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  • Wireless ad-hoc network between Ubuntu and MS Windows

    - by nixnotwin
    I have setup a wireless ad-hoc connection between two laptops: one running ubuntu and the other MS XP. I have assigned static IP to both the laptops and both get connected quite easily. I can access all ubuntu services like ssh, squid, samba from the laptop running MS Windows. But from Ubuntu machine I cannot access any Windows services like shared directories etc. The Windows machine doesn't even respond to ping requests from ubuntu.

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  • Lookup table display methods

    - by DAXShekhar
    public static client str lookupTableDisplayMethod(str _tableId) {     SysDictTable        dictTable   = new SysDictTable(str2int(_tableId));     ListEnumerator      enum;     Map                 map         = new Map(Types::String, Types::String);     ;     if (dictTable &&         dictTable.rights() > AccessType::NoAccess)     {         enum = dictTable.getListOfDisplayMethods().getEnumerator();         while (enum.moveNext())         {             map.insert(enum.current(), enum.current());         }     }     return pickList(map, "Display method", tableid2pname(_tableId)); }

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  • Parallel task in C# 4.0

    - by Jalpesh P. Vadgama
    In today’s computing world the world is all about Parallel processing. You have multicore CPU where you have different core doing different work parallel or its doing same task parallel. For example I am having 4-core CPU as follows. So the code that I write should take care of this.C# does provide that kind of facility to write code for multi core CPU with task parallel library. We will explore that in this post. Read More

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  • SEO penalty for "duplicate" content when a site's also accessible via another domain name?

    - by tog22
    While testing searches for keywords on my site, I notice that a mirror of it at http://a8.8d.344a.static.theplanet.com/ sometimes appears at the top result rather than my primary domain. It looks like this is an alternative address for my server. Will the presence of identical content at this domain and at my primary domain result in a Google penalty? If so, what can I do about it? Thanks for any help...

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  • c++ most used libraries [on hold]

    - by Basaa
    I'm trying to find out whether or not I want to switch from Java to c++ for my OpenGL game programming. I now have setup a test project in VS 11 professional, with GLUT. I created my windows with GLUT, and I can render OpenGL primitives without any problems. Now my question: What library(s) is/are used mostly in the indie/semi professional industry for using OpenGL in c++? With 'using OpenGL' I mean: Creating and managing an OpenGL window Actually using the OpenGL API Handling user-input (keyboard/mouse)

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  • Should I have a separate method for Update(), Insert(), etc., or have a generic Query() that would be able to handle all of these?

    - by Prayos
    I'm currently trying to write a class library for a connection to a database. Looking over it, there are several different types of queries: Select From, Update, Insert, etc. My question is, what is the best practice for writing these queries in a C# application? Should I have a separate method for each of them(i.e. Update(), Insert()), or have a generic Query() that would be able to handle all of these? Thanks for any and all help!

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  • AJAX basics with jQuery in ASP.NET

    ASP.NET now has support for the jQuery JavaScript library. Although ASP.NET integrated AJAX technology by introducing the is the UpdatePanel server control, jQuery offers an alternative, and more versatile, way of doing it and a great deal more besides. Matteo shows how easy it is to get started with using jQuery.

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  • And the fun continues, access to Azure Reporting and Data Sync secured

    - by Enrique Lima
    Got a couple of emails yesterday to enable more fun stuff to try out, test and share. So, how do I go about getting started with Azure Reporting? There is a wealth of information and guidance available . Here is a link to get more information about it http://www.microsoft.com/en-us/SQLAzure/reporting.aspx And more information from a dev standpoint. http://msdn.microsoft.com/en-us/library/gg430129.aspx Again, more to follow …

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • 30x Redirects and google page ranking

    - by Mechaflash
    I'm building a Drupal site where much of the content is going to be in static on specific pages. In Drupal, each piece of content (whether you like it or not) gets created its own page (node). To ensure that users do not view these nodes, I'm thinking about setting up a 30x redirect or a flat out 30x not found. Will this method effect me negatively for google? Is there a different method that you could propose that may be better?

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  • Are dynamic languages at disadvantage for agile development?

    - by Gerenuk
    From what I've read agile development often involves refactoring or reverse engineering code into diagrams. Of course there is much more than that, but if we consider the practices that rely on these two methods, are dynamically typed languages at disadvantage? It seem static typing would make refactoring and reverse engineering much easier? Refactoring or (automated) reverse engineering is hard if not impossible in dynamically typed languages? What does real world projects tell about usage of dynamically typed languages for agile methodology?

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  • GPL licensed software installed on commercial hardware

    - by Alexander Reshytko
    Do vendors need to provide sources, at the customer's request, for GPL licensed software installed on the hardware they sell? For example, a vendor sells an IPTV box and pre-installs some proprietary software product which is linked with some GPLed library. As a consequence, the software becomes GPLed itself. Does the vendor need to provide the source code for it? The vendor doesn't sell that software, he sells hardware.

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  • Experiments in Big Data Visualization on Maps

    Experiments in Big Data Visualization on Maps Brendan Kenny and Mano Marks continue their series on using the CanvasLayer library and HTML5 APIs to visualize large amounts of data on top of Google maps. This week they look at loading Shapefiles and KML directly in the browser and using WebGL to render their content over a map. From: GoogleDevelopers Views: 0 1 ratings Time: 00:00 More in Science & Technology

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  • Is it appropriate to try to control the order of finalization?

    - by Strilanc
    I'm writing a class which is roughly analogous to a CancellationToken, except it has a third state for "never going to be cancelled". At the moment I'm trying to decide what to do if the 'source' of the token is garbage collected without ever being set. It seems that, intuitively, the source should transition the associated token to the 'never cancelled' state when it is about to be collected. However, this could trigger callbacks who were only kept alive by their linkage from the token. That means what those callbacks reference might now in the process of finalization. Calling them would be bad. In order to "fix" this, I wrote this class: public sealed class GCRoot { private static readonly GCRoot MainRoot = new GCRoot(); private GCRoot _next; private GCRoot _prev; private object _value; private GCRoot() { this._next = this._prev = this; } private GCRoot(GCRoot prev, object value) { this._value = value; this._prev = prev; this._next = prev._next; _prev._next = this; _next._prev = this; } public static GCRoot Root(object value) { return new GCRoot(MainRoot, value); } public void Unroot() { lock (MainRoot) { _next._prev = _prev; _prev._next = _next; this._next = this._prev = this; } } } intending to use it like this: Source() { ... _root = GCRoot.Root(callbacks); } void TransitionToNeverCancelled() { _root.Unlink(); ... } ~Source() { TransitionToNeverCancelled(); } but now I'm troubled. This seems to open the possibility for memory leaks, without actually fixing all cases of sources in limbo. Like, if a source is closed over in one of its own callbacks, then it is rooted by the callback root and so can never be collected. Presumably I should just let my sources be collected without a peep. Or maybe not? Is it ever appropriate to try to control the order of finalization, or is it a giant warning sign?

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  • How to redistribute binary programs built on modern Ubuntu so that they can be executed on any older Linux system ?

    - by psihodelia
    I found that if I build any binary on Ubuntu 10.10, then it doesn't execute on some older Linuxes. It is because Ubuntu uses a very new C library, called EGLIBC. Most of the desktop Linux systems use GLIBC. I would like to know whether there is any standard method how to redistribute binary programs built on a modern Ubuntu so that they can be executed on any older Linux system ? How to find all required dependencies (glibc version, dynamic libraries) ?

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • Why can't `main` return a double or String rather than int or void?

    - by sunny
    In many languages such as C, C++, and Java, the main method/function has a return type of void or int, but not double or String. What might be the reasons behind that? I know a little bit that we can't do that because main is called by runtime library and it expects some syntax like int main() or int main(int,char**) so we have to stick to that. So my question is: why does main have the type signature that it has, and not a different one?

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  • Working for Web using open-source Technologies

    - by anirudha
    As a Web Developer we all have own dream to make a great web application. a great application was built upon high discipline and best practice on the process of development then we can make modification easier in future as if we want. the user feedback also have a matter because they tell us what they want or expected with the application we make day and night. sometime they report a nice story , experience or a problem they got with our application. so that's matter because they telling about our application much more because they use our software and a part of process of future development or next version of application we make. so the Web have a good thing that they updated as soon as possible. in desktop application their is a numbers of trouble client have when they want to use our application. first thing that installation of software never goes right on every system. big company spent a big amount of money to troble these problem the user have with their software.   Web application is nice implementation of application because their is no trouble with installation all have same experience and if something goes wrong patch come soon and no waiting for new version. Chrome even a desktop application [browser] but they automatically update themselves so their is no trouble for user to get next version now hasseles.    Web application development in Microsoft way have their own rule , pattern practice to make better application in less time. the technologies i want to show you here is some great opensource example like MySQL jQuery and ASP.NET MVC a framework based on ASP.NET server side language.   For going to next step we need to show you a list of software you need to have to fully experience this tutorial.   Visual Web Developer 2010 Express Edition  MySQL [open-source RDBMS]   Query [open-source javascript library]   for getting these software you need to pay nothing.   Visual Web Developer can obtained from Microsoft.com/Express or if you are student or Web Developer you are eligible to get the Visual studio professional and many other great software from Microsoft through their Dreamspark or WebsiteSpark programmes.   MySQL is a great Relational Database management software who are freely available from MySQL.com as a database monitorting tool you can use MySQL workbrench who can be freely get from MySQL official website or many other free tool are available for begining development with MySQL   jQuery is a great library for making javascipt development easier and faster.you can obtained jQuery from jQuery.com their official website.

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  • Draw images with warped triangles on a web server [migrated]

    - by epologee
    The scenario The Flash front end of my current project produces images that a web server needs to combine into a video. Both frame-rate and frame-resolution are sizeable enough that sending an image sequence to the back end is not feasible (in both time and client bandwidth). Instead, we're trying to recreate the image drawing on the back end as well. Correct and slow, or incorrect and fast The problem is that this involves quite a bit of drawing textured triangles, and two solutions we found in Python (here and there) are so inefficient, that the drawing takes about 60 seconds per frame, resulting in a whopping 7,5 hours of processing time for a 30 second clip. Unacceptable. When using a PHP-module to send commands to ImageMagick for image manipulation, the whole process is super fast (tenths of a second per frame), but ImageMagick seems to be unable to draw triangles the way we do it in the front end, so the final results do not match. Unacceptable. What I'm asking here, is if there's someone who would know a way to solve this issue, by any means necessary that would run on a web server. Warping an image Let me explain the process of the front end: Perform a Delaunay calculation on points in an image to get an evenly distributed mesh of triangles. Offset the points/vertices in the mesh, distorting or warping the image. Draw the warped triangles on a new bitmap. We can send the results (coordinates) of steps 1 and 2 to the back end, to then draw the warped triangles and save it to an image on disk (or append as a frame to the video). But that last step is what I need help with. The Question Is there an alternative to ImageMagick that can draw triangles in a bitmap? Is there some other library, like a C library, that would allow us to do this? Or could we achieve this effect more easily by switching back end technologies, like Ruby? (.Net and Java are, unfortunately, not really options right now) Many thanks. EP. P.S. I'd appreciate re-tagging efforts, I don't quite know what labels to put on this question. Thanks!

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  • Display system information

    - by Robottinosino
    I would like output akin to that of OSX's system_profiler (https://developer.apple.com/library/mac/#documentation/Darwin/Reference/ManPages/man8/system_profiler.8.html) On Ubuntu, I have to string a few utilities togeter: uname -a, lshw, ifconfig, etc... and then extract the list of installed software packages... Is there a single, simple facade to getting human readable system info from the CLI?

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  • PHP - Internal APIs/Libraries - What makes sense?

    - by Mark Locker
    I've been having a discussion lately with some colleagues about the best way to approach a new project, and thought it'd be interesting to get some external thoughts thrown into the mix. Basically, we're redeveloping a fairly large site (written in PHP) and have differing opinions on how the platform should be setup. Requirements: The platform will need to support multiple internal websites, as well as external (non-PHP) projects which at the moment consist of a mobile app and a toolbar. We have no plans/need in the foreseeable future to open up an API externally (for use in products other than our own). My opinion: We should have a library of well documented native model classes which can be shared between projects. These models will represent everything in our database and can take advantage of object orientated features such as inheritance, traits, magic methods, etc. etc. As well as employing ORM. We can then add an API layer on top of these models which can basically accept requests and route them to the appropriate methods, translating the response so that it can be used platform independently. This routing for each method can be setup as and when it's required. Their opinion: We should have a single HTTP API which is used by all projects (internal PHP ones or otherwise). My thoughts: To me, there are a number of issues with using the sole HTTP API approach: It will be very expensive performance wise. One page request will result in several additional http requests (which although local, are still ones that Apache will need to handle). You'll lose all of the best features PHP has for OO development. From simple inheritance, to employing the likes of ORM which can save you writing a lot of code. For internal projects, the actual process makes me cringe. To get a users name, for example, a request would go out of our box, over the LAN, back in, then run through a script which calls a method, JSON encodes the output and feeds that back. That would then need to be JSON decoded, and be presented as an array ready to use. Working with arrays, as appose to objects, makes me sad in a modern PHP framework. Their thoughts (and my responses): Having one method of doing thing keeps things simple. - You'd only do things differently if you were using a different language anyway. It will become robust. - Seeing as the API will run off the library of models, I think my option would be just as robust. What do you think? I'd be really interested to hear the thoughts of others on this, especially as opinions on both sides are not founded on any past experience.

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  • why there is no power operator in java / c ++?

    - by RanZilber
    While there is such operator - ** in Python , i was wondering why java and c++ havent got one too. It is easy to make one for classes you define in C++ with operator overloading ( and i believe such thing is possible also in java) , but when talking about primitive types such as int, double and so on , you'll have to use library function like Math.power (and usaully have to cast both to double). So - why not define such operator for primitive types ?

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  • Materials from Parallel Programming Pattern Presentation at Charlottesville .NET User Group Meeting

    - by John Blumenauer
    On Thursday, May 27, I had the privilege of presenting “A Look at Parallel Programming Patterns” at the Charlottesville .NET User Group’s monthly meeting.  Those folks in attendance had many great questions and were obviously very interested in what the Parallel Task Library has to offer.  The code and slides can be found HERE.  Thanks again to CHODOTNET for having me in town to speak.  If you experience any problems downloading the slides or code, please let me know.

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  • YouTube: Realtime Graph Sharing on the NetBeans Platform

    - by Geertjan
    Yet another really cool movie by the Maltego team in South Africa, this time showing Visual Library widgets in their NetBeans Platform application shared in realtime between different users of the Maltego open source intelligence gathering and analytics software: What you see above is Maltego CaseFile. Below you find out more about it in the latest blog entry on the Maltego site: http://maltego.blogspot.be/2013/11/maltego-casefile-v2-released.html

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