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Articles indexed Friday October 12 2012

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  • What kind of support does Canonical provide on a business level?

    - by blade19899
    I was wondering about the support for Ubuntu in general? If a (small/large)business is running Ubuntu, what type of issues does Canonical help out with? examples: if a business is running a windows app, via wine does canonical help out with that when a business is running software that is not installed via the software but via PPA(stable/beta) and or downloaded manually. Some examples apps libreoffice/handbrake/openshot etc... etc... does Canonical give support when those app have issues? when a business is trying to migrate from lotes notes/outlook to thunderbird? sorry if this is a bit vague, but i don't really know much about support... be as detailed possible! Thanks in advanced!!!

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  • Can't find openjdk's jre? No Java plugin in Chrome web browser.

    - by Patryk
    I have recently installed openjdk just to try out writing some java application $ dpkg -l | grep jdk ii openjdk-7-jdk 7u7-2.3.2a-0ubuntu0.12.04.1 OpenJDK Development Kit (JDK) ii openjdk-7-jre 7u7-2.3.2a-0ubuntu0.12.04.1 OpenJDK Java runtime, using Hotspot JIT ii openjdk-7-jre-headless 7u7-2.3.2a-0ubuntu0.12.04.1 OpenJDK Java runtime, using Hotspot JIT (headless) ii openjdk-7-jre-lib 7u7-2.3.2a-0ubuntu0.12.04.1 OpenJDK Java runtime (architecture independent libraries) That's what I have on my system. Although I have all this installed when in Chrome I go to a website which needs jre it can't find it. How can I fix it ?

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  • How Can I Install LibreOffice Base?

    - by Rob
    Useful info: I have tried running sudo dpkg --configure -a and sudo apt-get install -f with no result. I am running Kubuntu 11.10 (the updater is far too unreliable to ever be trusted with performing a version upgrade) The rest of LibreOffice seems to work fine (apart from an annoying bug where tooltips are shown as black text on black background...) I have need to use LibreOffice Base to complete a mail merge document. However, I noticed it's not installed. When I go to install it however... rob@hydrogen:~$ sudo apt-get install libreoffice-base [sudo] password for rob: Reading package lists... Done Building dependency tree Reading state information... Done Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies. libreoffice-base : Depends: libreoffice-core (= 1:3.4.4-0ubuntu1) but it is not going to be installed Depends: libreoffice-base-core (= 1:3.4.4-0ubuntu1) but it is not going to be installed Depends: libreoffice-java-common (>= 1:3.4.4~) but it is not going to be installed Suggests: libmyodbc but it is not going to be installed or odbc-postgresql but it is not going to be installed or libsqliteodbc but it is not going to be installed or tdsodbc but it is not going to be installed or mdbtools but it is not going to be installed Suggests: libreoffice-gcj but it is not installable Suggests: libreoffice-report-builder but it is not going to be installed E: Unable to correct problems, you have held broken packages. I'm bemused as to which packages it seems to think I have held. As far as I'm aware, Kubuntu doesn't give you the option to hold packages... So, how do I get out of this dependency hell?

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  • When I add myself "vboxusers" group I an no longer in the "admins" group

    - by R9TySix
    I'm using Ubuntu 11.10 and I installed VirtualBox. This required me to add myself to the vboxusers group but when I add myself to vboxusers group I am no longer be in other groups and especially admins group! When I add myself back to admins group I no longer be am in the vboxusers group ! Commands that I used to add user to "vboxusers": usermod -G vboxusers myusername to add user back to admins group in single user mod: usermod -aG admin myusername

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  • Message "Sparse file not allowed" after succesfull install without swap-partition

    - by FUZxxl
    I've installed Ubuntu without creating a swap partition and with / on a btrfs.# Now I get the message "Sparse file is not allowed" on each boot. This message appears before the splash-screen. Is there a way to kill this warning? # I use some programs that tend to get havoc on memory usage. To prevent them from killing my system, I let the OOM killer do the rest when out of memory rather than making my system unreasonably slow by excessive swapping.

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  • Photo and Video backup [closed]

    - by MyNameIsTooCommon
    Apologies if this is the wrong forum. Please move if necessary I want to back up all my photos and videos online. Some videos are HD and up to 2GB in size. Does anyone know of any good sites? Flcker and Picasca seem the obvious ones but there seem to be limits on size. I have also heard bad things about the Picasca UI. I basically want to remove most of the photos from my laptop HD and then sync with web when I want to download them. Viewing via mobile is not a big thing for me. I just want somewhere save to back up stuff. Thanks

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  • Serve up syntactic XHTML5 using the text/html MIME type?

    - by cboettig
    I have a site currently written with HTML5 tags. I'd like to be able to parse the site as XML, with support for namespaces, etc, to facilitate programmatic extraction of data. Currently I have <!DOCTYPE html> and <meta charset="utf-8"> Which I gather is equivalent in HTML5 to explicitly setting the content-types as <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> for my current setup. In order to serve XML it sounds like the right thing to do is <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> Should I also change my Content-Type to <meta http-equiv="content-type" content="application/xhtml+xml; charset=iso-8859-1" /> Or is that not necessary? What is the advantage of having content-type be "application/xhtml+xml"? What is the disadvantage? (Sounds like it may break internet explorer rendering of the site? but maybe that information is out of date now?) Many thanks!

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  • Should I design and then look for a CMS or vice versa? [closed]

    - by Livingston Storm
    I am currently designing an e-commerce site, and unfortunately my PHP is garbage at the moment so open source CMS's are out of the question. I am debating between Joomla and Big Commerce and as the title states I am unsure of whether to build first or try the CMS first to see what limitations I will face. I couldn't find any previous questions on this site, forgive me if this is a stupid/commonly asked question. Thanks for any feedback

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  • Is it illegal to use content in such a way?

    - by MHZ
    I have a couple of questions about the legality of the content of some websites. I am currently working on two websites and I would like to make sure I am not breaking any laws, by using some content like I am... Do I need to get a license to use images from the Internet (such as google.images.com) in my site, assuming they aren't a company logo belonging to another company? If not, am I allowed to use it after I modify it with a image editing software? If content such as phone numbers, e-mail addresses, website addresses, and text from websites can be found for free online, and I gather this information for a search engine based site that I am working on and offering this information on a paid basis (similar to google, but more specialized), is something that is legal? Note: I am not 'copying' or redirecting business from anywhere, to my site. The exact opposite, the site I am working on actually helps advertise businesses and make it easier for customers to find them.

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  • SEP Search Engine Placement

    - by Cory Baumer
    My employer was recently contacted by a company who convinced my employer that they could do what they called search engine placement and that they can guaranty that we will be placed on he top of googles search results. I immediately told my employer that it sounded like a scam, but I was made to contact the company regardless and investigate. The sales person insisted that SEP was different than the SEO and ad words campaigns we are already performing and that it was a cheaper way to be listed in the adwords section and that it didn't include a cost per click. It sounds to me like its kinda scammy like they are going to setup an adwords campaign and just charge us a flat rate that is higher than the cost per clicks. Has anyone heard of this and is it at all legitimate?

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  • Color based collision detection

    - by user1486826
    I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not an option, since creating many objects will severely affect performance. Bitmasking each planet will likely result in performance issues too, so the only candidate is color based collision detection, because I don't need to apply some sort of object to everything I want to check for collisions. Is any way to check the perimeter around the ship for a certain color?

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  • Platformer Collision Error [closed]

    - by Connor
    I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get stuck INSIDE the world and you can't move until you jump. Here's what I mean: The player's feet are a few pixels below the ground level. However, this problem only occurs in 3 places throughout the map and only in those 3 select places. I'm assuming that the problem lies within my collision detection code but I'm not entirely sure, as I don't get an error when it happens. public boolean isCollidingWithBlock(Point pt1, Point pt2) { //Checks x for(int x = (int) (this.x / Tile.tileSize); x < (int) (this.x / Tile.tileSize + 4); x++) { //Checks y for(int y = (int) (this.y / Tile.tileSize); y < (int) (this.y / Tile.tileSize + 4); y++) { if(x >= 0 && y >= 0 && x < Component.dungeon.block.length && y < Component.dungeon.block[0].length) { //If the block is not air if(Component.dungeon.block[x][y].id != Tile.air) { //If the player is in contact with point one or two on the block if(Component.dungeon.block[x][y].contains(pt1) || Component.dungeon.block[x][y].contains(pt2)) { //Checks for specific blocks if(Component.dungeon.block[x][y].id == Tile.portalBlock) { Component.isLevelDone = true; } if(Component.dungeon.block[x][y].id == Tile.spike) { Health.health -= 1; Component.isJumping = true; if(Health.health == 0) { Component.isDead = true; } } return true; } } } } } return false; } What I'm asking is how I would fix the problem. I've looked over my code for quite a while and I'm not sure what's wrong with it. Also, if there's a more efficient way to do my collision checking then please let me know! I hope that is enough information, if it's not just tell me what you need and I'll be sure to add it. Thank you! [EDIT] Jump code: if(!isJumping && !isCollidingWithBlock(new Point((int) x + 2, (int) (y + height)), new Point((int) (x + width + 2), (int) (y + height)))) { y += fallSpeed; //sY is the screen's Y. The game is a side-scroller Component.sY += fallSpeed; } else { if(Component.isJumping) { isJumping = true; } } if(isJumping) { if(!isCollidingWithBlock(new Point((int) x + 2, (int) y), new Point((int) (x + width + 2), (int) y))) { if(jumpCount >= jumpHeight) { isJumping = false; jumpCount = 0; } else { y -= jumpSpeed; Component.sY -= jumpSpeed; jumpCount += 1; } } else { isJumping = false; jumpCount = 0; } }

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  • how to keep display tick rate steady when using continuous collision detection?

    - by nas Ns
    (I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: I've implemented basic particles motion simulation with continuous collision detection. But there is small issue in display. Assume simple case of circles moving inside square. All elastic collisions. no firction. All motion is constant speed. No forces are involved, no gravity. So when a particle is moving, it is always moving at constant speed (in between collisions) What I do now is this: Let the simulation time step be 1 second (for example). This is the time step simulation is advanced before displaying the new state (unless there is a collision sooner than this). At start of each time step, time for the next collision between any particles or a particle with a wall is determined. Call this the TOC time; let’s say TOC was .5 seconds in this case. Since TOC is smaller than the standard time step, then the system is moved by TOC and the new system is displayed so that the new display shows any collisions as just taking place (say 2 circles just touched each other’s, or a circle just touched a wall) Next, the collision(s) are resolved (i.e. speeds updated, changed directions etc..). A new step is started. The same thing happens. Now assume there is no collision detected within the next 1 second (those 2 circles above will not be in collision any more, even though they are still touching, due to their speeds showing they are moving apart now), Hence, simulation time is advanced now by the full one second, the standard time step, and particles are moved on the screen using 1 second simulation time and new display is shown. You see what has just happened: One frame ran for .5 seconds, but the next frame runs for 1 second, may be the 3rd frame is displayed after 2 seconds, may be the 4th frame is displayed after 2.8 seconds (because TOC was .8 seconds then) and so on. What happens is that the motion of a particle on the screen appears to speed up or slow down, even though it is moving at constant speed and was not even involved in a collision. i.e. Looking at one particle on its own, I see it suddenly speeding up or slowing down, becuase another particle had hit a wall. This is because the display tick is not uniform. i.e. the frame rate update is changing, giving the false illusion that a particle is moving at non-constant speed while in fact it is moving at constant speed. The motion on the screen is not smooth, since the screen is not updating at constant rate. I am not able to figure how to fix this. If I want to show 2 particles at the moment of the collision, I must draw the screen at different times. Drawing the screen always at the same tick interval, results in seeing 2 particles before the collision, and then after the collision, and not just when they colliding, which looked bad when I tried it. So, how do real games handle this issue? How to display things in order to show collisions when it happen, yet keep the display tick constant? These 2 requirements seem to contradict each other’s.

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  • Interleaving Arrays in OpenGL

    - by Benjamin Danger Johnson
    In my pursuit to write code that matches todays OpenGL standards I have found that I am completely clueless about interleaving arrays. I've tried and debugged just about everywhere I can think of but I can't get my model to render using interleaved arrays (It worked when it was configuered to use multiple arrays) Now I know that all the data is properly being parsed from an obj file and information is being copied properly copied into the Vertex object array, but I still can't seem to get anything to render. Below is the code for initializing a model and drawing it (along with the Vertex struct for reference.) Vertex: struct Vertex { glm::vec3 position; glm::vec3 normal; glm::vec2 uv; glm::vec3 tangent; glm::vec3 bitangent; }; Model Constructor: Model::Model(const char* filename) { bool result = loadObj(filename, vertices, indices); glGenVertexArrays(1, &vertexArrayID); glBindVertexArray(vertexArrayID); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glGenBuffers(1, &elementbuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW); } Draw Model: Model::Draw(ICamera camera) { GLuint matrixID = glGetUniformLocation(programID, "mvp"); GLuint positionID = glGetAttribLocation(programID, "position_modelspace"); GLuint uvID = glGetAttribLocation(programID, "uv"); GLuint normalID = glGetAttribLocation(programID, "normal_modelspace"); GLuint tangentID = glGetAttribLocation(programID, "tangent_modelspace"); GLuint bitangentID = glGetAttribLocation(programID, "bitangent_modelspace"); glm::mat4 projection = camera->GetProjectionMatrix(); glm::mat4 view = camera->GetViewMatrix(); glm::mat4 model = glm::mat4(1.0f); glm::mat4 mvp = projection * view * model; glUniformMatrix4fv(matrixID, 1, GL_FALSE, &mvp[0][0]); glBindVertexArray(vertexArrayID); glEnableVertexAttribArray(positionID); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(positionID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].position); glEnableVertexAttribArray(uvID); glVertexAttribPointer(uvID, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].uv); glEnableVertexAttribArray(normalID); glVertexAttribPointer(normalID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].normal); glEnableVertexAttribArray(tangentID); glVertexAttribPointer(tangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].tangent); glEnableVertexAttribArray(bitangentID); glVertexAttribPointer(bitangentID, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].bitangent); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, (void*)0); glDisableVertexAttribArray(positionID); glDisableVertexAttribArray(uvID); glDisableVertexAttribArray(normalID); glDisableVertexAttribArray(tangentID); glDisableVertexAttribArray(bitangentID); }

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  • Virtual Economy Setup - Virtual currencies advice

    - by Sarah Simpson
    I'm trying to figure out how to build my virtual economy. It seems like some games have one currency and some of them have up to 3 and 4 different ones. The game is an action game which is currently single player but I'm planning on adding a tournament mode that allows users to compete against each other. The virtual goods that a user would be able to purchase would be either customization to the character or powerups and utilities that give the character more abilities in the game. The character is able to gain coins during game play. The advice I'm trying to get is whether or not it makes sense to set up more than one currency and more than two currencies? What are the pros and cons? Reference to some resources that indicate research would be great.

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  • Game engines and monetization of indie games

    - by Extrakun
    Does the game engine you use affect monetization of indie games? Of course, targeting difficult platforms is one of the issues. Besides that, how would the game engine used impact monetization of games, assuming cases where the developers is going through a portal and handling the online distribution themselves? As an example, if I make a game in DarkBASIC, will it be harder to sell it than one made with Popcaps Framework or ClanLib etc.?

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