said: Over the past few weeks I have been making heavy use of the Database tools in Visual Studio 2010 and one of the features that has most impressed me has been database references.   Database references allow you to have stored procedures in your database project that refer to objects (tables, views, stored procedures etc…) that exist in other database projects and hence when you build your database project it is able to resolve those references.   It occurred to me that similar functionality would be incredibly useful for SQL Server Integration Services(SSIS), Analysis Services (SSAS) & Reporting Services (SSRS) projects. After all reports, packages and data source views are rife with references to database objects – why shouldn’t we be able to have design-time dependency checking in our BI projects the same way that database and .Net developers do? In that blog post I shared links to three Connect submissions where I requested this feature be added to SSIS, SSAS & SSRS. In addition I also submitted a request that the feature be extended to .Net projects so that any reference to a database object in a .Net assembly can be resolved at build time. That Connect submission is at [Entity FX] Use database references to constrain the EDM and overnight it received this comment from Microsoft: We have been working on this feature for a while and and will be available soon This is really good news - it improves the Microsoft developer ecosystem by ensuring invalid references to database references get caught at build time (ideally as part of a Continuous integration build) rather than run time. [Hopefully it might nip this code-first nonsense in the bud too (Ooo...way to incite flame comments :) ) ]. If you want to see this feature in action then check out a video from Teched Europe last month entitled SQL Server Developer Tools Code-named "Juneau" where it is demo'd by Lance Delano and Tim Laverty.   The point of this blog post though is not just to draw attention to this forthcoming feature for .Net developers, it is to ask you to petition Microsoft to get this feature added to SSIS/SSAS/SSRS too. After all, we already know (from the video above) that the feature is coming to this new code-name Juneau development environment plus we also know that Juneau will be the development environment for SSIS/SSAS/SSRS as well - is it really much of a stretch to expect the BI tools to have access to this great feature too? I don't think so and if you agree with me then I urge you to vote and add a comment to the Connection submissions that are requesting this feature. They are at: [SSAS] Declare Object Dependancies [SSRS] Declare Object Dependancies [SSIS] Declare Object Dependancies (Update, Apparently someone at Microsoft has deemed it necassary to set this to private and I am not able to change it back even though I submitted it. You can still vote on the other two though.) Let's close that SQL Developer Gap!   @Jamiet    

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  • How to seek to a specific time in a RTP stream?

    - by Cipi
    I am streaming a prerecorded H264 video that has the following structure: [I] [x] [x] [x] [I] [x] [x] [x] [I]... In between the IDR (I-s in my structure) I have 32 (only 3 presented here) other frames (all other stuff that is not IDR like SEI, SPS, PPS... X-es) Now, let assume that the timing of my frames is such: TIME: 1 2 3 4 5 6 7 8 9 FRAME: [I] [x] [x] [x] [I] [x] [x] [x] [I]... Now i want to seek to the time 4. If I seek to that frame, and send it, the picture gets messed up because the decoder needs a IDR to decode it properly, so I resorted to finding the appropriate IDR (in this case one with the time 1) and sending it as the frame with the time 4. So now the picture is decoded properly, all is well... but... If my GOV is 32, and I need to send the non IDR frame that has the index 31, and if the time span between it and the corresponding IDR is 3 seconds, I actually get 3 seconds earlier then the time I want. Now, this is not precise, because I cannot seek to the half of the GOV time span. Also, I cant set smaller GOV, so I want other ideas... My other idea was to send the last known IDR, and then send all other non IDR frames that come before the one I want, only I would set for all of them RTP-TIME to be the same as the corresponding IDR. In this case the picture gets decoded perfectly, but now in the above case, 3 seconds that follow non IDR frame with the wanted time get fast paced in the decoder/player (there is no instantaneous seek)... Any ideas? Or I can only seek to IDR-s and not the frames in between?

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  • How to draw onto a PictureBox image when control resizes?

    - by Sam Mackrill
    I am using the pictureBox_Paint event to try and draw an overlay onto the image in a PictureBox. This is working fine until I resize the PictureBox (set to use SizeMode.Zoom), when I do this the overlay graphic is drawn off position by the margin between the image and the edge of the PictureBox. I guess I need to use the ImageRectangle somehow but this is not public.

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  • How to draw a drop shadow AND gradient with quartz2d?

    - by Luke
    Hello! I've a custom shape drawing using coregraphics and i want to add a drop shadow and a gradient to it also. I've been trying and searching a lot of informations on how to combine and do this, but i can't get it to work. I'm able to draw only one either. Anyone doing this already or know how to do this? Thank you.

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