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  • Problems moving a rectangle in Pygame.

    - by Yann Core
    Hi guys! I'm making a game in Pygame and I want to be able to target enemy unit. I made it so when I click on them a variable "targeted" becomes true, and stays true until I click somewhere else on the screen. I also want targeted units to have a small green circle around them, so I made it in GEDIT. I have made a function that draws everything on the screen (the background, the player, objects, etc) and in the part where it draws the units it checks if the variable "targeted" is true and if it is it should move that little green circle over the enemy units. here is the code that does that: screen.blit(enemy_unit.pic, enemy_unit.rect) #draw the unit if enemy_unit.targeted == True: #if the unit has been targeted then draw a circle over it target_rect.move_ip(enemy_unit.pos) #move the circle to the unit target_rect.fit(enemy_unit.rect) #there are some bigger units and some smaller ones, so we have to "scale" the circle screen.blit(target_pic, target_rect) #actually draw the circle This doesn't work, when I target the unit the circle just appears for a 1/5 of second next (not on, but just next) to the unit and then disappears. I am sure that I am keeping a good track of "enemy_unit.pos" because I tested it (I added a piece of code that would print one units position and mouse's position every time i clicked the mouse and when i was near him the numbers were same). If you could give me a hint about what I'm doing wrong. I think its in move_ip function, but I tried just move and it didn't work either (the circle didn't even show at all)!

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  • Hit Detection When rotating the camera

    - by SD1990
    This bug/feature has been plaguing me for a while and i want to know the best way to fix it. I'm testing simple hit detection with a wall, like: if (Forward button) if(Inv.w.z < -49 || Inv.w.z > 49) pos.z = 0.0f; else if(Inv.w.x < -49 || Inv.w.x > 49) pos.z = 0.0f; else pos.z = +1.0f; where Inv.w. is the camera positions. Now obviously when i now hit that certain point i can no longer move away from the wall or anywhere in fact. How can i change this code to allow for the camera to be turned away from the wall so therefore i should be allowed to move? for example, the player hits the wall and i cant move until i turn around or to the side? I know its something to do with velocity but im pretty new to this so please bare with me if this is easy.

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  • A* PathFinding Not Consistent

    - by RedShft
    I just started trying to implement a basic A* algorithm in my 2D tile based game. All of the nodes are tiles on the map, represented by a struct. I believe I understand A* on paper, as I've gone through some pseudo code, but I'm running into problems with the actual implementation. I've double and tripled checked my node graph, and it is correct, so I believe the issue to be with my algorithm. This issue is, that with the enemy still, and the player moving around, the path finding function will write "No Path" an astounding amount of times and only every so often write "Path Found". Which seems like its inconsistent. This is the node struct for reference: struct Node { bool walkable; //Whether this node is blocked or open vect2 position; //The tile's position on the map in pixels int xIndex, yIndex; //The index values of the tile in the array Node*[4] connections; //An array of pointers to nodes this current node connects to Node* parent; int gScore; int hScore; int fScore; } Here is the rest: http://pastebin.com/cCHfqKTY This is my first attempt at A* so any help would be greatly appreciated.

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  • Simple (and fast) dices physics

    - by Markus von Broady
    I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port). I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ticks per frame. Currently I use 10 ticks per frame (1/60 s) and it's OK, though I see a difference in plus for 20 ticks. Even though it's only 5 cubes (dices) in a box (or a floor with 3 walls really) I can't simulate 20 ticks in a frame and keep FPS at 60 on a medium-aged PC. That's why I decided to precompute frames for animation, finishing it in around 1700 ticks in 2 seconds. The flash player is freezed for these 2 seconds, and I'm afraid that this result will be more of a 5 seconds or even more, if I'll simulate multi-threading and compute frames in background of some other heavy processes and CPU drawing (dices is only a part of this game). Because I want both players to see dices roll in same way, I can't compute physics when having free resources, and build a buffer for at least one throw of each type (where type is number of dices thrown). I'm afraid players will see a "preparing dices........." message too often and for too long. I think the only solution to this problem is replacing PhysicsEngine with something simpler, or creating own physicsEngine. Do You have any formulas for cube-cube and cube-wall collision detection, and for calculating how their angular and linear velocities should change after a collision occurs?

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  • Help with collision detection method [on hold]

    - by derek jones
    I was wondering if any of you could spare me some time to go over some collision detection on my platform engine. i tried XNA a few years back but for reasons i wont go into online could not continue, my health is now at a state where i am ready to try again but due to my current circumstances (and age) schooling is out of the question so i turn to you guys for help. Whilst i can adapt the MS sample ok and have some great features, you will agree modifying code is not really learning. So i have spent the last couple of week going over my old MS code and lots of stuff online and decided on what i want and have ported most of it over to code that i understand 90% of. I have my player class that moves about, jumps with gravity, has animations and a bounding box that follows it around. I have my map & basic level class to load levels from text files. Its just how i handle the collisions that i am struggling with as i will want per pixel collision on some tiles(i have code for this in a pong game i made so that should be ok). I'm pretty clear in my mind on what i need to do its just putting it in code and in the right place, here's what i was thinking. I was going to do it all in layers, have a tile layer, a collision layer & an item layer this way i could make a nice map editor in Win Forms at some point. Anyway i need to read in the collision layer the assign each tile a rectangle and collision property, and this is where i get me. Would any of you be able to spare some time and go over this with me ? I will post some code later Regards Del

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • Monitor dectecs wrong display mode

    - by user292449
    I am running into an issue with 14.04. I have two monitors. the fist one is a 19 inch LG that runs off DVI at 1440x900. It seems to function just fine. The second is a 23 inch LG that should run at 1920x1200. It has been plugged in with both a HDMI to HDMI cable and a DVI to HDMI cable. It seems to be stuck in "I am displaying for a DVD player in 1080p mode" or some such. I had this issue with windows a long long time ago and eventually it just went away. I can set the screen display to 1920x1200 with the generic X drivers but I am a gamer and would like to use the Nvidia drivers since they deliver better performance. When I switch to the Nvidia driver I can set the resolution to 1920x1200 but the screen seems to be up and to the left with a black border down and to the right. If I switch back to the default X driver after this the screen remains stuck in the up and to the left mode. Any help would be wonderful.

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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  • Business Process Management – What’s new in Oracle BPM 11.1.1.7.0 Webcast July 4th 2013

    - by JuergenKress
    Business-Driven. Complete. Best Practice. Business processes are at the heart of what makes or breaks a business—and what differentiates it from the competition. Business processes that deliver operational efficiency, business visibility, excellent customer experience, and agility give the enterprise an edge over the competition. Business managers need process management tools that enable them to make impactful changes. Oracle has been always a leader in this area and the new version of Oracle BPM 11g takes that even further by providing complete web based process modeling, simulation and implementation including designing the user interface and business logic. That provides business users with ability to take complete control over the business processes without sacrificing the vast service integration capabilities delivered traditionally by IT using SOA approach. Oracle Business Process Management is the industry's most complete and business user-friendly BPM solution. Register today for this webcast and find out more on the latest and most exciting new features which are now available in Oracle BPM Suite. Agenda Introduction do Oracle BPM 11g Exciting new features in this release Revamped Process Composer Simulations Web Forms Process Player Adaptive Case Management Instance Revisioning Other features Demonstration Q&A For details please visit the registration page. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Mix Forum Technorati Tags: BPM,Webcast,education,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • OOP Structure for web application

    - by Query
    Ok so I have a website in which users complete tasks to earn points. When they earn enough points, they rise in rank. The site from my understanding is very basic and only executes one query or two queries at most a page. There is a user table, a support ticket table, and an orders table. All of these contain a relational row for username. Our class was familiarized with OOP back in highschool with Java but that was for video games and I could grasp the concept on why you would need a class player and class enemy. However I don't understand it's web application. At least not in my situation. I understand the user class might contain stuff like: getUsername getPoints getEmail setEmail addPoints (does this belong here? OR only things the user can manipulate should be here?) etc.. But I'm at a loss with everything else such as user registration. Can you help give me a wire framework that I could wrap my head around? Pointing me to a good eBook would help greatly

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  • C++ Parallel Asynchonous task

    - by Doodlemeat
    I am currently building a randomly generated terrain game where terrain is created automatically around the player. I am experiencing lag when the generated process is active, as I am running quite heavy tasks with post-processing and creating physics bodies. Then I came to mind using a parallel asynchronous task to do the post-processing for me. But I have no idea how I am going to do that. I have searched for C++ std::async but I believe that is not what I want. In the examples I found, a task returned something. I want the task to change objects in the main program. This is what I want: // Main program // Chunks that needs to be processed. // NOTE! These chunks are already generated, but need post-processing only! std::vector<Chunk*> unprocessedChunks; And then my task could look something like this, running like a loop constantly checking if there is chunks to process. // Asynced task if(unprocessedChunks.size() > 0) { processChunk(unprocessedChunks.pop()); } I know it's not far from easy as I wrote it, but it would be a huge help for me if you could push me at the right direction. In Java, I could type something like this: asynced_task = startAsyncTask(new PostProcessTask()); And that task would run until I do this: asynced_task.cancel();

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  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

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  • Representing a world in memory

    - by user9993
    I'm attempting to write a chunk based map system for a game, where as the player moves around chunks are loaded/unloaded, so that the program doesn't run out of memory by having the whole map in memory. I have this part mostly working, however I've hit a wall regarding how to represent the contents of each chunk in memory because of my so far limited understanding of OOP languages. The design I have currently has a ChunkManager class that uses a .NET List type to store instances of Chunk classes. The "chunks" consist of "blocks". It's similar to a Minecraft style game. Inside the Chunk classes, I have some information such as the chunk's X/Y coordinate etc, and I also have a three dimensional array of Block objects. (Three dimensional because I need XYZ values) Here's the problem: The Block class has some basic properties, and I had planned on making different types of blocks inherit from this "base" class. So for example, I would have "StoneBlock", "WaterBlock" etc. So because I have blocks of many different types, I don't know how I would create an array with different object types in each cell. This is how I currently have the three dimensional array declared in my Chunk class: private Block[][][] ArrayOfBlocks; But obviously this will only accept Block objects, not any of the other classes that inherit from Block. How would I go about creating this? Or am I doing it completely wrong and there's a better way?

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  • If and else condition not working properly in xna [closed]

    - by user1090751
    I am developing chess like game and i wanted to show error message if user try to place any player inside the box which is not empty. For example in certain place if there is empty then the object(2d object) is placed else it should show error message. However in my program it is showing message everytime i.e when i place object on empty place then also it is showing error message. Please see the below code: protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here for (int i = 0; i < 25; i++) { MouseState mouseState; mouseDiBack = false; mouseState = Mouse.GetState(); if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i])) { background_color_arr[i] = Color.Red; } else { background_color_arr[i] = Color.White; } if (new Rectangle(mouseState.X, mouseState.Y, 1, 1).Intersects(rect_arr[i]) && (mouseState.LeftButton == ButtonState.Pressed)) { if (boxes[i] != "goat" && boxes[i] != "tiger") { place = i; if (turn == "goat") { boxes[i] = "goat"; turn = "tiger"; } else { boxes[i] = "tiger"; turn = "goat"; } } else { errMsg = "This " + i + " block is not empty to place " + turn + ". Please select empty block!!"; } } } base.Update(gameTime); }

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  • Video quality too bad while playing (any) videos in Intel GM965/GL960 Integrated Graphics Controller Ubuntu 12.04

    - by Sukhdev
    I have searched blogs and forums, installed several drivers, but can't find a solution that can provide equivalent video quality as that of Windows 7. Kindly help. Video quality specially color is too bad while playing with any media player. Configuration details are: Ubuntu - 12.04 Intel Corporation Mobile GM965/GL960 Integrated The results of the following commands are a) sudo lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrated Graphics Controller (primary) (rev 0c) b) find /dev -group video /dev/fb0 /dev/dri/card0 /dev/dri/controlD64 /dev/agpgart c) glxinfo | grep -i vendor server glx vendor string: SGI client glx vendor string: ATI OpenGL vendor string: Tungsten Graphics, Inc d) sudo lshw -C video *-display:0 description: VGA compatible controller product: Mobile GM965/GL960 Integrated Graphics Controller (primary) vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 0c width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:44 memory:fea00000-feafffff memory:e0000000-efffffff ioport:efe8(size=8) *-display:1 UNCLAIMED description: Display controller product: Mobile GM965/GL960 Integrated Graphics Controller (secondary) vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 0c width: 64 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:feb00000-febfffff I have spent days installing various drivers, and then un-installing but can't come up with a solution. Please help.

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  • Cycling through ItemStacks whlie supplying data... LOST [on hold]

    - by user3251606
    Ok so i am working on a plugin for my server that will open and inventory and when closed it will pass items to this class... object of this class is to cycle through the inventory and use a cfg file to define items and prices and then grab that info in a for loop and add it all up... heres what i have thus far... public void sell(Player p, Inventory inv) { ListIterator<ItemStack> it = inv.iterator(); double total = 0; for (ItemStack is : inv) { is = it.next(); if (is.getType() != null) { String type = is.getType().toString(); //short dur = is.getDurability(); String check = ChestSell.plugin.getConfig().getString(type); p.sendMessage("Item Type: " + type); if (check != null) { int amou = is.getAmount(); double value = ChestSell.plugin.getConfig().getDouble(type + ".price"); double tv = amou * value; p.sendMessage("Items in chest: Type " + type + " Ammount: " + amou + " Value: $" + tv); } //TODO Add return Items } } p.sendMessage("You got paid $" + total + " for your items!"); inv.clear(); }

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  • Catching people up

    - by Randy Walker
    It’s been a while since I’ve blogged.  I suppose sometimes when one’s personal life gets busy, there are some things that fall by the wayside.  So what all has happened since I last blogged? Business has been good with lots of lessons learned.  I had hoped I would have had an important announcement several months ago concerning the business I own, but that simply hasn’t materialized yet. Will keep everyone posted.  Ensuring your business has a good sales pipeline and stays ahead in the technology curve is extremely important. I eventually resigned my INETA Board of Directors position.  Never one to mince words, frankly I had several issues with how things are run at INETA.  Mostly centered around some ethical issues compounded by higher expectations and what I felt was a lack of support.  I had put my hat into the ring in order to help change things, but eventually I didn’t really see change a possibility, and so all things must come to an end. I have started writing up a new business plan for a new startup, details to be forthcoming.  It’s new name will be Linker CRM.  I have some aggressive game changing plans ahead for it.  Ping me if you’re interested in finding out more information and don’t mind signing a non-compete and confidentiality agreement. ;) My personal life, has been hectic.  A 4 year old will do that to you.  As well as being divorced and the headaches associated with that.  If you’ve been divorced, I feel your pain, if you haven’t been, I would never wish the emotional roller coaster ride on anyone.  Dating has been interesting.  It’s a lot different at age 35 than your early 20s and relationships are far more complicated. Ethan is an absolutely fantastic adorable charmer of a kid.  He’s definitely going to be a heartbreaker.  His personality is really shining through and he’s taken onto my appreciation of music (and yes I’ll admit dance too).  We watched America’s Best Dance Crew (ABDC) together for the first time, he really loved it and I think he’ll probably start his own break dancing crew eventually.  I’ve posted a few videos on Facebook for those interested.  I’m extremely proud of him, but please say a little prayer for us as we try and continue to curb some behavior issues, as well as his mother and I try to settle some differences. This year’s travel plans have already included Dallas, Seattle, and a trip to Vancouver for the 2010 Olympics (a huge thanks to the Washington State Police for the nice souvenir they gave me).  Future travel plans include a trip to Korea in the 2nd half of May, Nashville again in the summer, and hopefully New Orleans for the Microsoft TechEd 2010 Conference. Look for some new blog posts soon …

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  • Easy Listening = CRM On Demand Podcasts

    - by Anne
    OK, here's my NEW favorite resource for CRM On Demand info -- podcasts! Specifically, the CRM On Demand Podcast site -- signed, sealed, and delivered with humor and know-how. Yes, I admit, I know the cast of characters. But let's face it, sometimes dealing with software is just soooo dry! Not so when discussed by the two main commentators, Louis Peters and Robert Davidson, whom someone once referred to as CRM On Demand's "Click and Clack." (Thought that was too good not to pass along!) Anyhow, another huge plus about the site is the option to listen OR to read. Out walking my dog or doing the dishes? Just turn up the podcast. Listening to music or watching TV? I'll read Louis's entertaining write-ups to glean great info about CRM On Demand in a very short period of time. So that you get a better understanding of why I like this site so much, here's a sampling of what's discussed: Five Things about Books of Business As Louis Peters put it in his entry, when you see "Five Things" in the title, "you'll know you're going to get some concrete advice that you can put to work right away." Well, Louis and Robert do just that, pointing you in the right direction when using Books of Business to segment data. Moving to Indexed Fields - A Rough Guide (only an article, not a podcast) I've read all about performance and even helped develop material around it. But nowhere have I heard indexed custom fields referred to as "super heroes." Louis and Robert use imaginative language to describe the process for moving your data to indexed fields for optimal performance. Data Access QA from the Forums I think that everyone would admit that data access and visibility is the most difficult topic to understand in CRM On Demand. Following up on their previous podcast on the same topic, Louis and Robert answer a few key questions from the many postings on the Oracle CRM On Demand forums. And I bet that the scenarios match many companies' business requirements...maybe even yours! We Need to Talk About Adoption Another expert, Tim Koehler, joins Louis to talk about how to drive user adoption: aligning product usage with business results, communicating why and how to use the product, getting feedback on usability, and so on. Hope I've made my point -- turn to these podcasts to hear knowledgeable folks discuss CRM On Demand tips and tricks in entertaining ways. One podcast is even called "SaaS Talk"!

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  • How to Assign a Static IP to an Ubuntu 10.04 Desktop Computer

    - by Mysticgeek
    If you have a home network with several computers, assigning them static IP addresses can make troubleshooting easier. Today we take a look at switching from DHCP to a static IP in Ubuntu. Assign a Static IP Using Static IPs prevents address conflicts between machines and can allow easier access to them. If you have a small home network and are satisfied with the machines getting their IP address automatically via DHCP, there won’t be anything gained by using static addresses. Using Static IPs isn’t necessarily for the average user, but if you’re a geek who wants to know the address assigned to each machine, it can allow for faster troubleshooting.  To change your Ubuntu machine to a Static IP go to System \ Preferences \ Network Connections. In our example, we’re on a wired system so click on the Wired tab, then select Auto eth0 and click on Edit. Select the IPv4 settings tab, change Method to Manual, click the Add button. Then type in the Static IP Address, Subnet Mask, DNS Servers, and Default Gateway. Then click Apply when you’re finished. Make sure to hit Enter after typing in the Default Gateway otherwise it will revert back to 0.0.0.0 You’ll need to enter in your admin password before the changes go into affect. To verify the changes have been made successfully launch a Terminal session and type in ifconfig at the command prompt, or follow these directions. You also might want to ping the address from another machine to make sure everything is communicating. If you want to assign a Static IP to your Windows machines, check out our article on how to assign a Static IP on Windows systems (make sure to browse the comments as our readers have some good suggestions).  Whether you have a small office or home network set up with a server and several machines, using a Static IP on each device can help you manage them easily. Again, it isn’t for everyone as it really depends on how your network is setup and the way you use it. Similar Articles Productive Geek Tips Change Ubuntu Desktop from DHCP to a Static IP AddressAllow Remote Control To Your Desktop On UbuntuAssign Custom Shortcut Keys on Ubuntu LinuxKeyboard Ninja: 21 Keyboard Shortcut ArticlesChange Ubuntu Server from DHCP to a Static IP Address TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server TubeSort: YouTube Playlist Organizer XPS file format & XPS Viewer Explained Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12 Access Free Documentaries at BBC Documentaries

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  • Save Links for Later Reading in Firefox

    - by Asian Angel
    Do you want a simple way to save and manage links for reading later? The Save-To-Read extension for Firefox makes it easy to do without an account. Using Save-To-Read As soon as you install the extension you will notice two new additions to your UI. You will see a small plus sign in the address bar and a new toolbar button (opens and closes the sidebar shown here). Your bookmarks menu will also have a new folder entry. For our example we chose to save three pages for later reading. Each time you want to save a website click on the small plus sign, and it is automatically added to your read later list. Our second article… And finally the third article. Notice that the small plus sign has become a minus sign after adding the article to our list. Opening the sidebar shows our three entries waiting to be read. Checking the bookmarks menu shows the same articles available there. When you are ready to read your articles simply click on the link in the sidebar, bookmarks menu, etc. Notice that the entry is still available at the moment…there are no automatic deletions until you are finished with an article. This is great if you accidentally click the wrong link before you are ready for it. Removing an article from the list is as simple as clicking on the address bar minus sign. It will revert to a plus sign and the entry is no longer visible in your list. For those who want to avoid using a sidebar there is a different toolbar button available too. The alternate toolbar button provides access to a drop-down article list. Choose the access style that best suits your needs. Preferences The preferences are simple to work with and focus on appearance/ease-of-use. Conclusion If you have been looking for a simpler alternative to other “read later” extensions, then Save-To-Read could be just what you have been waiting for. Another cool option for reading posts later, even on eReaders, then check out our article on saving articles to read later with Instapaper. Links Download the Save-To-Read extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Save Pages for Later With Reading List Extension for FirefoxInstall Adobe PDF Reader on Ubuntu EdgyQuick Hits: 11 Firefox Tab How-TosSave Webpage Links & URLs as Files in FirefoxQuick Tip: Save Windows and Tabs When Restarting Firefox TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server TubeSort: YouTube Playlist Organizer XPS file format & XPS Viewer Explained Microsoft Office Web Apps Guide Know if Someone Accessed Your Facebook Account Shop for Music with Windows Media Player 12 Access Free Documentaries at BBC Documentaries

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  • Defining Social Media Terms

    - by David Dorf
    As I talk about social in the context of retail, I sometimes get tripped up on different terms. I know what I mean, but the audience may have something else in mind. So I decided to see if I could find some well accepted definitions for common terms. While there are definitions on the Internet, I'm not sure they are well accepted. After reviewing several, here's what I came up with: Social Network: a structure of individuals and groups connected together by commonality. That seems pretty straightforward. A group of friends, co-workers, music fans, etc. The key here is that they have something in common that connects them. Social Media: Internet channels that support the collaborative publishing of information by and for social networks. The key here is to differentiate between traditional one-way media, and conversational social media. When its social its two-way, allowing both the publishing and consuming of information. Examples are blogs, wikis, Twitter, Facebook, etc. Social Marketing: the use of social media for marketing, public relations, and customer service. Wikipedia actually includes "selling" here but I think that's separate from marketing, as you'll see further down below. Most people look at social media as entertainment, but the marketing angle adds business value. This is where retailers discover and engage customers to build a relationship. Social Merchandising: the integration of social media and product discovery. Whereas marketing is focused more on brand image, customer engagement, and promotions, merchandising is more directly trying to convert browsers into purchases. This includes deciding what customers want, often by asking the social network, and deciding how to position products to the social network. Social Selling: the incorporation of e-commerce into social media. While on a social media site, social selling enables the purchasing of goods/services in the user's context, without leaving the social media channel. If a user clicks on an advertisement and is taken to an e-commerce site, then that's really just web advertising and not social selling. Well, do these terms and definitions make sense? Let me know what you think.

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  • Digital Storage for Airline Entertainment

    - by Bill Evjen
    by Thomas Coughlin Common flash memory cards The most common flash memory products currently in use are SD cards and derivative products (e.g. mini and micro-SD cards) Some compact flash used for professional applications (such as DSLR cameras) Evolution of leading flash formats Standardization –> market expansion Market expansion –> volume iNAND –> focus is on enabling embedded X3 iSSD –> ideal for thin form factor devices Flash memory applications Phones are the #1 user of flash memory Flash memory is used as embedded and removable storage in many mobile applications Flash memory is being used in computers as USB sticks and SSDs Possible use of flash memory in computer combined with HDDs (hybrid HDDs and paired or dual storage computers) It can be a removable card or an embedded card These devices can only handle a specific number of writes Flash memory reads considerably quicker than hard drives Hybrid and dual storage in computers SSDs can provide fast performance but they are expensive HDDs can provide cheap storage but they are relatively slow Combining some flash memory with a HDD can provide costs close to those of HDDs and performance close to flash memory Seagate Momentus XT hybrid HDD Various dual storage offerings putting flash memory with HDDs Other common flash memory devices USB sticks All forms and colors Used for moving files around Some sold with content on them (Sony Movies on USB sticks) Solid State Drives (SSDs) Floating Gate Flash Memory Cell When a bit is programmed, electrons are stored upon the floating gate This has the effect of offsetting the charge on the control gate of the transistor If there is no charge upon the floating gate, then the control gate’s charge determines whether or not a current flows through the channel A strong charge on the control gate assumes that no current flows. A weak charge will allow a strong current to flow through. Similar to HDDs, flash memory must provide: Bit error correction Bad block management NAND and NOR memories are treated differently when it comes to managing wear In many NOR-based systems no management is used at all, since the NOR is simply used to store code, and data is stored in other devices. In this case, it would take a near-infinite amount of time for wear to become an issue since the only time the chip would see an erase/write cycle is when the code in the system is being upgraded, which rarely if ever happens over the life of a typical system. NAND is usually found in very different application than is NOR Flash memory wears out This is expected to get worse over time Retention: Disappearing data Bits fade away Retention decreases with increasing read/writes Bits may change when adjacent bits are read Time and traffic are concerns Controllers typically groom read disturb errors Like DRAM refresh Increases erase/write frequency Application characteristics Music – reads high / writes very low Video – r high / writes very low Internet Cache – r high / writes low On airplanes Many consumers now have their own content viewing devices – do they need the airlines? Is there a way to offer more to consumers, especially with their own viewers Additional special content tie into airplane network access to electrical power, internet Should there be fixed embedded or removable storage for on-board airline entertainment? Is there a way to leverage personal and airline viewers and content in new and entertaining ways?

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  • Remove the Lock Icon from a Folder in Windows 7

    - by Trevor Bekolay
    If you’ve been playing around with folder sharing or security options, then you might have ended up with an unsightly lock icon on a folder. We’ll show you how to get rid of that icon without over-sharing it. The lock icon in Windows 7 indicates that the file or folder can only be accessed by you, and not any other user on your computer. If this is desired, then the lock icon is a good way to ensure that those settings are in place. If this isn’t your intention, then it’s an eyesore. To remove the lock icon, we have to change the security settings on the folder to allow the Users group to, at the very least, read from the folder. Right-click on the folder with the lock icon and select Properties. Switch to the Security tab, and then press the Edit… button. A list of groups and users that have access to the folder appears. Missing from the list will be the “Users” group. Click the Add… button. The next window is a bit confusing, but all you need to do is enter “Users” into the text field near the bottom of the window. Click the Check Names button. “Users” will change to the location of the Users group on your particular computer. In our case, this is PHOENIX\Users (PHOENIX is the name of our test machine). Click OK. The Users group should now appear in the list of Groups and Users with access to the folder. You can modify the specific permissions that the Users group has if you’d like – at the minimum, it must have Read access. Click OK. Keep clicking OK until you’re back at the Explorer window. You should now see that the lock icon is gone from your folder! It may be a small aesthetic nuance, but having that one folder stick out in a group of other folders is needlessly distracting. Fortunately, the fix is quick and easy, and does not compromise the security of the folder! Similar Articles Productive Geek Tips What is this "My Sharing Folders" Icon in My Computer and How Do I Remove It?Lock The Screen While in Full-Screen Mode in Windows Media PlayerHave Windows Notify You When You Accidentally Hit the Caps Lock KeyWhy Did Windows Vista’s Music Folder Icon Turn Yellow?Create Shutdown / Restart / Lock Icons in Windows 7 or Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Acronis Online Backup DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows Check these Awesome Chrome Add-ons iFixit Offers Gadget Repair Manuals Online Vista style sidebar for Windows 7 Create Nice Charts With These Web Based Tools Track Daily Goals With 42Goals Video Toolbox is a Superb Online Video Editor

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  • Own a KINECT for MS-XBOX before anyone does

    Following is the announced by Richik Nandi from Microsoft team. Dear Customer, We believe that our privileged customers shouldn't have to wait for good things. So, here's a special offer exclusively for you. Be one of the first in India to own and experience Kinect for XBOX 360, few days before it is even launched in stores. Introducing the new Kinect for XBOX 360®. Kinect needs no controllers. You are the controller. Kinect brings games and entertainment to life in extraordinary new ways without using a controller. The sensor recognizes your face, eyes and body movements to deliver a superb gaming experience. Easy to use and great fun, Kinect gets everyone off the couch. See a ball? Kick it. Want to join a friend in the fun? Simply jump in. Imagine controlling movies and music with the wave of a hand or the sound of your voice! Kinect is all about fun for you and your family. And the best part is Kinect works with every Xbox 360®. There are two options you can choose from: •  Kinect sensor + 4GB Xbox 360 bundle + Kinect Adventures game at Rs 22,990/-and get Dance Central game worth Rs 1999 from Redington, 20% discount voucher from Starwood on food and beverages, T-shirt from PUMA and a Kinect adventure live card absolutely free using your unique promo code : XbTXXZl2Sb •  Kinect Sensor at Rs 9,500/-and get 20% discount voucher from Starwood on food and beverages, T-shirt from PUMA and a Kinect adventure live card absolutely free using your unique promo code : lDg6o8SuYh We want you to own your Kinect before the official launch. The promotion closes by 10th November. To know more about Kinect click here. To book your Kinect PRE-ORDER now! Enter your details along with the above mentioned promo code to avail of the free gifts offer. We will have your Kinect delivered by 19th November 2010. Enjoy being the controller. Enjoy the Kinect. span.fullpost {display:none;}

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