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  • Pinned program on the taskbar is not grouping in Windows 7 Ultimate

    - by Magic
    Previously, I had pinned Google Chrome Dev to the taskbar. Being that it was unstable and crashed frequently, I decided to uninstall it. Before uninstalling, however, I did not un-pin its icon from the taskbar. Afterward, I installed Google Chrome Stable and launched it from the old pinned icon. This resulted in a new icon appearing in the taskbar. I figured this happened because the icon was originally for the Dev build, so I unpinned the icon and re-pinned Google Chrome. I launch Google Chrome again, but I still get a new icon! Re-pinning the icon should have fixed it, no? Why aren't my Google Chrome windows grouping together?

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • Why are my Unity procedural animations jerky?

    - by Phoenix Perry
    I'm working in Unity and getting some crazy weird motion behavior. I have a plane and I'm moving it. It's ever so slightly getting about 1 pixel bigger and smaller. It looks like the it's kind of getting squeezed sideways by a pixel. I'm moving a plane by cos and sin so it will spin on the x and z axes. If the planes are moving at Time.time, everything is fine. However, if I put in slower speed multiplier, I get an amazingly weird jerk in my animation. I get it with or without the lerp. How do I fix it? I want it to move very slowly. Is there some sort of invisible grid in unity? Some sort of minimum motion per frame? I put a visual sample of the behavior here. Here's the relevant code: public void spin() { for (int i = 0; i < numPlanes; i++ ) { GameObject g = planes[i] as GameObject; //alt method //currentRotation += speed * Time.deltaTime * 100; //rotation.eulerAngles = new Vector3(0, currentRotation, 0); //g.transform.position = rotation * rotationRadius; //sine method g.GetComponent<PlaneSetup>().pos.x = g.GetComponent<PlaneSetup>().radiusX * (Mathf.Cos((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle)); g.GetComponent<PlaneSetup>().pos.z = g.GetComponent<PlaneSetup>().radius * Mathf.Sin((Time.time*speed) + g.GetComponent<PlaneSetup>().startAngle); g.GetComponent<PlaneSetup>().pos.y = g.GetComponent<Transform>().position.y; ////offset g.GetComponent<PlaneSetup>().pos.z += 20; g.GetComponent<PlaneSetup>().posLerp.x = Mathf.Lerp(g.transform.position.x,g.GetComponent<PlaneSetup>().pos.x, .5f); g.GetComponent<PlaneSetup>().posLerp.z = Mathf.Lerp(g.transform.position.z, g.GetComponent<PlaneSetup>().pos.z, .5f); g.GetComponent<PlaneSetup>().posLerp.y = g.GetComponent<Transform>().position.y; g.transform.position = g.GetComponent<PlaneSetup>().posLerp; } Invoke("spin",0.0f); } The full code is on github. There is literally nothing else going on. I've turned off all other game objects so it's only the 40 planes with a texture2D shader. I removed it from Invoke and tried it in Update -- still happens. With a set frame rate or not, the same problem occurs. Tested it in Fixed Update. Same issue. The script on the individual plane doesn't even have an update function in it. The data on it could functionally live in a struct. I'm getting between 90 and 123 fps. Going to investigate and test further. I put this in an invoke function to see if I could get around it just occurring in update. There are no physics on these shapes. It's a straight procedural animation. Limited it to 1 plane - still happens. Thoughts? Removed the shader - still happening.

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  • Ray-box Intersection Theory

    - by Myx
    Hello: I wish to determine the intersection point between a ray and a box. The box is defined by its min 3D coordinate and max 3D coordinate and the ray is defined by its origin and the direction to which it points. Currently, I am forming a plane for each face of the box and I'm intersecting the ray with the plane. If the ray intersects the plane, then I check whether or not the intersection point is actually on the surface of the box. If so, I check whether it is the closest intersection for this ray and I return the closest intersection. The way I check whether the plane-intersection point is on the box surface itself is through a function bool PointOnBoxFace(R3Point point, R3Point corner1, R3Point corner2) { double min_x = min(corner1.X(), corner2.X()); double max_x = max(corner1.X(), corner2.X()); double min_y = min(corner1.Y(), corner2.Y()); double max_y = max(corner1.Y(), corner2.Y()); double min_z = min(corner1.Z(), corner2.Z()); double max_z = max(corner1.Z(), corner2.Z()); if(point.X() >= min_x && point.X() <= max_x && point.Y() >= min_y && point.Y() <= max_y && point.Z() >= min_z && point.Z() <= max_z) return true; return false; } where corner1 is one corner of the rectangle for that box face and corner2 is the opposite corner. My implementation works most of the time but sometimes it gives me the wrong intersection. I was wondering if the way I'm checking whether the intersection point is on the box is correct or if I should use some other algorithm. Thanks.

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  • How to use EffectUpdate?

    - by coma
    So, this is my sample: <?xml version="1.0" encoding="utf-8"?> <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:mx="library://ns.adobe.com/flex/mx" xmlns:s="library://ns.adobe.com/flex/spark"> <fx:Style> @namespace s "library://ns.adobe.com/flex/spark"; @namespace mx "library://ns.adobe.com/flex/mx"; s|Application { background-color: #333333; } #info { padding-top: 5; padding-right: 5; padding-bottom: 5; padding-left: 5; font-size: 22; background-color: #ffffff; } #plane { corner-radius: 8; background-color: #1c1c1c; } </fx:Style> <fx:Script> import mx.events.*; private var steps:uint = 0; private function effectUpdateHandler(event:EffectEvent):void { info.text = "rotationY: " + plane.rotationY + " ; steps: " + steps; steps++; } </fx:Script> <fx:Declarations> <s:Rotate3D id="spin" target="{plane}" autoCenterTransform="true" angleYFrom="0" angleYTo="360" repeatCount="10" effectUpdate="effectUpdateHandler(event)" /> </fx:Declarations> <s:VGroup horizontalAlign="center" gap="50" width="100%"> <s:Label id="info" width="100%"/> <s:BorderContainer id="plane" width="200" height="200" click="spin.play()"/> </s:VGroup> </s:Application> and it doesn't make me happy.

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  • compile Boost as static Universal binary lib

    - by Albert
    I want to have a static Universal binary lib of Boost. (Preferable the latest stable version, that is 1.43.0, or newer.) I found many Google hits with similar problems and possible solutions. However, most of them seems outdated. Also none of them really worked. Right now, I am trying sudo ./bjam --toolset=darwin --link=static --threading=multi \ --architecture=combined --address-model=32_64 \ --macosx-version=10.4 --macosx-version-min=10.4 \ install That compiles and install fine. However, the produced binaries seems broken. az@ip245 47 (openlierox) %file /usr/local/lib/libboost_signals.a /usr/local/lib/libboost_signals.a: current ar archive random library az@ip245 49 (openlierox) %lipo -info /usr/local/lib/libboost_signals.a input file /usr/local/lib/libboost_signals.a is not a fat file Non-fat file: /usr/local/lib/libboost_signals.a is architecture: x86_64 az@ip245 48 (openlierox) %otool -hv /usr/local/lib/libboost_signals.a Archive : /usr/local/lib/libboost_signals.a /usr/local/lib/libboost_signals.a(trackable.o): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC_64 X86_64 ALL 0x00 OBJECT 3 1536 SUBSECTIONS_VIA_SYMBOLS /usr/local/lib/libboost_signals.a(connection.o): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC_64 X86_64 ALL 0x00 OBJECT 3 1776 SUBSECTIONS_VIA_SYMBOLS /usr/local/lib/libboost_signals.a(named_slot_map.o): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC_64 X86_64 ALL 0x00 OBJECT 3 1856 SUBSECTIONS_VIA_SYMBOLS /usr/local/lib/libboost_signals.a(signal_base.o): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC_64 X86_64 ALL 0x00 OBJECT 3 1776 SUBSECTIONS_VIA_SYMBOLS /usr/local/lib/libboost_signals.a(slot.o): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC_64 X86_64 ALL 0x00 OBJECT 3 1616 SUBSECTIONS_VIA_SYMBOLS Any suggestion how to get that correct?

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  • Data-only static libraries with GCC

    - by regularfry
    How can I make static libraries with only binary data, that is without any object code, and make that data available to a C program? Here's the build process and simplified code I'm trying to make work: ./datafile: abcdefghij Makefile: libdatafile.a: ar [magic] datafile main: libdatafile.a gcc main.c libdatafile.a -o main main.c: #define TEXTPTR [more magic] int main(){ char mystring[11]; memset(mystring, '\0', 11); memcpy(TEXTPTR, mystring, 10); puts(mystring); puts(mystring); return 0; } The output I'm expecting from running main is, of course: abcdefghijabcdefghij My question is: what should [magic] and [more magic] be?

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  • C++ Type error with Object versus Object reference

    - by muddybruin
    I have the following function (which worked in Visual Studio): bool Plane::contains(Vector& point){ return normalVector.dotProduct(point - position) < -doubleResolution; } When I compile it using g++ version 4.1.2 , I get the following error: Plane.cpp: In member function âvirtual bool Plane::contains(Vector&)â: Plane.cpp:36: error: no matching function for call to âVector::dotProduct(Vector)â Vector.h:19: note: candidates are: double Vector::dotProduct(Vector&) So as you can see, the compiler thinks (point-position) is a Vector but it's expecting Vector&. What's the best way to fix this? I verified that this works: Vector temp = point-position; return normalVector.dotProduct(temp) < -doubleResolution; But I was hoping for something a little bit cleaner. I heard a suggestion that adding a copy constructor might help. So I added a copy constructor to Vector (see below), but it didn't help. Vector.h: Vector(const Vector& other); Vector.cpp: Vector::Vector(const Vector& other) :x(other.x), y(other.y), z(other.z), homogenous(other.homogenous) { }

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  • How to begin? Windows 8 Development

    - by Dennis Vroegop
    Ok. I convinced you in my last post to do some Win8 development. You want a piece of that cake, or whatever your reasons may be. Good! Welcome to the club! Now let me ask you a question: what are you going to write? Ah. That’s the big one, isn’t it? What indeed? If you have been creating applications for computers before you’re in for quite a shock. The way people perceive apps on a tablet is quite different from what we know as applications. There’s a reason we call them apps instead of applications! Yes, technically they are applications but we don’t call them apps only because it sounds cool. The abbreviated form of the word applications itself is a pointer. Apps are small. Apps are focused. Apps are more lightweight. Apps do one thing but they do that one thing extremely good. In the ‘old’ days we wrote huge systems. We build ecosystems of services, screens, databases and more to create a system that provides value for the user. Think about it: what application do you use most at work? Can you in one sentence describe what it is, or what it does and yet still distinctively describe its purpose? I doubt you can. Let’s have a look at Outlouk. We all know it and we all love or hate it. But what is it? A mail program? No, there’s so much more there: calendar, contacts, RSS feeds and so on. Some call it a ‘collaboration’  application but that’s not really true as well. After all, why should a collaboration application give me my schedule for the day? I think the best way to describe Outlook is “client for Exchange”  although that isn’t accurate either. Anyway: Outlook is a great application but it’s not an ‘app’ and therefor not very suitable for WinRT. Ok. Disclaimer here: yes, you can write big applications for WinRT. Some will. But that’s not what 99.9% of the developers will do. So I am stating here that big applications are not meant for WinRT. If 0.01% of the developers think that this is nonsense then they are welcome to go ahead but for the majority here this is not what we’re talking about. So: Apps are small, lightweight and good at what they do but only at that. If you’re a Phone developer you already know that: Phone apps on any platform fit the description I have above. If you’ve ever worked in a large cooperation before you might have seen one of these before: the Mission Statement. It’s supposed to be a oneliner that sums up what the company is supposed to do. Funny enough: although this doesn’t work for large companies it does work for defining your app. A mission statement for an app describes what it does. If it doesn’t fit in the mission statement then your app is going to get to big and will fail. A statement like this should be in the following style “<your app name> is the best app to <describe single task>” Fill in the blanks, write it and go! Mmm.. not really. There are some things there we need to think about. But the statement is a very, very important one. If you cannot fit your app in that line you’re preparing to fail. Your app will become to big, its purpose will be unclear and it will be hard to use. People won’t download it and those who do will give it a bad rating therefor preventing that huge success you’ve been dreaming about. Stick to the statement! Ok, let’s give it a try: “PlanesAreCool” is the best app to do planespotting in the field. You might have seen these people along runways of airports: taking photographs of airplanes and noting down their numbers and arrival- and departure times. We are going to help them out with our great app! If you look at the statement, can you guess what it does? I bet you can. If you find out it isn’t clear enough of if it’s too broad, refine it. This is probably the most important step in the development of your app so give it enough time! So. We’ve got the statement. Print it out, stick it to the wall and look at it. What does it tell you? If you see this, what do you think the app does? Write that down. Sit down with some friends and talk about it. What do they expect from an app like this? Write that down as well. Brainstorm. Make a list of features. This is mine: Note planes Look up aircraft carriers Add pictures of that plane Look up airfields Notify friends of new spots Look up details of a type of plane Plot a graph with arrival and departure times Share new spots on social media Look up history of a particular aircraft Compare your spots with friends Write down arrival times Write down departure times Write down wind conditions Write down the runway they take Look up weather conditions for next spotting day Invite friends to join you for a day of spotting. Now, I must make it clear that I am not a planespotter nor do I know what one does. So if the above list makes no sense, I apologize. There is a lesson: write apps for stuff you know about…. First of all, let’s look at our statement and then go through the list of features. Remove everything that has nothing to do with that statement! If you end up with an empty list, try again with both steps. Note planes Look up aircraft carriers Add pictures of that plane Look up airfields Notify friends of new spots Look up details of a type of plane Plot a graph with arrival and departure times Share new spots on social media Look up history of a particular aircraft Compare your spots with friends Write down arrival times Write down departure times Write down wind conditions Write down the runway they take Look up weather conditions for next spotting day Invite friends to join you for a day of spotting. That's better. The things I removed could be pretty useful to a plane spotter and could be fun to write. But do they match the statement? I said that the app is for spotting in the field, so “look up airfields” doesn’t belong there: I know where I am so why look it up? And the same goes for inviting friends or looking up the weather conditions for tomorrow. I am at the airfield right now, looking through my binoculars at the planes. I know the weather now and I don’t care about tomorrow. If you feel the items you’ve crossed out are valuable, then why not write another app? One that says “SpotNoter” is the best app for preparing a day of spotting with my friends. That’s a different app! Remember: Win8 apps are small and very good at doing ONE thing, and one thing only! If you have made that list, it’s time to prepare the navigation of your app. The navigation is how users see your app and how they use it. We’ll do that next time!

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  • How to use Secure Erase and is it on the install CD?

    - by Mikey
    Supposedly there is some built in hard drive magic called "Secure Erase" which is wildly faster and more secure than "dd if=/dev/zero..." I am most excited about the speed increase. There seems to be a GUI for it as part of Parted Magic: http://www.ocztechnologyforum.com/forum/showthread.php?81321-Secure-Erase-With-bootable-CD-USB-Linux..-Point-and-Click-Method Is there something like this for Ubuntu? Better yet, is there a way to actually issue this command "manually" like with smartctl or something?

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  • Raid 5 mdadm Problem - Help Please

    - by user66260
    My Raid 5 array (4 1tb Disks WD10EARS) had was showing as degraded. I looked and one of the disks wasnt installed, so i re-added it with the mdadm add command. the array is now showing as (null)Array , but cant be mounted if i run: root@warren-P5K-E:/home/warren# sudo mdadm --misc --detail /dev/md0 I get: mdadm: cannot open /dev/md0: No such file or directory and running: root@warren-P5K-E:/home/warren# cat /proc/mdstat gives me: Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] unused devices: < none > The data is very important root@warren-P5K-E:/home/warren# mdadm --examine /dev/sda /dev/sda: Magic : a92b4efc Version : 0.90.00 UUID : 00000000:00000000:00000000:00000000 Creation Time : Sat May 26 12:08:14 2012 Raid Level : -unknown- Raid Devices : 0 Total Devices : 4 Preferred Minor : 0 Update Time : Sat May 26 12:08:40 2012 State : active Active Devices : 0 Working Devices : 4 Failed Devices : 0 Spare Devices : 4 Checksum : 82d5b792 - correct Events : 1 Number Major Minor RaidDevice State this 1 8 0 1 spare /dev/sda 0 0 8 16 0 spare /dev/sdb 1 1 8 0 1 spare /dev/sda 2 2 8 32 2 spare /dev/sdc 3 3 8 48 3 spare /dev/sdd root@warren-P5K-E:/home/warren# mdadm --examine /dev/sdb /dev/sdb: Magic : a92b4efc Version : 0.90.00 UUID : 00000000:00000000:00000000:00000000 Creation Time : Sat May 26 12:08:14 2012 Raid Level : -unknown- Raid Devices : 0 Total Devices : 4 Preferred Minor : 0 Update Time : Sat May 26 12:08:40 2012 State : active Active Devices : 0 Working Devices : 4 Failed Devices : 0 Spare Devices : 4 Checksum : 82d5b7a0 - correct Events : 1 Number Major Minor RaidDevice State this 0 8 16 0 spare /dev/sdb 0 0 8 16 0 spare /dev/sdb 1 1 8 0 1 spare /dev/sda 2 2 8 32 2 spare /dev/sdc 3 3 8 48 3 spare /dev/sdd root@warren-P5K-E:/home/warren# oot@warren-P5K-E:/home/warren# mdadm --examine /dev/sdc /dev/sdc: Magic : a92b4efc Version : 0.90.00 UUID : 00000000:00000000:00000000:00000000 Creation Time : Sat May 26 12:08:14 2012 Raid Level : -unknown- Raid Devices : 0 Total Devices : 4 Preferred Minor : 0 Update Time : Sat May 26 12:08:40 2012 State : active Active Devices : 0 Working Devices : 4 Failed Devices : 0 Spare Devices : 4 Checksum : 82d5b7b4 - correct Events : 1 Number Major Minor RaidDevice State this 2 8 32 2 spare /dev/sdc 0 0 8 16 0 spare /dev/sdb 1 1 8 0 1 spare /dev/sda 2 2 8 32 2 spare /dev/sdc 3 3 8 48 3 spare /dev/sdd root@warren-P5K-E:/home/warren# mdadm --examine /dev/sdd /dev/sdd: Magic : a92b4efc Version : 0.90.00 UUID : 00000000:00000000:00000000:00000000 Creation Time : Sat May 26 12:08:14 2012 Raid Level : -unknown- Raid Devices : 0 Total Devices : 4 Preferred Minor : 0 Update Time : Sat May 26 12:08:40 2012 State : active Active Devices : 0 Working Devices : 4 Failed Devices : 0 Spare Devices : 4 Checksum : 82d5b7c6 - correct Events : 1 Number Major Minor RaidDevice State this 3 8 48 3 spare /dev/sdd 0 0 8 16 0 spare /dev/sdb 1 1 8 0 1 spare /dev/sda 2 2 8 32 2 spare /dev/sdc 3 3 8 48 3 spare /dev/sdd That on the 4 drives.

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  • Oracle Leader in Transportation Management

    - by John Murphy
    Oracle Named a Leader in the Transportation Management Systems Market by Leading Analyst Firm Redwood Shores, Calif. – October 15, 2012 News Facts Gartner, Inc. has placed Oracle Transportation Management in the Leaders Quadrant of its 2012 report, “Magic Quadrant for Transportation Management Systems (TMS).” (1) Gartner Magic Quadrants position vendors within a particular market segment based on their completeness of vision and ability to execute on that vision. According to the report, “Multiple subcomponents make up a comprehensive TMS across planning (for example, load consolidation, routing, mode selection and carrier selection) and execution (for example, tendering loads to carriers, shipment track and trace, and freight audit and payment).” Built on modern, flexible, Internet based architecture, Oracle Transportation Management is a global transportation and logistics operations system that allows companies to minimize cost, optimize service levels, support sustainability initiatives, and create flexible business process automation within their transportation and logistics networks. With a share of 26% of worldwide software revenue for 2011, Oracle is also number one in TMS vendor share according to Gartner’s report, “Market Trends: A Golden Opportunity in the Transportation Management System Market, 2012 – 2016.” (2) Supporting Quote “Shippers and logistics service providers face increasingly complex challenges as they try to reduce costs, secure capacity and improve overall freight efficiency,” said Derek Gittoes, vice president, logistics product strategy, Oracle. “We believe our high standing in both Gartner reports is a reflection of Oracle’s commitment to addressing these challenges by delivering the industry’s broadest and deepest transportation management platform. With a flexible and modern platform, we are able to support customers with both basic transportation needs, as well as those with highly complex logistics requirements.” Supporting Resources Magic Quadrant for Transportation Management Systems Market Trends: A Golden Opportunity in the Transportation Management System Market, 2012 – 2016 Oracle Transportation Management (1) Gartner, Inc., “Magic Quadrant for Transportation Management Systems,” by C. Dwight Klappich, August 23, 2012 (2) Gartner, Inc., “Market Trends: A Golden Opportunity in the Transportation Management System Market, 2012 – 2016,” by Chad Eschinger and C. Dwight Klappich, September 24, 2012. About Oracle Applications Over 65,000 customers worldwide rely on Oracle's complete, open and integrated enterprise applications to achieve superior results. Oracle provides a secure path for customers to benefit from the latest technology advances that improve the customer software experience and drive better business performance. Oracle Applications Unlimited is Oracle's commitment to customer choice through continuous investment and innovation in current applications offerings. Oracle's next-generation Fusion Applications build upon that commitment, and are designed to work with and evolve Oracle's Applications Unlimited offerings. Oracle's lifetime support policy helps ensure customers will continue to have a choice in upgrade paths, based on their enterprise needs. For more information on the latest Oracle Applications releases go towww.oracle.com/applications About Oracle Oracle engineers hardware and software to work together in the cloud and in your data center. For more information about Oracle (NASDAQ:ORCL), visit www.oracle.com. Trademarks Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. ###   Karen [email protected] Simon JonesBlanc & [email protected]

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  • Operating altitude for a MacBook Pro?

    - by Jeff Meatball Yang
    I saw on the Apple website that the MacBook pro has a maximum operating altitude. Maximum operating altitude: 10,000 feet Does this mean that I should not use it on a plane? Or is this just a slick way for Apple to say, "It's not our fault if you use it on a plane and it breaks."

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  • QT4 - MDI model or Dock Windows?

    - by umanga
    Greetings, In the QT application we develop we need to display several 'Viewer windows'(to display data in XY plane ,YX plane,XZ plane and in 3D). We were hoping to use MDI application model ,but later client asked for a requirement to drag and view 'Viewer windows' in multiple desktops.(using multiple monitors). This can not be done using MDI window model ,because we cannot move MDI window outside the Main Application Window. Only possible way is to use Dock windows because they can be undocked from Main Application Window and move into other desktops, but Dock windows primary used for tool-palettes or utility windows. (http://doc.qt.nokia.com/4.6/qdockwidget.html#details) Is it a good practice to use Dock window for our requirement? thanks in advance.

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  • Shadow volume shader optimization (GLSL)

    - by Soubok
    I wondering if there is a way to optimize this vertex shader. This vertex shader projects (in the light direction) a vertex to the far plane if it is in the shadow. void main(void) { vec3 lightDir = (gl_ModelViewMatrix * gl_Vertex - gl_LightSource[0].position).xyz; // if the vertex is lit if ( dot(lightDir, gl_NormalMatrix * gl_Normal) < 0.01 ) { // don't move it gl_Position = ftransform(); } else { // move it far, is the light direction vec4 fin = gl_ProjectionMatrix * ( gl_ModelViewMatrix * gl_Vertex + vec4(normalize(lightDir) * 100000.0, 0.0) ); if ( fin.z > fin.w ) // if fin is behind the far plane fin.z = fin.w; // move to the far plane (needed for z-fail algo.) gl_Position = fin; } }

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  • New line and returns ignored in setMessageBody

    - by Magic Bullet Dave
    Am I doing something dumb? I can pre-fill and email ok but the "\r\n" is ignored in the emailBody: - (void) sendEventInEmail { MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; NSString *emailSubject = [eventDictionary objectForKey:EVENT_NAME_KEY]; [picker setSubject:emailSubject]; // Fill out the email body text NSString *iTunesLink = @"http://itunes.apple.com/gb/app/whats-on-reading/id347859140?mt=8"; // Link to iTune App link NSString *content = [eventDictionary objectForKey:@"Description"]; NSString *emailBody = [NSString stringWithFormat:@"%@\r\nSent using <a href = '%@'>What's On Reading</a> for the iPhone.", content, iTunesLink]; [picker setMessageBody:emailBody isHTML:YES]; picker.navigationBar.barStyle = UIBarStyleBlack; [self presentModalViewController:picker animated:YES]; [picker release]; } Regards Dave

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  • Computational geometry: find where the triangle is after rotation, translation or reflection on a mi

    - by newba
    I have a small contest problem in which is given a set of points, in 2D, that form a triangle. This triangle may be subject to an arbitrary rotation, may be subject to an arbitrary translation (both in the 2D plane) and may be subject to a reflection on a mirror, but its dimensions were kept unchanged. Then, they give me a set of points in the plane, and I have to find 3 points that form my triangle after one or more of those geometric operations. Example: 5 15 8 5 20 10 6 5 17 5 20 20 5 10 5 15 20 15 10 I bet that have to apply some known algorithm, but I don't know which. The most common are: convex hull, sweep plane, triangulation, etc. Can someone give a tip? I don't need the code, only a push, please!

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  • Creating a UIImage from a rotated UIImageView...

    - by Magic Bullet Dave
    I have a UIImageView with an image in it. I have rotated the image prior to display by setting the transform property of the UIImageView to CGAffineTransformMakeRotation(angle) where angle is the angle in radians. I want to be able to create another UIImage that corresponds to the rotated version that I can see in my view. I am almost there, by rotating the image context I get a rotated image: - (UIImage *) rotatedImageFromImageView: (UIImageView *) imageView { UIImage *rotatedImage; // Get image width, height of the bonuding rectangle CGRect boundingRect = [self getBoundingRectAfterRotation: imageView.bounds byAngle:angle]; // Create a graphics context the size of the boundinf rectangle UIGraphicsBeginImageContext(boundingRect.size); CGContextRef context = UIGraphicsGetCurrentContext(); // Rotate and translate the context CGAffineTransform ourTransform = CGAffineTransformIdentity; ourTransform = CGAffineTransformConcat(ourTransform, CGAffineTransformMakeRotation(angle)); CGContextConcatCTM(context, ourTransform); // Draw the image into the context CGContextDrawImage(context, CGRectMake(0, 0, imageView.image.size.width, imageView.image.size.height), imageView.image.CGImage); // Get an image from the context rotatedImage = [UIImage imageWithCGImage: CGBitmapContextCreateImage(context)]; // Clean up UIGraphicsEndImageContext(); return rotatedImage; } However the image is not rotated about its centre. I have tried all kinds of transforms concatenated with my rotate to get it to rotate around the centre but to no avail. Am I missing a trick? Is this even possible since I am rotating the context not the image? Getting desperate to make this work now, so any help would be appreciated. Dave

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  • Algorithm question.

    - by Lukasz Lew
    I can't solve it: You are given 8 integers: A, B, C representing a line on a plane with equation A*x + B*y = C a, b, c representing another line x, y representing a point on a plane The two lines are not parallel therefore divide plane into 4 pieces. Point (x, y) lies inside of one these pieces. Problem: Write a fast algorithm that will find a point with integer coordinates in the same piece as (x,y) that is closest to the cross point of the two given lines. Note: This is not a homework, this is old Euler-type task that I have absolutely no idea how to approach.

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  • Computation geometry: find where's the triangle after rotation, tranlastion or reflection in a mirro

    - by newba
    Hi, I have a small contest problem in which is given a set of points, in 2D, that form a triangle. This triangle may be subject to an arbitrary rotation, may be subject to an arbitrary translation (both in the 2D plane) and may be subject to a reflection on a mirror, but its dimensions were kept unchanged. Then, they give me a set of points in the plane, and I have to find 3 points that form my triangle after one or more of those geometric operations. Example: 5 15 8 5 20 10 6 5 17 5 20 20 5 10 5 15 20 15 10 I bet that have to apply some known algorithm, but I don't know which. The most common are: convex hull, sweep plane, triangulation, etc. Can someone give a tip? I don't need the code, only a push, please!

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  • No method found compiler warning

    - by Magic Bullet Dave
    I have create a class from a string, check it is valid and then check if it responds to a particular method. If it does then I call the method. It all works fine, except I get an annoying compiler warning: "warning: no '-setCurrentID:' method found". Am I doing something wrong here? Is there anyway to tell the compiler all is ok and stop it reporting a warning? The here is the code: // Create an instance of the class id viewController = [[NSClassFromString(class) alloc] init]; // Check the class supports the methods to set the row and section if ([viewController respondsToSelector:@selector(setCurrentID:)]) { [viewController setCurrentID:itemID]; } // Push the view controller onto the tab bar stack [self.navigationController pushViewController:viewController animated:YES]; [viewController release]; Cheers Dave

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