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  • Can't boot from liveUSB when trying to install it alongside Windows 7

    - by ali
    I'm very noob at Linux and installing techniques. I want to install 12.04 from bootable usb flash alongside Windows 7 (also tried live CD but not working) but computer is not booting from USB flash or LIVE-CD and boots windows 7 (Acer Aspire 4750g) and of course I have set the BIOS priority in the right way. There is one important point to tell that I have installed Fedora 16 on my laptop successfully and now I have it on my system. When I was trying to install Fedora I got some error and searched about it and got this point that I should delete a .efi file and then installation went right. In this case , what should I do to solve the problem? (I also don't need my Fedora anymore).

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  • Misaligned Display on Resume

    - by Shaun Killingbeck
    I have an odd issue with my laptop display when resuming from suspend. When I have an additional monitor connected there is no issue. However without an additional monitor connected, after resuming only the left 10% of the laptop screen (just enough to show the Unity Launcher and a bit more) is visibly working, although strangely in a screenshot this same 10% is shown on the right hand side of the screenshot: I ran xrandr --verbose before and after resume, and the only difference (using diff) was: 2c2 < LVDS connected 1366x768+0+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm --- > LVDS connected 1366x768+1280+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm This seems to suggest the screen position has been shifted by 1280 horizontally, the width of the second monitor I use. Indeed, running the command xrandr --output LVDS --pos 0x0 does bring the screen back to normal. However, I don't want to have to run this command every time, I'd prefer to cure the source of the problem than just correct the symptoms. Any ideas on how to get Ubuntu to keep the display configuration settings from before suspend when it resumes? or why it changes at all? Heres some technical details that might be pertinent: HP Pavilion DV6 Laptop Ubuntu 13.04 AMD Radeon HD 6400M Series AMD Radeon HD 6520G Using proprietary flgrx-updates driver and amdcccle (Catalyst Control Center) (Unfortunately the open source driver causes my laptop to run even hotter than it already does, otherwise I'd use that) The contents of Xorg.conf: Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[0]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "1280 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1366x768" EndSection Section "Monitor" Identifier "1-CRT1" 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" "1280x1024" EndSection Section "Device" Identifier "amdcccle-Device[0]-0" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" Option "Monitor-CRT1" "1-CRT1" BusID "PCI:0:1:0" EndSection Section "Device" Identifier "amdcccle-Device[0]-1" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" BusID "PCI:0:1:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[0]-0" Device "amdcccle-Device[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Virtual 2646 2646 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[0]-1" Device "amdcccle-Device[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • 2D Platform Game Jumping

    - by Bradley Kreuger
    I'm currently writing a game in XNA for fun which uses C#. I have got my sprites loaded and when the character moves right he looks like he is running right and when he moves left he looks like he is running left. I been looking everywhere for a good coding example for how to create a jumping ability. I have read all the physics stuff that I can stand and it doesn't help when I can't figure out how to use say space bar to jump yet can't keep them from using space just jump again until they land.

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Oracle Service Cloud May 2014 Release – Focus on your driving by JP Saunders

    - by Tuula Fai
    The next time you’re twiddling dials on your car’s dashboard to get the air to blow in the right direction, and the right song to play on the stereo, while pulling on the wires to charge your phone and punching in passwords to re-sync your hands-free headset to take a call, consider this… Does having a better dashboard UI in your car improve your driving performance? The Tesla car has one of the most modern and intuitive dashboards in any commercial car today. It is actually based on the design of a smart phone, which can download apps and updates directly from the cloud.  The 17” touchscreen, Lynx-based dashboard totally integrates all channels and devices, allowing the driver to focus on the smooth driving and power of this luxury (toy) car.  What the folks at Tesla didn't do was avoid the complexity of our needs. Instead, they streamlined them. And, while we might not all be able to afford a Tesla, their approach demonstrates that a modern UI approach can ultimately make a positive difference in our lives and businesses.  This is why the productivity and effectiveness of a Modern Contact Center is many times greater than that of a traditional contact center. Agents in a Modern Contact Center get to focus on the task at hand, the customer engagement, rather than stumbling their way through Lego blocks of complexity.  The Oracle Service Cloud is a modern approach to customer service that empowers your agents to achieve greater focus on improving your operational and strategic success through streamlined business processes.  Here are some of the recent May 2014 release highlights to the Oracle Service Cloud: Performance Enhanced Desktop UI A modern agent desktop interface that optimizes clumsy tasks, logins, screens and workflows and is optimized for agent and system performance. Improvements include performance for drag-and-drop configurable views, saved searches, and improved caching for high-speed performance even during disconnected or slow internet access.  Customer Experience Routing A streamlined automatic way to connect the right customer need to the best agent skills, based on multidimensional variables such as product skills, language skills, workload, call volume to optimize the connection and resolution experience. On-The-Go Mobile Improvements to the Agent mobile app that extend connectivity to websites, and customer surveys that are mobile-ready and rendered for any device, and ensure the customer’s voice is captured while the insight is still top of mind.  Infused Social Engagement Enhancements to infused social capabilities allow agents to respond in social threads directly from within the agent desktop, with the information becoming part of the incident record for automatic actions (such as replay or escalate) triggered off the response. Front-End Siebel Contact Center The market leading online Web Customer Self-Service interface from the Oracle Service Cloud, is now out-of-the-box ready for Oracle Siebel customers. Deploy a new online web self-service interface in a matter of weeks to have customers self-serve and self-solve answers, with escalated incidents routed directly into the Oracle Siebel Contact Center. For more information on the latest enhancements for the Oracle Service Cloud, please see the Oracle Service Cloud May 2014 Capabilities and Benefits. Related blogs: Oracle Service Cloud Feb 2014

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  • Accelerating 2d object collision with other objects [on hold]

    - by Silent Cave
    Making my very first attempt at game programming with SDL/OpenGL. So I made an object Actor witch can move in all four sides with acceleration. And there are bunch of other rectangles to collide to. the image Movement and collision detection alghorythms work just fine by itself, but when combined to prevent the green rectangle from crossing black rectangles, it gives me a kind of funny resault. Let me show you the code first: from Actor.h class Actor{ public: SDL_Rect * dim; alphaColor * col; float speed; float xlGrav, xrGrav, yuGrav, ydGrav; float acceleration; bool left,right,up,down; Actor(SDL_Rect * dim,alphaColor * col, float speed, float acceleration); bool colides(const SDL_Rect & rect); bool check_for_collisions(const std::vector<SDL_Rect*> & gameObjects ); }; from actor.cpp bool Actor::colides(const SDL_Rect & rect){ if (dim->x + dim->w < rect.x) return false; if (dim->x > rect.x + rect.w) return false; if (dim->y + dim->h < rect.y) return false; if (dim->y > rect.y + rect.h) return false; return true; } movement logic from main.cpp if (actor->left){ if(actor->xlGrav < actor->speed){ actor->xlGrav += actor->speed*actor->acceleration; }else actor->xlGrav = actor->speed; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (!actor->left){ if(actor->xlGrav - actor->speed*actor->acceleration > 0){ actor->xlGrav -= actor->speed*actor->acceleration; }else actor->xlGrav = 0; actor->dim->x -= actor->xlGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x += actor->xlGrav; actor->xlGrav = 0; } } if (actor->right){ if(actor->xrGrav < actor->speed){ actor->xrGrav += actor->speed*actor->acceleration; }else actor->xrGrav = actor->speed; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (!actor->right){ if(actor->xrGrav - actor->speed*actor->acceleration > 0){ actor->xrGrav -= actor->speed*actor->acceleration; }else actor->xrGrav = 0; actor->dim->x += actor->xrGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->x -= actor->xrGrav; actor->xrGrav = 0; } } if (actor->up){ if(actor->yuGrav < actor->speed){ actor->yuGrav += actor->speed*actor->acceleration; }else actor->yuGrav = actor->speed; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (!actor->up){ if(actor->yuGrav - actor->speed*actor->acceleration > 0){ actor->yuGrav -= actor->speed*actor->acceleration; }else actor->yuGrav = 0; actor->dim->y -= actor->yuGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y += actor->yuGrav; actor->yuGrav = 0; } } if (actor->down){ if(actor->ydGrav < actor->speed){ actor->ydGrav += actor->speed*actor->acceleration; }else actor->ydGrav = actor->speed; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } if (!actor->down){ if(actor->ydGrav - actor->speed*actor->acceleration > 0){ actor->ydGrav -= actor->speed*actor->acceleration; }else actor->ydGrav = 0; actor->dim->y += actor->ydGrav; if(actor->check_for_collisions(gameObjects)){ actor->dim->y -= actor->ydGrav; actor->ydGrav = 0; } } So, if the green box approaches an obstacle from up or left, everything goes as planned - object stops, and it's acceleration drops to zero. But if it comes from bottom or right, it enters into obstacles inner space and starts strangely dance, I'd rather say move in inverted controls. What do I fail to see?

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  • How can I assign actions to all my mouse buttons?

    - by torbengb
    I have a mouse with lots of buttons, but it's not a mainstream make like Logitech. For Windows, I have a driver that lets me assign actions like close-window (Ctrl+W) or next-tab (Ctrl+Tab), but I don't have a Linux driver. Since Linux is so flexible, I thought perhaps there is a general way to do this, regardless of brand? Update: Based on input from Cyrex, I installed and ran sudo apt-get install btnx which found several but not all mouse buttons. Found: left, right, wheel, wheelclick, thumb fwd, thumb back. Not found: wheel left, wheel right, thumb middle button. Vendor ID is 0x04d9, Model ID is 0xa015.

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  • When should I increment version number?

    - by ahmed
    I didn't learn programming at school and I do not work as a (professional) developer, hence a lot of basics are not quite clear to me. This question tries to clarify one of them. Now let's suppose that I have issues #1, #2 and #3 in my Issues Tracker that are set to be corrected/enhanced for version 1.0.0 and that the last (stable) version is 0.9.0. When should I increment to version 1.0.0 ? When a) just one of the listed above issues is closed or b) when all the issues related to version 1.0 are closed ? Which one is the right way to do it ? And by the right way, I mean what is currently used in the industry. Thanks.

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  • Login speed varies over time

    - by Brock Dute
    I have a weird problem with my Ubuntu right now. My login speed is never consistent for months, sometimes it changes within weeks. What I mean is, for example, within 2 weeks, boot time is really fast and speedy but then say after that, boot time becomes noticeably slower. Usually, right after the ubuntu login sound plays, my desktop would've finished loading already but sometimes, the ubuntu login sound is already done playing and I'm still in this stage of the login -- image, exactly like that. Any reasons for this? Sometimes it slows down after updates (which I think is kind of normal?) After a few reboots, it becomes fast then randomly it becomes slow again.

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  • AdSense Custom Search Ads - custom quesry

    - by Alex
    i'm trying to set up a custom search ad, but I am nost sure about the query. On the site it says (https://developers.google.com/custom-search-ads/docs/implementation-guide) 'query' should be dynamic based on your page. This variable targets the ads and therefore should always match what the user on your site has just performed a search for. Now, what I understand is: I have to program my page so that the query variable contains some custom words. Am I right? If a user gets to my site through clicking on an adsense, there is no way to "know" what the user looked for and display my query accordingly, right? Thanks for any help!

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  • How to Delete/Disable gnome panels. No existing solutions working.

    - by Alan Peabody
    I would like to remove gnome panel completely. I spend most of my time in a (tmux) terminal or a browser. Synapse and a small hidden AWN panel fit the rest of my needs. I have tried all recommended solutions including this (found it a few places): How to delete Gnome Panel? However it always comes back at log in. I have tried changing the required components panel to avant-whatever as well as to empty. I have tried setting them both as default (right click set as default). Right now I just have the last panel set to transparent and auto hide, but it still tends to be annoying. What do I need to do to get rid of this damn thing?

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  • Checking whether a specific key was pressed in enchantJS

    - by MxyL
    I am using enchantJS and would like to use the letters and numbers as well as numpad on a keyboard to do different things (eg: hotkeys). From this page http://users.csc.calpoly.edu/~foaad/enchant/guide/playerInput.html By default, enchant.js provides input listeners for six buttons: UP, DOWN, LEFT, RIGHT, A, and B. By default, the directions are bound to the arrow keys. Any of the six buttons may also be bound to any key with an ASCII value. We’ll address that later. So enchant provides the ability to bind keys to different input such as up, down, left, right...but how can I simply check whether the D or X key was pressed, and if so, perform certain actions based on that event?

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  • How to Name Groups of Apps on the Windows 8 Metro Start Screen

    - by Taylor Gibb
    The Windows 8 Start Screen certainly takes some getting use to, however, one of the things that I really miss about the Start Menu was how i was able to categorize my installed applications. While you cant create folders on the Start Screen, you can group your applications. To get started head over to the Metro Start Screen and move your mouse to the bottom right-hand corner, clicking on the small icon. Now right click on the group of apps that you want to name. Make Your Own Windows 8 Start Button with Zero Memory Usage Reader Request: How To Repair Blurry Photos HTG Explains: What Can You Find in an Email Header?

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  • Release Notes for 11/28/2012

    This week we wrapped up a set of work to improve the actions and navigation within the project tabs. Now each tab in a project has a more consistent interaction experience. The navigation and filter activities are on the left side and action based links on the right. For example, on the Issue Tracker tab, the Basic and Advanced filters are on the left and the ability to create a new issue and subscribe the project are on the right.   Have ideas on how to improve CodePlex? Please visit our suggestions page! Vote for existing ideas or submit a new one. As always you can reach out to the CodePlex team on Twitter @codeplex or reach me directly @mgroves84

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  • How to resolve concurrent ramp collisions in 2d platformer?

    - by Shaun Inman
    A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky walls/floors). Solid bodies are resolved by testing the body-in-motion's new X with the old Y and adjusting if necessary before testing the new X with the new Y, again adjusting if necessary. Works great. Ramps (rectangles with a flag set indicating bottom-left, bottom-right, etc) are resolved by calculating the ratio of penetration along the x-axis and setting a new Y accordingly (with some checks to make sure the body-in-motion isn't attacking from the tall or flat side, in which case the ramp is treated as a normal rectangle). This also works great. Side-by-side ramps, eg. \/ and /\, work fine but things get jittery and unpredictable when a top-down ramp is directly above a bottom-up ramp, eg. < or > or when a bottom-up ramp runs right up to the ceiling/top-down ramp runs right down to the floor. I've been able to lock it down somewhat by detecting whether the body-in-motion hadFloor when also colliding with a top-down ramp or hadCeiling when also colliding with a bottom-up ramp then resolving by calculating the ratio of penetration along the y-axis and setting the new X accordingly (the opposite of the normal behavior). But as soon as the body-in-motion jumps the hasFloor flag becomes false, the first ramp resolution pushes the body into collision with the second ramp and collision resolution becomes jittery again for a few frames. I'm sure I'm making this more complicated than it needs to be. Can anyone recommend a good resource that outlines the best way to address this problem? (Please don't recommend I use something like Box2d or Chipmunk. Also, "redesign your levels" isn't an answer; the body-in-motion may at times be riding another body-in-motion, eg. a platform, that pushes it into a ramp so I'd like to be able to resolve this properly.) Thanks!

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  • How do I calculate a SWAP partition?

    - by Dean Howell
    Since the late 90s I've always understood that it is best practice to allocate twice the amount of physical RAM as swap space. I just received my new laptop in the mail and it came with 6GB of RAM. In a separate order I had 16GB of RAM to replace the preinstalled. I didn't have the right torx driver to get to the RAM in this machine, so I installed Ubuntu and manually set a 16GB partition for swap. 32GB seemed a tad excessive... Did I make the right choice? Would my machine perform better if there was no SWAP at all?

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  • Computer logout after closing the lid

    - by ejp1087
    I would like my computer to logout every time I close the lid. And by that I mean log out completely. Basically I want the startup applications to run every time I open the lid to my computer. Right now, it just locks the screen and comes right back when I type in my password. It would be really great if I can have it such that the startup applications run every time I open the lid. However, would logging out lose any unsaved files? Alternatively, do you know if there is a way to run a command every time I open the lid? Thanks!

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  • Advice for transitioning into a Java developer position from doing other types of web development?

    - by Rick
    I've been doing web programming and currently work at a company working with mainly PHP and Javascript. For a little while now I've been becoming more and more frustrated with the shortcomings of this type of development and want to move to a company with a more defined development process that values doing things the "right way" such as using Unit tests, dependency injection / IoC, etc. I've been learning JEE / Java as much as I can on my own time but would really like to make a switch to doing this as my career and leave behind the PHP world altogether. I'm just wondering if anyone can give me advice on which things to put my main focus on right now to make myself marketable as an entry level Java developer. Basically, I feel that I'm not really learning anything new at my current job that will benefit me and its only making me more and more frustrated so I figure if there is any way to position myself for a transition I would rather do it sooner than later. Thanks for any advice.

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  • computer doesn't boot from usb ubuntu installer when trying to install it alongside windows 7

    - by ali
    I'm very noob at linux and installing techniques. I want to install ubuntu 12.04 from bootable usb flash alongside windows 7 ( also tried live CD but now working ) but computer is not booting from usb flash or LIVE-CD and boots windows 7 ( acer aspire 4750g ). and of course I have set the bios priority in the right way. There is one important point to tell that I have installed Fedora 16 on my laptop successfully and now I have it on my system. when I was trying to install fedora i got some error and searched about it and got this point that I should delete a .efi file and then installation went right. In this case , what should I do to solve the problem? ( I also don't need my Fedora anymore )

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  • OpenWorld hands on labs: HOL9558, HOL9559 and HOL9870

    - by cpauliat
    In the upcoming event Oracle OpenWorld that will start in 2 days in San Francisco, Olivier Canonge, Simon Coter, Eric Bezille and I will run 3 hands on lab about Cloud using Oracle VM for X86 virtualization tool (details below) For each lab, a detailed document (in PDF format) explains all steps. If you don't have the opportunity to attend OpenWorld labs sessions, you can still run the labs at home or office using those documents. Lab 9558: Deploying Infrastructure as a Service (IaaS) with Oracle VM Session ID: HOL9558 Tuesday October 2nd, 2012, 10:15am – 11:15amLocation: Marriott Marquis - Salon 14/15PDF Document: part1 part2 part3 (right click and save link for each part then use winzip on file .001 to extract the PDF doc from the 3 zip files) Lab 9559: Virtualize and Deploy Oracle Applications Using Oracle VM Templates Session ID: HOL9559 Tuesday October 2nd, 2012, 11:45am – 12:45pmLocation: Marriott Marquis - Salon 14/15 PDF Document Lab 9870: x86 Enterprise Cloud Infrastructure with Oracle VM 3.x and Sun ZFS Storage Appliance Session ID: HOL 9870 Wednesday, 3 Oct, 2012, 5:00 PM - 6:00 PMLocation: Marriott Marquis - Salon 14/15 PDF Document: part1 part2 part3 (right click and save link for each part then use winzip on file .001 to extract the PDF doc from the 3 zip files)

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  • Standard -server to server- and -browser to server- authentication method

    - by jeruki
    I have server with some resources; until now all these resources were requested through a browser by a human user, and the authentication was made with an username/password method, that generates a cookie with a token (to have the session open for some time). Right now the system requires that other servers make GET requests to this resource server but they have to authenticate to get them. We have been using a list of authorized IPs but having two authentication methods makes the code more complex. My questions are: Is there any standard method or pattern to authenticate human users and servers using the same code? If there is not, are the methods I'm using now the right ones or is there a better / more standard way to accomplish what I need? Thanks in advance for any suggestion.

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  • Tips and Tools for creating Spritesheet animations

    - by Spooks
    I am looking for a tool that I can use to create sprite sheet easily. Right now I am using Illustrator, but I can never get the center of the character in the exact position, so it looks like it is moving around(even though its always in one place), while being loop through the sprite sheet. Is there any better tools that I can be using? Also what kind of tips would you give for working with a sprite sheet? Should I create each part of the character in individual layers (left arm, right arm, body, etc.) or everything at once? any other tips would also be helpful! thank you

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  • SEI Turns Software Architecture into a Game

    - by Bob Rhubart-Oracle
    "Architecture is the decisions that you wish you could get right early in a project." -- Ralph E. Johnson Unless you can see into the future, getting those decisions right comes down to a collection of hard choices. But the Software Engineering Institute (SEI) of Carnegie Mellon University has turned those hard choices into a game. Literally. According to the SEI website: The Hard Choices game is a simulation of the software development cycle meant to communicate the concepts of uncertainty, risk, options, and technical debt. In the quest to become market leader, players race to release a quality product to the marketplace. By the end of the game, everyone has experienced the implications of investing effort to gain an advantage or of paying a price to take shortcuts, as they employ design strategies in the face of uncertainty.   Check it out for yourself: Download the Hard Choices Board Game Download the companion white paper: The Hard Choices Game Explained

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  • Are your personal insecurities screwing up your internal communications?

    - by Lucy Boyes
    I do some internal comms as part of my job. Quite a lot of it involves talking to people about stuff. I’m spending the next couple of weeks talking to lots of people about internal comms itself, because we haven’t done a lot of audience/user feedback gathering, and it turns out that if you talk to people about how they feel and what they think, you get some pretty interesting insights (and an idea of what to do next that isn’t just based on guesswork and generalising from self). Three things keep coming up from talking to people about what we suck at  in terms of internal comms. And, as far as I can tell, they’re all examples where personal insecurity on the part of the person doing the communicating makes the experience much worse for the people on the receiving end. 1. Spending time telling people how you’re going to do something, not what you’re doing and why Imagine you’ve got to give an update to a lot of people who don’t work in your area or department but do have an interest in what you’re doing (either because they want to know because they’re curious or because they need to know because it’s going to affect their work too). You don’t want to look bad at your job. You want to make them think you’ve got it covered – ideally because you do*. And you want to reassure them that there’s lots of exciting work going on in your area to make [insert thing of choice] happen to [insert thing of choice] so that [insert group of people] will be happy. That’s great! You’re doing a good job and you want to tell people about it. This is good comms stuff right here. However, you’re slightly afraid you might secretly be stupid or lazy or incompetent. And you’re exponentially more afraid that the people you’re talking to might think you’re stupid or lazy or incompetent. Or pointless. Or not-adding-value. Or whatever the thing that’s the worst possible thing to be in your company is. So you open by mentioning all the stuff you’re going to do, spending five minutes or so making sure that everyone knows that you’re DOING lots of STUFF. And the you talk for the rest of the time about HOW you’re going to do the stuff, because that way everyone will know that you’ve thought about this really hard and done tons of planning and had lots of great ideas about process and that you’ve got this one down. That’s the stuff you’ve got to say, right? To prove you’re not fundamentally worthless as a human being? Well, maybe. But probably not. See, the people who need to know how you’re going to do the stuff are the people doing the stuff. And those are the people in your area who you’ve (hopefully-please-for-the-love-of-everything-holy) already talked to in depth about how you’re going to do the thing (because else how could they help do it?). They are the only people who need to know the how**. It’s the difference between strategy and tactics. The people outside of your bubble of stuff-doing need to know the strategy – what it is that you’re doing, why, where you’re going with it, etc. The people on the ground with you need the strategy and the tactics, because else they won’t know how to do the stuff. But the outside people don’t really need the tactics at all. Don’t bother with the how unless your audience needs it. They probably don’t. It might make you feel better about yourself, but it’s much more likely that Bob and Jane are thinking about how long this meeting has gone on for already than how personally impressive and definitely-not-an-idiot you are for knowing how you’re going to do some work. Feeling marginally better about yourself (but, let’s face it, still insecure as heck) is not worth the cost, which in this case is the alienation of your audience. 2. Talking for too long about stuff This is kinda the same problem as the previous problem, only much less specific, and I’ve more or less covered why it’s bad already. Basic motivation: to make people think you’re not an idiot. What you do: talk for a very long time about what you’re doing so as to make it sound like you know what you’re doing and lots about it. What your audience wants: the shortest meaningful update. Some of this is a kill your darlings problem – the stuff you’re doing that seems really nifty to you seems really nifty to you, and thus you want to share it with everyone to show that you’re a smart person who thinks up nifty things to do. The downside to this is that it’s mostly only interesting to you – if other people don’t need to know, they likely also don’t care. Think about how you feel when someone is talking a lot to you about a lot of stuff that they’re doing which is at best tangentially interesting and/or relevant. You’re probably not thinking that they’re really smart and clearly know what they’re doing (unless they’re talking a lot and being really engaging about it, which is not the same as talking a lot). You’re probably thinking about something totally unrelated to the thing they’re talking about. Or the fact that you’re bored. You might even – and this is the opposite of what they’re hoping to achieve by talking a lot about stuff – be thinking they’re kind of an idiot. There’s another huge advantage to paring down what you’re trying to say to the barest possible points – it clarifies your thinking. The lightning talk format, as well as other formats which limit the time and/or number of slides you have to say a thing, are really good for doing this. It’s incredibly likely that your audience in this case (the people who need to know some things about your thing but not all the things about your thing) will get everything they need to know from five minutes of you talking about it, especially if trying to condense ALL THE THINGS into a five-minute talk has helped you get clear in your own mind what you’re doing, what you’re trying to say about what you’re doing and why you’re doing it. The bonus of this is that by being clear in your thoughts and in what you say, and in not taking up lots of people’s time to tell them stuff they don’t really need to know, you actually come across as much, much smarter than the person who talks for half an hour or more about things that are semi-relevant at best. 3. Waiting until you’ve got every detail sorted before announcing a big change to the people affected by it This is the worst crime on the list. It’s also human nature. Announcing uncertainty – that something important is going to happen (big reorganisation, product getting canned, etc.) but you’re not quite sure what or when or how yet – is scary. There are risks to it. Uncertainty makes people anxious. It might even paralyse them. You can’t run a business while you’re figuring out what to do if you’ve paralysed everyone with fear over what the future might bring. And you’re scared that they might think you’re not the right person to be in charge of [thing] if you don’t even know what you’re doing with it. Best not to say anything until you know exactly what’s going to happen and you can reassure them all, right? Nope. The people who are going to be affected by whatever it is that you don’t quite know all the details of yet aren’t stupid***. You wouldn’t have hired them if they were. They know something’s up because you’ve got your guilty face on and you keep pulling people into meeting rooms and looking vaguely worried. Here’s the deal: it’s a lot less stressful for everyone (including you) if you’re up front from the beginning. We took this approach during a recent company-wide reorganisation and got really positive feedback. People would much, much rather be told that something is going to happen but you’re not entirely sure what it is yet than have you wait until it’s all fixed up and then fait accompli the heck out of them. They will tell you this themselves if you ask them. And here’s why: by waiting until you know exactly what’s going on to communicate, you remove any agency that the people that the thing is going to happen to might otherwise have had. I know you’re scared that they might get scared – and that’s natural and kind of admirable – but it’s also patronising and infantilising. Ask someone whether they’d rather work on a project which has an openly uncertain future from the beginning, or one where everything’s great until it gets shut down with no forewarning, and very few people are going to tell you they’d prefer the latter. Uncertainty is humanising. It’s you admitting that you don’t have all the answers, which is great, because no one does. It allows you to be consultative – you can actually ask other people what they think and how they feel and what they’d like to do and what they think you should do, and they’ll thank you for it and feel listened to and respected as people and colleagues. Which is a really good reason to start talking to them about what’s going on as soon as you know something’s going on yourself. All of the above assumes you actually care about talking to the people who work with you and for you, and that you’d like to do the right thing by them. If that’s not the case, you can cheerfully disregard the advice here, but if it is, you might want to think about the ways above – and the inevitable countless other ways – that making internal communication about you and not about your audience could actually be doing the people you’re trying to communicate with a huge disservice. So take a deep breath and talk. For five minutes or so. About the important things. Not the other things. As soon as you possibly can. And you’ll be fine.   *Of course you do. You’re good at your job. Don’t worry. **This might not always be true, but it is most of the time. Other people who need to know the how will either be people who you’ve already identified as needing-to-know and thus part of the same set as the people in you’re area you’ve already discussed this with, or else they’ll ask you. But don’t bring this stuff up unless someone asks for it, because most of the people in the audience really don’t care and you’re wasting their time. ***I mean, they might be. But let’s give them the benefit of the doubt and assume they’re not.

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  • How to install Netgear N-300 UAB adapter WNA3100 on Ubuntu 12.04

    - by JacobusR
    After a fresh install of Ubuntu 12.04, the first thing I'm trying to do, is to setup my wireless adapter. I can see it using lsusb: beer@beer-linux:~$ lsusb ... Bus 002 Device 006: ID 0846:9020 NetGear, Inc. WNA3100(v1) Wireless-N 300 [Broadcom BCM43231] ... I have found a lot of dated instructions on the net and just wanted to know what the right way is to set it up on 12.04. I don't want to mess up a brand new install by tweaking things that don't need tweaking. According to most posts, you have to install the Windows drivers using the ndiswrapper package. Is this still the right way to go? If so, it would be great if someone could write down the steps to do this under 12.04

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