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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Reflection and the params Keyword

    - by Robert May
    I’ve had to look this up a couple of times, and there’s not much out there, so I end up guessing the same answer over and over. When using MethodBase.GetParameters() to get an array of ParameterInfo object, I often want to get a count of the number of parameters that are out, optional, params, etc.  For out and optional, you can simply check ParameterInfo.IsOut or ParameterInfo.IsOptional or any number of other “Attributes”. However, for params, there isn’t a property on ParameterInfo.  Instead, you have to do this: info.GetCustomAttributes(typeof(ParamArrayAttribute), true) This will get you a set of all of the attributes that are the ParamArrayAttribute, which you can then turn into a linq statement that looks like this: methodParameters.Count(info => info.GetCustomAttributes(typeof(ParamArrayAttribute), true).Count() > 0); Which, assuming that methodParameters is the result of MethodBase.GetParameters, will give you a count of the number of parameters that have the params keyword.  Of course, there can be only one, but who’s counting! Now, hopefully, the next time I try to look this up, my own blog will get the values. Technorati Tags: Reflection

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  • SharePoint 2010 Single Page Apps without a Master Page

    - by David Jacobus
    Originally posted on: http://geekswithblogs.net/djacobus/archive/2014/06/06/156827.aspxWell, maybe a stretch, but I am inclined to believe it is so.  I have been using  the JavaScript Client Object Model (JCSOM) for about 6 months now and I believe it can do about 80% of my job quickly without much fanfare.  When building sites in SharePoint no one wants the OOTB list views, etc. They want a custom look and feel!  I used to think in previous engagements that this would mean some custom server code or at least a data-form web part.   Since coming on-board in my current engagement, I have been forced because we don’t own the hosting site to come up with innovative ways to customize the UI of SharePoint.  We can push content via sandbox solutions and use JCSOM from within SharePoint Designer to do almost all customizations.  I have been using the following methodology to accomplish this: 1. Create an HTML file, which links CSS and JavaScript Files 2. Create and ASPX Web Part Page, Include a Content Editor Web Part and link to the HTML page created above.   So basically once it was done, I could copy , paste,  and rename those 4 items: CC, JS, HTML. ASPX and using MVVM just change the Model, View, and View-Model in the JavaScript file.  in about 5 minutes, I could create a completely new web part with SharePoint data.  Styling would take a little longer.  Some issues that would crop up: 1.  Multiple(s) of these web parts would not work well together on the same page (context). 2.  To separate the Web parts and context I would create a separate page for each web part and link them to a tabs layout via a Page Viewer web part or I frame.  Easy to do and not a problem but a big load problem as these web part pages even with minimal master had huge footprints.  (master page and page web part zones)   I kept thinking of my experience with SharePoint 2013 and apps!  The JavaScript was loaded from within the app, why can’t we do that in 2010 and skip the master page and web part zones. I thought at first, just link to sp.js but that didn’t work so I searched the web and found a link which did not work at all in my environment but helped me create a solution that would kudos to (Will). <!DOCTYPE html> <%@ Page %> <%@ Register Tagprefix="SharePoint" Namespace="Microsoft.SharePoint.WebControls" Assembly="Microsoft.SharePoint, Version=14.0.0.0, Culture=neutral, PublicKeyToken=71e9bce111e9429c" %> <%@ Import Namespace="Microsoft.SharePoint" %> <html> <head> <link rel="Stylesheet" type="text/css" href="../CSS/smoothness/jquery-ui-1.10.4.custom.min.css"> </head> <body > <form runat="server"> <!-- the following 5 js files are required to use CSOM --> <script src="/_layouts/1033/init.js" type="text/javascript" ></script> <script src="/_layouts/MicrosoftAjax.js" type="text/javascript" ></script> <script src="/_layouts/sp.core.js" type="text/javascript" ></script> <script src="/_layouts/sp.runtime.js" type="text/javascript" ></script> <script src="/_layouts/sp.js" type="text/javascript" ></script> <!-- include your app code --> <script src="../scripts/jquery-1.9.1.js" type="text/javascript" ></script> <script src="../Scripts/jquery-ui-1.10.3.custom.min.js" type="text/javascript"></script> <script src="../scripts/App.js" type="text/javascript" ></script> <div ID="Wrapper"> </div> <SharePoint:FormDigest ID="FormDigest1" runat="server"></SharePoint:FormDigest> </form> </body> </html> Notice that I have the scripts loaded within the body! I discovered this by accident in trying to get Will’s solution to work, it made this work just like normal JCSOM from the master page.  I am sure there are other ways to do this, but I am a full time developer, so I’ll let someone else investigate the alternatives.  I have an example page showing an Announcements list as a Booklet which is a JQuery Plug-In.  Here is the page source notice the footprint is light.   <!DOCTYPE html> <html> <head> <link rel="Stylesheet" type="text/css" href="../CSS/smoothness/jquery-ui-1.10.4.custom.min.css"> <link href="../CSS/jquery.booklet.latest.css" type="text/css" rel="stylesheet" media="screen, projection, tv" /> <link href="../CSS/bookletannouncement.css" type="text/css" rel="stylesheet" media="screen, projection, tv" /> </head> <body > <form name="ctl00" method="post" action="BookletAnnouncements2.aspx" onsubmit="javascript:return WebForm_OnSubmit();" id="ctl00"> <div> <input type="hidden" name="__REQUESTDIGEST" id="__REQUESTDIGEST" value="0x3384922A8349572E3D76DC68A3F7A0984CEC14CB9669817CCA584681B54417F7FDD579F940335DCEC95CFFAC78ADDD60420F7AA82F60A8BC1BB4B9B9A57F9309,06 Jun 2014 14:13:27 -0000" /> <input type="hidden" name="__VIEWSTATE" id="__VIEWSTATE" value="/wEPDwUBMGRk20t+bh/NWY1sZwphwb24pIxjUbo=" /> </div> <script type="text/javascript"> //<![CDATA[ var g_presenceEnabled = true;var _fV4UI=true;var _spPageContextInfo = {webServerRelativeUrl: "\u002fsites\u002fDemo50\u002fTeamSite", webLanguage: 1033, currentLanguage: 1033, webUIVersion:4,pageListId:"{ee707b5f-e246-4246-9e55-8db11d09a8cb}",pageItemId:167,userId:1, alertsEnabled:false, siteServerRelativeUrl: "\u002fsites\u002fdemo50", allowSilverlightPrompt:'True'};//]]> </script> <script type="text/javascript" src="/_layouts/1033/init.js?rev=lEi61hsCxcBAfvfQNZA%2FsQ%3D%3D"></script> <script type="text/javascript"> //<![CDATA[ function WebForm_OnSubmit() { UpdateFormDigest('\u002fsites\u002fDemo50\u002fTeamSite', 1440000); return true; } //]]> </script> <!-- the following 5 js files are required to use CSOM --> <script src="/_layouts/1033/init.js"></script> <script src="/_layouts/MicrosoftAjax.js"></script> <script src="/_layouts/sp.core.js"></script> <script src="/_layouts/sp.runtime.js"></script> <script src="/_layouts/sp.js"></script> <!-- include your app code --> <script src="../scripts/jquery-1.9.1.js"></script> <script src="../Scripts/jquery-ui-1.10.3.custom.min.js" type="text/javascript"></script> <script src="../Scripts/jquery.easing.1.3.js"></script> <script src="../Scripts/jquery.booklet.latest.min.js"></script> <script src="../scripts/Announcementsbooklet.js"></script> <div ID="Accord"> </div> <script type="text/javascript"> //<![CDATA[ var _spFormDigestRefreshInterval = 1440000;//]]> </script> </form> </body> </html> Here is the source to make the booklet work: ExecuteOrDelayUntilScriptLoaded(retrieveListItems, "sp.js"); var context; var collListItem; var web; var listRootFolder; var oList; //retieve the list items from the host web function retrieveListItems() { context = SP.ClientContext.get_current(); web = context.get_web(); oList = context.get_web().get_lists().getByTitle('Announcements'); var camlQuery = new SP.CamlQuery(); camlQuery.set_viewXml('<View><RowLimit>10</RowLimit></View>'); collListItem = oList.getItems(camlQuery); listRootFolder = oList.get_rootFolder(); context.load(listRootFolder); context.load(web); context.load(collListItem); context.executeQueryAsync(onQuerySucceeded, onQueryFailed); } //Model object var Dev = function (id, title, body, expires, url) { var self = this; self.ID = id; self.Title = title; self.Body = body; self.Expires = expires; self.Url = url; } //View model var DevVM = new ListViewModel() function ListViewModel() { var self = this; self.items = new Array(); } function onQuerySucceeded(sender, args) { var listItemEnumerator = collListItem.getEnumerator(); while (listItemEnumerator.moveNext()) { var oListItem = listItemEnumerator.get_current(); var javaDate = oListItem.get_item('Expires'); var fmtExpires = javaDate.format('dd MMM yyyy'); var url = ""; var goodUrl = oListItem.get_item('Url'); if (goodUrl == null) { url = web.get_serverRelativeUrl() + "/Lists/Announcements/EditForm.aspx?ID=" + oListItem.get_item('ID'); } else { url = web.get_serverRelativeUrl() + oListItem.get_item('Url') } DevVM.items.push(new Dev(oListItem.get_item('ID'), oListItem.get_item('Title'), oListItem.get_item('Body'), fmtExpires, url)); } $.each(DevVM.items, function (index) { $("#Accord").append(createAccordNode(DevVM.items[index].Title, DevVM.items[index].Body, " Expires: " + DevVM.items[index].Expires, DevVM.items[index].Url)); }); $("#Accord").booklet(); } function createAccordNode(title, body, expires, url) { return ( $("<div><h3>" + title + "</h3><p><span class='titlespan'><a href='" + url + "'>" + title + "</a></span><span class='dicussionspan'>" + body + "</span><span class='expiresspan'>" + expires + "</span></p></div>") ); } function onQueryFailed(sender, args) { alert('Request failed. ' + args.get_message() + '\n' + args.get_stackTrace()); } The idea behind this post is that this could be used to: 1.   Create landing pages that are very un-SharePoint like! 2.   Make lightweight pages that could be used in page viewer web part or I Frame. 3.  Utilize Deep Zoom Composer and Sea-Dragon/or Silver light I will be using this for much of my development work!

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  • Unity3D - Android pause screen - double click issue

    - by user3666251
    I made a pause script for the game im developing for android. I added the script to the GUITexture I created and placed on the top right side of the screen.The issue stands at the part where if the player clicks the pause button then clicks resume then he wants to pause the game again.When he clicks pause the second time the buttons dont show up unless he clicks again. This is the script : #pragma strict var paused = false; var isButtonVisible : boolean = true; function OnMouseDown(){ this.paused = !this.paused; Time.timeScale = 0; isButtonVisible = true; } function OnGUI(){ if ( isButtonVisible ) { if(this.paused){ if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+3,200,50),"Restart")){ Application.LoadLevel(Application.loadedLevel); Time.timeScale = 1; isButtonVisible = false; } if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2-50,200,50),"Resume")){ Time.timeScale = 1; isButtonVisible = false; } // Insert the rest of the pause menu logic if (GUI.Button(Rect(Screen.width/2-100,Screen.height/2+56,200,50),"Main Menu")){ Application.LoadLevel ("MainMenu"); isButtonVisible = false; Time.timeScale = 1; } } } } Thank you.

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  • Game programming basics under Windows

    - by dreta
    I've been trying to learn some Windows programming using the Win32 API. Now, i'm used to working with the OS layer being abstracted away, mostly thanks to libraries like SFML or Allegro. Could you guys help me out and tell me if i'm thinking right here. The place for my gameloop is where i'm reading the messages? while (TRUE) { if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break ; TranslateMessage (&msg) ; DispatchMessage (&msg) ; } else { //my game loop goes here } } Now the slightly bigger issue, that is, drawing. Do i run my drawing where i normaly do it, inside the game loop after the game logic? Or do i do it when WM_PAIN is being called and just call InvalidateRect (hwnd, NULL, TRUE); when i want to draw? This does feel weird, the WM_PAINT is a queued message, so i don't know for sure when it'll be called. So if i wanted to avoid this, do i just get the device handle inside the game loop and only ValidateRect (hwnd, NULL); in the WM_PAINT case (beside the ValidateRect (hwnd, NULL); called after drawing in the game loop)? Actually, now that i think about it, do i even need WM_PAINT in this situation or can i skip it and let DefWindowProc handle it (does it validate the screen if WM_PAINT isn't processed)? If this is any important, i'm setting up my code for OpenGL.

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  • How stoper one annimation model on XNA?

    - by Mehdi Bugnard
    I met a Difficulty for one stoper annimation. Everything works great starter for the animation. But I do not see how stoper and can continue the annimation paused. The "animationPlayer.StartClip (clip)" is used to choke the annimation but impossible to find a way to stoper Thans's a lot Here is my code to use. protected override void LoadContent() { //Model - Player model_player = Content.Load<Model>("Models\\Player\\models"); // Look up our custom skinning information. SkinningData skinningData = model_player.Tag as SkinningData; if (skinningData == null) throw new InvalidOperationException ("This model does not contain a SkinningData tag."); // Create an animation player, and start decoding an animation clip. animationPlayer = new AnimationPlayer(skinningData); AnimationClip clip = skinningData.AnimationClips["ArmLowAction_006"]; animationPlayer.StartClip(clip); } protected overide update(GameTime gameTime) { KeyboardState key = Keyboard.GetState(); // If player don't move -> stop anim if (!key.IsKeyDown(Keys.W) && !keyStateOld.IsKeyUp(Keys.S) && !keyStateOld.IsKeyUp(Keys.A) && !keyStateOld.IsKeyUp(Keys.D)) { //animation stop ? not exist ? animationPlayer.Stop(); isPlayerStop = true; } else { if(isPlayerStop == true) { isPlayerStop = false; animationPlayer.StartClip(Clip); } }

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  • How to suppress or disable the shutdown option from indicator menu or shutdown dialog?

    - by user73093
    My goal is to allow user only to restart the system, and deny any shutdown (suspend, hibernate). I am running unity-2d. I 've managed to deny suspend and hibernate with polkit policy files like explained in How to disable shutdown/reboot/suspend/hibernate? I observed that is has somehow disable shutdown abilities, but hasn't removed "shutdown" entry from the indicator panel menu neither as well as the "shutdown..." button from the shutdown dialog. Pressing shutdown button at this point restarts lightdm, returning to the login screen. My goal is to remove any "shutdown" action and button. So, I 've added an ovveride file in /usr/share/glib-2.0/schemas that contains some rules: [com.canonical.indicator.session] suppress-shutdown-menuitem = true (all suppress-*-menuitem has "false" value by default in the schema) Compiling, restarting X, now there is an entry "close session..." in the indicator panel menu...: it's not what I want. at this point, if I set another entry suppress-logout-menuitem to true I got no entry in the indicator panel menu. Trying like this all combination doesn't give the opportunity to remove "shutdown" references/buttons without removing restart option. All I want is to remove any reference to "shutdown" but keep a "restart" option somewhere in the indicator menu... Thanks !

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  • Bit of python help

    - by user42780
    I've tried to get this to work, but it just freezes. It should display a pyramid, but all it does is.. halts. from graphics import * valid_colours = ['red', 'blue', 'yellow', 'green'] colour = ['', '', ''] while True: colour[0] = raw_input("Enter your first colour: ") colour[1] = raw_input("Enter your second colour: ") colour[2] = raw_input("Enter your third colour: ") if ((colour[0] and colour[1] and colour[2]) in valid_colours): break while True: width = raw_input("Enter a width between 2-7: ") if width.isdigit(): if (int(width) <= 7 and int(width) >= 2): break width = int(width) win = GraphWin("My Mini Project ", 1000, 1000) # 1000 \ 20 = 50 win.setCoords(0 , 0 , 20, 20) p1 = [0, 2] while width > 0: p = [1, 3] loopWidth = 0 while loopWidth < width: loopWidth = loopWidth + 1 c = 0 while c <= 10: c = c + 1 if c % 2: colour = "white" else: colour = "red" rectangle = Rectangle(Point(p[0],p1[0]), Point(p[1], p1[1])) rectangle.setFill(colour) rectangle.setOutline("black") rectangle.draw(win) p[0] = p[0] + 0.2 p1[0] = p1[0] + 0.2 p[0] = p[0] - 2 p1[0] = p1[0] - 2 p[0] = p[0] + 2 p[1] = p[1] + 2 width = width - 1 p1[0] = p1[0] + 2 p1[1] = p1[1] + 2

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  • Working with multiple interfaces on a single mock.

    - by mehfuzh
    Today , I will cover a very simple topic, which can be useful in cases we want to mock different interfaces on our expected mock object.  Our target interface is simple and it looks like:   public interface IFoo : IDisposable {     void Do(); } Now, as we can see that our target interface has implemented IDisposable and in normal cases if we have to implement it in class where language rules require use to implement that as well[no doubt about it] and whether or not there can be more complex cases, we want to ensure that rather having an extra call(..As()) or constructs to prepare it for us, we should do it in the simplest way possible. Therefore, keeping that in mind, first we create a mock of IFoo var foo = Mock.Create<IFooDispose>(); Then, as we are interested with IDisposable, we simply do: var iDisposable = foo as IDisposable;   Finally, we proceed with our existing mock code. Considering the current context, we I will check if the dispose method has invoked our mock code successfully.   bool called = false;   Mock.Arrange(() => iDisposable.Dispose()).DoInstead(() => called = true);     iDisposable.Dispose();   Assert.True(called);   Further, we assert our expectation as follows: Mock.Assert(() => iDisposable.Dispose(), Occurs.Once());   Hopefully that will help a bit and stay tuned. Enjoy!!

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  • IIS 7.5 Rewrite help needed

    - by Nolan Berry
    I am trying to do something extremely straightforward. I just need to force SSL and I am trying to use the URl Rewrite plugin. I am getting no results when I put the following rule into my conf. <rewrite> <rules> <rule name="Redirect to https" stopProcessing="true"> <match url="(.*)[^/])$" /> <conditions> <add input="{SERVER_PORT}" pattern="443" negate="true" /> </conditions> <action type="Redirect" url="https://{HTTP_HOST}{REQUEST_URI}" /> </rule> </rules> </rewrite> Any thoughts on why this isn't catching?

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  • Tomcat 5.5 - multiple contexts using same path

    - by ctn8iv
    Is it possible to set up multiple contexts using the same path? For example: <Context docBase="/www/websites/site1/java/base" path="/base" reloadable="true"/> <Context docBase="/www/websites/site2/java/base" path="/base" reloadable="true"/> I have two sites that use the same path both running on the same server/IP. The sites use different virtual hosts and different ServerNames, but I have no control over the directory structure of the sites because they are maintained by a client. Until now, they have been content with only allowing one site to run at a time, but this is a major hassle, so I need to know if there's a workaround.

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  • Is a Mission Oriented Architecture (MOA) a better way to describe things than SOA?

    - by Brian Langbecker
    I might sound like a troll, but I would like to seriously understand this deeper. The place I work at has started to use the term MOA, versus SOA as we believe it drives more clarity and want to compare it to the true goals of SOA. A Mission Oriented Architecture is an approach whereby an application is broken down into various business mission elements, with the database, file assets, batch and real time functionality all tightly coupled in terms of delivering that piece of the functionality. The mission allows the developers to focus on a specific piece of functionality to get it right, and to build it with the ability for that piece to scale as an independent entity within the overall application. By tightly coupling the data, file assets and business logic you achieve the goals of working on a very large problem in bite size pieces. Some definitions of SOA mix it up with what is essentially a method call on a web service versus a true "service". As an architect, I have always found it fun getting everyone on the same page regarding SOA. Is it better to call it a "mission" versus a "service"?

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  • A Poem Before OpenWorld

    - by Oracle OpenWorld Blog Team
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif";} (with apologies to Clement C. Moore) By Karen Shamban ‘Twas the days before OpenWorld, and all through the city Many people were working, for them not take pity; At Moscone the reg booths were built with true care, Knowing that thousands would soon be right there; The riggers on Howard were raising the tent, The results are all worth it, the money well spent; ORACLE TEAM USA sails into YBG, Knowing that many the team will come see, Backstage the techs and designers do work, Ensuring the keynotes will see not a quirk; Here many things social will come to fruition, Use Twitter or Facebook or your intuition, Exhibits there are many in two great big halls, Moscone West, Moscone South—who needs those malls? There will be great music throughout all the town, See some or see all and you won’t wear a frown, The sessions are thousands, and demos, it’s true, Labs, lounges, and meetups there are more than a few; You can shuttle, and hustle, and pedicab while there, Getting from one place to another can take quite a flair, So let the conference begin and the thousands descend, Throughout San Francisco their ways they will wend; It’s Larry’s big keynotes they all come to hear, Let Oracle OpenWorld begin - it's the best of the year!

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  • Oracle HRMS API – Create Employee State Tax Rule

    - by PRajkumar
    API --  pay_state_tax_rule_api.create_state_tax_rule Example --   DECLARE     lc_dt_ud_mode                     VARCHAR2(100)     := NULL;      ln_assignment_id                 NUMBER                    := 33561;     lb_correction                            BOOLEAN;      lb_update                                 BOOLEAN;      lb_update_override               BOOLEAN;      lb_update_change_insert    BOOLEAN;     ln_emp_state_tax_rule_id   PAY_US_EMP_STATE_TAX_RULES_F.EMP_STATE_TAX_RULE_ID%TYPE;     ln_object_version_number  NUMBER;      ld_effective_start_date          DATE;      ld_effective_end_date           DATE; BEGIN       -- Find Date Track Mode       -- --------------------------------         dt_api.find_dt_upd_modes         (     p_effective_date                  => TO_DATE('12-JUN-2011'),               p_base_table_name            => 'PER_ALL_ASSIGNMENTS_F',               p_base_key_column          => 'ASSIGNMENT_ID',               p_base_key_value              => ln_assignment_id,               -- Output data elements               -- --------------------------------              p_correction                           => lb_correction,              p_update                                => lb_update,              p_update_override              => lb_update_override,              p_update_change_insert   => lb_update_change_insert        );      IF ( lb_update_override = TRUE OR lb_update_change_insert = TRUE )    THEN       -- UPDATE_OVERRIDE       -- ---------------------------------       lc_dt_ud_mode := 'UPDATE_OVERRIDE';    END IF;      IF ( lb_correction = TRUE )    THEN       -- CORRECTION       -- ----------------------       lc_dt_ud_mode := 'CORRECTION';    END IF;      IF ( lb_update = TRUE )    THEN       -- UPDATE       -- --------------       lc_dt_ud_mode := 'UPDATE';    END IF;      -- Create Employee State Tax Rule    -- -----------------------------------------------     pay_state_tax_rule_api.create_state_tax_rule     (    -- Input Parameters          -- --------------------------          p_effective_date                         => TO_DATE('15-JUN-2011'),          p_default_flag                            => 'Y',          p_assignment_id                      => 33561,          p_state_code                               => '05',          -- Output Parameters          -- ----------------------------         p_emp_state_tax_rule_id        => ln_emp_state_tax_rule_id,         p_object_version_number       => ln_object_version_number,         p_effective_start_date               => ld_effective_start_date,         p_effective_end_date                => ld_effective_end_date   );    COMMIT; EXCEPTION           WHEN OTHERS THEN                        ROLLBACK;                         dbms_output.put_line(SQLERRM); END; / SHOW ERR;  

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  • How do I make subsonic (media server) work with SSL?

    - by John Baber
    The roughly out-of-the-box setup as a regular user works fine (meaning the site appears at http://myserver.com:4040). From ps aux java -Xmx100m -Dsubsonic.home=/var/subsonic -Dsubsonic.host=0.0.0.0 -Dsubsonic.port=4040 -Dsubsonic.httpsPort=0 -Dsubsonic.contextPath=/ -Dsubsonic.defaultMusicFolder=/var/music -Dsubsonic.defaultPodcastFolder=/var/music/Podcast -Dsubsonic.defaultPlaylistFolder=/var/playlists -Djava.awt.headless=true -verbose:gc -jar subsonic-booter-jar-with-dependencies.jar but just giving an https port java -Xmx100m -Dsubsonic.home=/var/subsonic -Dsubsonic.host=0.0.0.0 -Dsubsonic.port=4040 -Dsubsonic.httpsPort=6060 -Dsubsonic.contextPath=/ -Dsubsonic.defaultMusicFolder=/var/music -Dsubsonic.defaultPodcastFolder=/var/music/Podcast -Dsubsonic.defaultPlaylistFolder=/var/playlists -Djava.awt.headless=true -verbose:gc -jar subsonic-booter-jar-with-dependencies.jar makes http://myserver.com:4040 say HTTP ERROR: 404 NOT_FOUND RequestURI=/index.view Powered by jetty:// and https://myserver.com:6060 say Unable to connect I'm only making the change by doing # SUBSONIC_ARGS="--port=80 --https-port=443 --max-memory=120" SUBSONIC_ARGS="--max-memory=100 --https-port=6060" in /etc/default/subsonic and issuing a sudo service subsonic restart (this is Ubuntu Oneiric)

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  • Program instantly closing [migrated]

    - by Ben Clayton
    I made this program and when I compiled it there were no errors but the program just instantly closed, any answers would be appreciated. #include <iostream> //Main commands #include <string> // String commands #include <windows.h> // Sleep using namespace std; int main () { //Declaring variables float a; bool end; std::string input; end = false; // Making sure program doesn't end instantly cout << "Enter start then the number you want to count down from." << ".\n"; while (end = false){ cin >> input; cout << ".\n"; if (input.find("end") != std::string::npos) // Ends the program if user types end end = true; else if (input.find("start" || /* || is or operator*/ "restart") != std::string::npos) // Sets up the countdown timer if the user types start { cin >> a; cout << ".\n"; while (a>0){ Sleep(100); a = a - 0.1; cout << a << ".\n"; } cout << "Finished! Enter restart and then another number, or enter end to close the program" << ".\n"; } else // Tells user to start program cout << "Enter start"; } return 0; // Ends program when (end = true) }

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  • Data classes: getters and setters or different method design

    - by Frog
    I've been trying to design an interface for a data class I'm writing. This class stores styles for characters, for example whether the character is bold, italic or underlined. But also the font-size and the font-family. So it has different types of member variables. The easiest way to implement this would be to add getters and setters for every member variable, but this just feels wrong to me. It feels way more logical (and more OOP) to call style.format(BOLD, true) instead of style.setBold(true). So to use logical methods insteads of getters/setters. But I am facing two problems while implementing these methods: I would need a big switch statement with all member variables, since you can't access a variable by the contents of a string in C++. Moreover, you can't overload by return type, which means you can't write one getter like style.getFormatting(BOLD) (I know there are some tricks to do this, but these don't allow for parameters, which I would obviously need). However, if I would implement getters and setters, there are also issues. I would have to duplicate quite some code because styles can also have a parent styles, which means the getters have to look not only at the member variables of this style, but also at the variables of the parent styles. Because I wasn't able to figure out how to do this, I decided to ask a question a couple of weeks ago. See Object Oriented Programming: getters/setters or logical names. But in that question I didn't stress it would be just a data object and that I'm not making a text rendering engine, which was the reason one of the people that answered suggested I ask another question while making that clear (because his solution, the decorator pattern, isn't suitable for my problem). So please note that I'm not creating my own text rendering engine, I just use these classes to store data. Because I still haven't been able to find a solution to this problem I'd like to ask this question again: how would you design a styles class like this? And why would you do that? Thanks on forehand!

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  • Using Telerik MVC with your own custom jQuery and or other plug-ins

    - by Steve Clements
    If you are using MVC it might be worth checking out the telerik controls (http://demos.telerik.com/aspnet-mvc), they are free if you are doing an internal or “not for profit” application. If however you do choose to use them, you could come up against a little problem I had.  Using the telerik controls with your own custom jQuery.  In my case I was using the jQuery UI dialog. It kept throwing an error where I was setting my div to a dialog. Code Snippet $("#textdialog").dialog({ The problem is when you use the telerik mvc stuff you need to call ScriptRegistrar Code Snippet @Html.Telerik().ScriptRegistrar() in order to setup the javascript for the controls. By default this adds a reference to jQuery and if you have already added a reference to jQuery because you are using it elsewhere, this causes a problem. I found the solution here And it was to change the above ScriptRegistrar call to this… Code Snippet @Html.Telerik().ScriptRegistrar().jQuery(false).DefaultGroup(g => g.Combined(true).Compress(true));   If you come across this one on stackoverflow it wont work – in my case the HtmlEditor would render no problem, but was unusable.  Which is the same as someone else found when using the tab control – they went to the bother of re-writing the ScriptRegistrar.  Not for me that one!!

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • ATI Radeon 5800 series dual monitor unity not 3D accelerated

    - by Victor S
    When I had a single monitor setup, without Xinerama, with my current setup of Ubuntu 11.10, ATI 5800 series card, Unity showed transparencies, shadows, etc. (although graphics was reported as 'Standard' in the control/settings panel). Having switched to a dual monitor setup, dell 24" UltraSharp and a smaller Acer monitor, Unity shows only as 2d, even though I'm not loggin in to that display manager. WebGL performance is very sluggish, I'm getting the impression that the processor is doing all the work and the card isn't even accessible even though the drivers are installed (from the ubuntu repository, I did not compile custom drivers). Any tips on how to enable full 3D accelerationn and video card support. Here is my xorg.conf file: Section "Monitor" Identifier "0-DFP3" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1680x1050" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-DFP4" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1920x1200" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 SubSection "Display" EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[1]-0" Device "amdcccle-Device[1]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[1]-1" Device "amdcccle-Device[1]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection Section "Module" Load "glx" EndSection Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[1]-0" 0 0 Screen "amdcccle-Screen[1]-1" 1920 0 EndSection Section "Device" Identifier "amdcccle-Device[1]-0" Driver "fglrx" Option "Monitor-DFP4" "0-DFP4" BusID "PCI:1:0:0" EndSection Section "Device" Identifier "amdcccle-Device[1]-1" Driver "fglrx" Option "Monitor-DFP3" "0-DFP3" BusID "PCI:1:0:0" Screen 1 EndSection Section "ServerFlags" Option "Xinerama" "on" EndSection More info: fglrxinfo display: :0 screen: 0 OpenGL vendor string: ATI Technologies Inc. OpenGL renderer string: ATI Radeon HD 5800 Series OpenGL version string: 4.1.11005 Compatibility Profile Context

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  • Debian: Firefox or Iceweasel default printer for POS station

    - by Bubnoff
    Context Using Debian 6.04 "Squeeze" as POS station. There are two printers installed: Network printer and a receipt printer It absolutely must be able to print by default to the receipt printer on a certain website though the system default is a network printer. In Debian ...it doesn't. Problem I've set up XP, 7, Ubuntu and even Mac OSX this way, so I'm no stranger to setting Firefox up this way ...same Iceweasel/Firefox settings ...complete fail. Always uses system default no matter what the settings, or, which printer you print from. To get this to work on other systems you do this: Print a page in Firefox using desired printer. Ensure print.save_settings is true. Firefox remembers last printer used Set print.always_print_silent = true The end. This works on every OS I've set up ....except Firefox and Iceweasel in Debian. My only recourse seems to be to set the receipt printer as default or go back to bloaty Ubuntu/Mint ...etc.

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  • How to rename database without first stopping SQL instance to flush connections

    - by John Galt
    Is there a way to force a database into single user mode so a script can be run to rename databases? I find I have to Restart the instance of SQL (to force off any connections from a web app, etc.) and then I can run this script: USE master go sp_dboption MDS, "single user", true go sp_dboption StagingMDS, "single user", true go sp_renamedb MDS, LastMonthMDS go sp_renamedb StagingMDS, MDS go sp_dboption LastMonthMDS, "single user", false go sp_dboption MDS, "single user", false go After this script runs, I can restart IIS for my web app and it can connect to the new production database. All the above works well and we've been doing this for years but now we've upgraded to SQL 2008 and the SQL2008 instance also hosts other databases that support other web apps. So, rather than using a Restart of the whole SQL instance to enable subsequent single-user mode on 2 databases, is there a less intrusive way of accomplishing this? Thanks.

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  • VLC Ati Radeon 6870 Ubuntu 12.04 image skewed flicker

    - by Aaron
    I'm running Ubuntu 12.04 with ATI Radeon 6870 connected to my 40' Sharp TV. The video image is slightly jigged, like breaking a bit and slightly delayed. It just isn't smooth. The computer is very fast, like i7 with 12gb ram. I tried to run the same video with my mac laptop and on the tv with the same connection cable and it was running smoothly. i tried changing the video output in VLC to x11, increase caching, h264 skip loop filter to all, increase monitor refresh rate although it's already at 60 and it's an LCD tv. this is my xorg.conf : Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[3]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-DFP9" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1920x1080" EndSection Section "Monitor" Identifier "0-DFP10" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x1024" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Device" Identifier "amdcccle-Device[3]-0" Driver "fglrx" Option "Monitor-DFP9" "0-DFP9" BusID "PCI:3:0:0" EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[3]-0" Device "amdcccle-Device[3]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • How to make an Actor follow my finger

    - by user48352
    I'm back with another question that may be really simple. I've a texture drawn on my spritebatch and I'm making it move up or down (y-axis only) with Libgdx's Input Handler: touchDown and touchUp. @Override public boolean touchDown(int screenX, int screenY, int pointer, int button) { myWhale.touchDownY = screenY; myWhale.isTouched = true; return true; } @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { myWhale.isTouched = false; return false; } myWhale is an object from Whale Class where I move my texture position: public void update(float delta) { this.delta = delta; if(isTouched){ dragWhale(); } } public void dragWhale() { if(Gdx.input.getY(0) - touchDownY < 0){ if(Gdx.input.getY(0)<position.y+height/2){ position.y = position.y - velocidad*delta; } } else{ if(Gdx.input.getY(0)>position.y+height/2){ position.y = position.y + velocidad*delta; } } } So the object moves to the center of the position where the person is pressing his/her finger and most of the time it works fine but the object seems to take about half a second to move up or down and sometimes when I press my finger it wont move. Maybe there's another simplier way to do this. I'd highly appreciate if someone points me on the right direction.

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  • WBAdmin SystemState Problems

    - by TheD
    I recently installed DHCP on my 2008R2 Server and now Backup Exec and WBAdmin/WSB is having System State issues. Essentially, after some research, I came across a handy tool called VSHADOW which has allowed me to output all the files (and their respective directories) to a text file. And hooray, I think I found the problem: * WRITER "Dhcp Jet Writer" - WriterId = {be9ac81e-3619-421f-920f-4c6fea9e93ad} - InstanceId = {0ed0a8f4-19b0-414d-a3a8-d51d6f4ac8e0} - Supports restore events = TRUE - Writer restore conditions = VSS_WRE_IF_REPLACE_FAILS - Restore method = VSS_RME_RESTORE_AT_REBOOT - Requires reboot after restore = TRUE - Excluded files: - Component "Dhcp Jet Writer:\C:_Windows_system32_dhcp\dhcp" - Name: 'dhcp' - Logical Path: 'C:_Windows_system32_dhcp' - Full Path: '\C:_Windows_system32_dhcp\dhcp' The logical path and Full Path for DHCP is completely wrong. However I can't find where I would change this path, I assume in the registry but I've had no luck finding the key !

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