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  • Macbook overheats in 12.04 beta

    - by zookalicious
    Since I've heard a lot of great things about the upcoming 12.04 release, I decided to give the beta 2 a shot. Everything works very well, except ubuntu wasn't controlling the fan speed for a while. In all the past versions of ubuntu, I've just used the mactel support repository to detect my fans with the macfanctld package, and that has worked well. However it doesn't seem like that package has been updated yet for Precise, so I used the method at this Ubuntu forums thread instead. Now my computers fans are recognized and will spin up, but my laptop is getting VERY hot very frequently. Even just opening up a web browser and Libreoffice writer is enough to make the bottom of my computer feel like it's on fire and cause the fans to spin up to full. "top" shows that there are no programs eating up my CPU usage, which sometimes causes overheating. If anyone has any suggestions I would love to hear them. 12.04 is very nice and I know that for 11.10 macfanctld didn't get updated for a long time, so I'm hesitant to just wait for that.

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  • Driver for asus wireless PC card WL-100GE

    - by emab
    I have bought an Asus wireless LAN PC Card WL-100GE model, and I am using lubuntu on my system. While I have no cable connection, currently I cannot access the internet and update my laptop. Device: Broad Range Wireless Card Bus Adaptor - Asus - WL-100GE I searched the web and couldn't find any adequate driver for it. Is there any solution for it? My sudo lshw -C network output is: *-network description: Ethernet interface product: RTL-8100/8101L/8139 PCI Fast Ethernet Adapter vendor: Realtek Semiconductor Co., Ltd. physical id: 3 bus info: pci@0000:02:03.0 logical name: eth0 version: 10 serial: 00:02:3f:ba:55:c8 size: 10Mbit/s capacity: 100Mbit/s width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=8139too driverversion=0.9.28 duplex=half latency=128 link=no maxlatency=64 mingnt=32 multicast=yes port=MII speed=10Mbit/s resources: irq:19 ioport:3000(size=256) memory:e0200800-e02008ff *-network description: Network controller product: BCM4318 [AirForce One 54g] 802.11g Wireless LAN Controller vendor: Broadcom Corporation physical id: 1 bus info: pci@0000:07:00.0 version: 02 width: 32 bits clock: 33MHz capabilities: bus_master configuration: driver=b43-pci-bridge latency=64 resources: irq:21 memory:38000000-38001fff ----:~$ iwconfig lo no wireless extensions. eth0 no wireless extensions.

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  • How to optimize a box2d simulation in action game?

    - by nathan
    I'm working on an action game and i use box2d for physics. The game use a tiled map. I have different types of body: Static ones used for tiles Dynamic ones for player and enemies Actually i tested my game with ~150 bodies and i have a 60fps constantly on my computer but not on my mobile (android). The FPS drop as the number of body increase. After having profiled the android application, i saw that the World.step took around 8ms in CPU time to execute. Here are few things to note: Not all the world is visible on screen, i use a scrolling system Enemies are constantly moving toward the player so there is alaways to force applied to their body Enemies need to collide between each others Enemies collide with tiles I also now that i can active/desactive or sleep/awake bodies. Considering the fact that only a part of the enemies are possibly displayed on screen, is there any optimizations i can do to reduce the execution time of box2d simulation? I found a guy trying an optimization based on distance of enemies from the player (link). But i seems like he just desactives far bodies (in my case, i could desactive bodies that are not visible). But my enemies need to move even when they are not visible on screen, and applying forces will not workd on inactive bodies. Should i play with sleeping bodies here? Also, enemies are composed by two fixtures and are constantly colliding with each others and with tiles but i really never need to get notified about that. Is there anything i can do to optimize this kind of scenario? Finally, am i wrong to try to run simulation at 60FPS on mobile and should i try to make it run at 30FPS?

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  • ubuntu 12.10 Lenovo b570e, WiFi connected but not working

    - by koogee
    I'm running ubuntu 12.10 liveUSB on a lenovo b570e. It has an atheros wifi card that connects with my home network but I can't browse AT ALL. My network is multiple clients --> router --> isp modem --> Internet I can ping my router (192.168.0.1) but not my isp's modem(192.168.15.1). I have 3 other computers connected to the same router that are working fine (infact i'm posting from one) ping -c 3 google.com unknown host google.com ping -c 3 8.8.8.8 shows 100% packet loss I think its some networking issue. I tried directly connecting it to the router via ethernet cable but same issue. It gets an ip, shows LAN connected but can't browse. If I connect it directly to the isp modem via ethernet cable it starts working fine. Connection Information shows: Interface: 802.11 wifi (wlan0) driver: ath9k security: wpa/wpa2 speed: 150mb/s ip: 192.168.0.106 broadcast: 192.168.0.255 subnet:255.255.255.0 default route: 192.168.0.1 primary dns: 192.168.15.1 i have restarted the router and modem many times. Rebooted the LiveUSB many times.

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Ubuntu 12.04 Fails to Boot after Reboot

    - by Joe
    I have installed Ubuntu 12.04 on several Dell c6220 servers. The install was successful and all hardware is recognized. The problem that I am running into is that when issuing the reboot command or when pressing ctrl-alt-del, the server shuts down, but never comes back up. Instead, the fan revs up to full speed and stays that way until I power the server down. Once the server has been powered down via the power button, Ubuntu will boot just fine -- until the next reboot. I have found that by rebooting the server via the DRAC web interface will reboot the server correctly. I have also found that this problem does not exist with CentOS -- I can press ctrl-alt-del all day long and it always comes back up. I've tried several kernel parameters such as: reboot=bios reboot=pci reboot=acpi reboot=cold acpi=off noapic Nothing seems to work. I have also tried upgrading to kernel 3.4, but no change there, either. Has anyone run into a similar problem or any pointers on troubleshooting? Thanks, Joe

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  • No MAU required on a T4

    - by jsavit
    Cryptic background One of the powerful features of the T-series servers is its hardware crypto acceleration, which dramatically speeds up the compute intensive algorithms needed to encrypt and decrypt data. Previously, administrators setting up logical domains on older T-series servers had to explicitly assign crypto resources (called "MAU" for historical reasons from the T1 chip that had "modular arithmetic units") to domains that had a significant crypto workload (say, an SSL based web server). This could be an administrative burden, as you had to choose which domains got the crypto units, and issue the appropriate ldm set-mau N mydomain commands. The T4 changes things The T4 is fast. Really fast. Its clock rate and out-of-order (OOO) execution that provides the single-thread performance that T-series machines previously did not have. If you have any preconceptions about T-series performance, or SPARC in general, based on the older servers (which, it must be said, were absolutely outstanding for multi-threaded applications), those assumptions are now obsolete. The T4 provides outstanding. performance for all kinds of workload, as illustrated at https://blogs.oracle.com/bestperf. While we all focused on this (did I mention the T4 is fast?), another feature of the T4 went largely unnoticed: The T4 servers have crypto acceleration "just built in" so administrators no longer have to assign crypto accelerator units to domains - it "just happens". This is way way better since you have crypto everywhere by default without having to manage it like a discrete and limited resource. It's a feature of the processor, like doing an integer add. With T4, there is no management necessary, you just have HW crypto everywhere all the time seamlessly. This change hasn't been widely advertised, and some administrators have wondered why there were unable to assign a MAU to a domain as they did with T2 and T3 machines. The answer is that there is no longer any separate MAU, so you don't have to take any action at all - just leave the default of 0. Summary Besides being much faster than its predecessors, the T4 also integrates hardware crypto acceleration so its seamlessly available to applications, whether domains are being used or not. Administrators no longer have to control how they are allocated - it "just happens"

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  • Which is the best image hosting site for hosting images for website? [closed]

    - by rahul dagli
    I currently have a website and blog and using a limited web hosting plan. When I upload images on my hosting server it consumes a lot of bandwidth and space. So I was thinking of hosting images on some-other image hosting site and direct linking it to my site. I found out few sites like imageshack, photobucket, tinypic, imgur. However, I see all have certain restrictions. The features i am looking for are as follows: 1. At least 10gb space 2. At least 500gb bandwidth (bec I hav very high traffic) 3. Very high speed even during heavy load like 1000 visitors accessing every hour. 4. Ultra reliable servers (99.9% uptime) 5. Privacy control 6. Must not ever delete image if inactive 7. Create and manage albums 8. Company that will last long in business atleast for next 10 years. 9. Free of cost 10. Hotlinking/ Directlinking image.

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  • Ubuntu 14.04: Fine tuning Touchpad for ThinkPad S431

    - by ramgorur
    I am using Ubuntu 14.04 on Lenovo ThinkPad S431. The touchpad is very bumpy, tricky to use. Slides down with a small touch, sometimes jerks erratically. I have tried to modify the settings in /usr/share/X11/xorg.conf.d/50-synaptics.conf file as below -- Section "InputClass" Identifier "touchpad catchall" Driver "synaptics" MatchIsTouchpad "on" MatchDevicePath "/dev/input/event*" Option "JumpyCursorThreshold" "250" Option "VertResolution" "100" # Option "HorizResolution" "65" # Option "MinSpeed" "1" # Option "MaxSpeed" "1" # Option "AccelerationProfile" "1" # Option "AdaptiveDeceleration" "8" # Option "ConstantDeceleration" "1" # Option "VelocityScale" "128" Option "HorizHysteresis" "150" Option "VertHysteresis" "150" EndSection There are lots of options here, does anyone know how to get a fine-tuned values for the above options (for ThinkPad S431)? The Hysteresis values seems to alleviate the problem a little bit, but failed to get a perfect result. EDIT: According to this bug report for ThinkPad X230 (+X230t), I set these values and quite good for now -- Option "VertResolution" "100" Option "HorizResolution" "65" Option "MinSpeed" "1" Option "MaxSpeed" "1" Option "AccelerationProfile" "2" Option "AdaptiveDeceleration" "16" Option "ConstantDeceleration" "16" Option "VelocityScale" "32" Option "HorizHysteresis" "50" Option "VertHysteresis" "50" and then you need to increase the cursor speed manually from the Unity mouse settings. But I am still looking for a fully functional (possibly with all the gestures) and a fine-tuned touchpad settings for S431. Further help is appreciated.

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  • How do I connect to a wireless network?

    - by Keith Groben
    I just installed 10.10 x64 and cannot even find my wireless network let alone connect to it. I've searched all over SE and Ubuntu forums and cannot find out how to do this simple thing. Can some one please give me the answer? It is plugged in right now and is 100% updated. It is a Desktop with wireless card. 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no Here's the output: *-network DISABLED description: Wireless interface product: RT2860 vendor: RaLink physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 00 serial: 70:1a:04:f4:de:e9 width: 32 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=rt2800pci driverversion=2.6.35-27-generic firmware=N/A latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:fcff0000-fcffffff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 03 serial: 00:23:54:fd:c2:32 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full ip=192.168.1.14 latency=0 link=yes multicast=yes port=MII speed=100MB/s resources: irq:44 ioport:d800(size=256) memory:fceff000-fcefffff memory:ddffc000-ddffffff memory:fcec0000-fcedffff === Update === I have discovered that this is a know issue with the rt2860. I have been following step by step the instructions found here: http://www.ctbarker.info/2010/05/ubuntu-1004-wireless-chipsets-and-wpa.html I decided to stat over because I was getting stuck on step 5: 'sudo rmmod rt2860sta' is was giving me this problem: 'ERROR: Module rt2860sta does not exist in /proc/modules' Since I started over I cannot even get past step 5 'sudo make' I get this: 'make: * No targets specified and no makefile found. Stop.' I am lost. Any help would be appreciated.

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND

    - by Telanor
    I've stared at this for at least half an hour now and I cannot figure out what directx is complaining about. I know this error normally means you put float3 instead of a float4 or something like that, but I've checked over and over and as far as I can tell, everything matches. This is the full error message: D3D11: ERROR: ID3D11DeviceContext::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (COLOR,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] This is the vertex shader's input signature as seen in PIX: // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------ ------ // POSITION 0 xyz 0 NONE float xyz // NORMAL 0 xyz 1 NONE float // COLOR 0 xyzw 2 NONE float The HLSL structure looks like this: struct VertexShaderInput { float3 Position : POSITION0; float3 Normal : NORMAL0; float4 Color: COLOR0; }; The input layout, from PIX, is: The C# structure holding the data looks like this: [StructLayout(LayoutKind.Sequential)] public struct PositionColored { public static int SizeInBytes = Marshal.SizeOf(typeof(PositionColored)); public static InputElement[] InputElements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0), new InputElement("NORMAL", 0, Format.R32G32B32_Float, 0), new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 0) }; Vector3 position; Vector3 normal; Vector4 color; #region Properties ... #endregion public PositionColored(Vector3 position, Vector3 normal, Vector4 color) { this.position = position; this.normal = normal; this.color = color; } public override string ToString() { StringBuilder sb = new StringBuilder(base.ToString()); sb.Append(" Position="); sb.Append(position); sb.Append(" Color="); sb.Append(Color); return sb.ToString(); } } SizeInBytes comes out to 40, which is correct (4*3 + 4*3 + 4*4 = 40). Can anyone find where the mistake is?

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  • What are some best practices for minimizing code?

    - by CrystalBlue
    While maintaining the sites our development team has created, we have come across include files and plugins that have proven to be very useful to more then one part of our applications. Most of these modules have come with two different files, a normal source file and a min file. Seeing that the performance and speed of a page can be increased by minimizing the size of the file, we're looking into doing that to our pages as well. The problem that we run into is a lot of our normal pages (written in ASP classic) is a mix of HTML, ASP, Javascript, CSS, and include files. We have some pages that have their JS both in include files and in the page, depending on if the function is only really used in that page or if it's used in many other pages. For example, we have a common.js and an ajax.js file, both are used in a lot of pages, but not all of them. As well as having some functions in a page that doesn't really make sense to put into one master page. What I have seen a few other people do online is use one master JS file and place all of their javascript into that, minify it, gzip it, and only use that on their production server. Again, this would be great, but I don't know if that fully works for our purposes. What I'm looking for is some direction to go with on this. I'm in favor of taking all of our JS and putting it in one include file, and just having it included in every page that is hit. However, not every page we have needs every bit of JS. So would it be worth the compilation and minifying of the files into one master file and include it everywhere, or would it be better to minify all other files and still include them on a need-to-use basis?

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  • How do you plan your asynchronous code?

    - by NullOrEmpty
    I created a library that is a invoker for a web service somewhere else. The library exposes asynchronous methods, since web service calls are a good candidate for that matter. At the beginning everything was just fine, I had methods with easy to understand operations in a CRUD fashion, since the library is a kind of repository. But then business logic started to become complex, and some of the procedures involves the chaining of many of these asynchronous operations, sometimes with different paths depending on the result value, etc.. etc.. Suddenly, everything is very messy, to stop the execution in a break point it is not very helpful, to find out what is going on or where in the process timeline have you stopped become a pain... Development becomes less quick, less agile, and to catch those bugs that happens once in a 1000 times becomes a hell. From the technical point, a repository that exposes asynchronous methods looked like a good idea, because some persistence layers could have delays, and you can use the async approach to do the most of your hardware. But from the functional point of view, things became very complex, and considering those procedures where a dozen of different calls were needed... I don't know the real value of the improvement. After read about TPL for a while, it looked like a good idea for managing tasks, but in the moment you have to combine them and start to reuse existing functionality, things become very messy. I have had a good experience using it for very concrete scenarios, but bad experience using them broadly. How do you work asynchronously? Do you use it always? Or just for long running processes? Thanks.

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  • How do I interpolate air drag with a variable time step?

    - by Valentin Krummenacher
    So I have a little game which works with small steps, however those steps vary in time, so for example I sometimes have 10 Steps/second and then I have 20 Steps/second. This changes automatically depending on how many steps the user's computer can take. To avoid inaccurate positioning of the game's player object I use y=v0*dt+g*dt^2/2 to determine my objects y-position, where dt is the time since the last step, v0 is the velocity of my object in the beginning of my step and g is the gravity. To calculate the velocity in the end of a step I use v=v0+g*dt what also gives me correct results, independent of whether I use 2 steps with a dt of for example 20ms or one step with a dt of 40ms. Now I would like to introduce air drag. For simplicity's sake I use a=k*v^2 where a is the air drag's acceleration (I am aware that it would usually result in a force, but since I assume 1kg for my object's mass the force is the same as the resulting acceleration), k is a constant (in this case I'm using 0.001) and v is the speed. Now in an infinitely small time interval a is k multiplied by the velocity in this small time interval powered by 2. The problem is that v in the next time interval would depend on the drag of the last which again depends on the v of the last interval and so on... In other words: If I use a=k*v^2 I get different results for my position/velocity when I use 2 steps of 20ms than when I use one step of 40ms. I used to have this problem for my position too, but adding +g*dt^2/2 to the formula for my position fixed the problem since it takes into account that the position depends on the velocity which changes slightly in every infinitely small time interval. Does something like that exist for air drag too? And no, I dont mean anything like Adding air drag to a golf ball trajectory equation or similar, for that kind of method only gives correct results when all my steps are the same. (I hope you can understand my intermediate english, it's not my main language so I would like to say sorry for all the silly mistakes I might have made in my question)

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  • Quantify value for management

    - by nivlam
    We have two different legacy systems (window services in this case) that do exactly the same thing. Both of these systems have small differences for the different applications they serve. Both of these system's core functionality lies within a shared library. Most of the time, the updates occur in the shared library and we simply deploy the updated library to both of these systems. The systems themselves rarely change. Since both of these systems do essentially the same thing, our development team would like to consolidate these two systems into a single service. What can I do to convince management to allocate time for such a task? Some of the points I've noted are: Easier maintenance Decrease testing/QA time Unfortunately, this isn't enough. They would like us to provide them with hard numbers on the amount of hours this will save in the future and how this will speed up future development. Since most of the work is done in the shared library and the systems themselves never change, it's hard for us to quantify how many hours this will save. What kind of arguments can I make to justify the extra work to consolidate these systems?

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  • Cloud Strategy for Partners Announced at OOW

    - by Cinzia Mascanzoni
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} Oracle made a significant announcement about its Cloud Strategy for partners: Oracle has unveiled a comprehensive new set of Oracle Cloud partner programs and enablement resources that help partners to speed time to market with new cloud-based services and solutions and deliver increased value to customers. Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} New Oracle PartnerNetwork Cloud offerings include an Oracle Cloud Referral Program, Oracle Cloud Specialization featuring RapidStart and Oracle Cloud Builder Specializations, Oracle Cloud Resale Program and Oracle Platform Services for Independent Software Vendors (ISVs).

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  • OSB, Service Callouts and OQL

    - by Sabha
    Oracle Fusion Middleware customers use Oracle Service Bus (OSB) for virtualizing Service endpoints and implementing stateless service orchestrations. Behind the performance and speed of OSB, there are a couple of key design implementations that can affect application performance and behavior under heavy load. One of the heavily used feature in OSB is the Service Callout pipeline action for message enrichment and invoking multiple services as part of one single orchestration. Overuse of this feature, without understanding its internal implementation, can lead to serious problems. This series will delve into OSB internals, the problem associated with usage of Service Callout under high loads, diagnosing it via thread dump and heap dump analysis using tools like ThreadLogic and OQL (Object Query Language) and resolving it. The first section in the series will mainly cover the threading model used internally by OSB for implementing Route Vs. Service Callouts. The second section of the "OSB, Service Callouts and OQL" blog posting will delve into thread dump analysis of OSB server and detecting threading issues relating to Service Callout and using Heap Dump and OQL to identify the related Proxies and Business services involved. The final section of the series will focus on the corrective action to avoid Service Callout related OSB serer hangs. Before we dive into the solution, we need to briefly discus about Work Managers in WLS. Please refer to the blog posting for more details.

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  • Oracle Solaris 11.1 available today

    - by user12611852
    Today Oracle is pleased to announce availability of Oracle Solaris 11.1. Download Solaris 11.1 Order Solaris 11.1 media kitExisting customers can quickly and simply update using the network based repository Highlights include: 8x faster database startup and shutdown and online resizing of the database SGA with a new optimized shared memory interface between the database and Oracle Solaris 11.1 Up to 20% throughput increases for Oracle Real Application Clusters by offloading lock management into the Oracle Solaris kernel Expanded support for Software Defined Networks (SDN) with Edge Virtual Bridging enhancements to maximize network resource utilization and manage bandwidth in cloud environments 4x faster Solaris Zone updates with parallel operations shorten maintenance windows New built-in memory predictor monitors application memory use and provides optimized memory page sizes and resource location to speed overall application performance. Learn more and share these valuable tools with your customers to enable them to move to Oracle Solaris 11.1 quickly. Many customers wait for the first update --now is the time to encourage them to install Oracle Solaris 11.1. Oracle Solaris 11.1 Data Sheet  What's New in Oracle Solaris 11.1 Oracle Solaris 11.1 FAQs Oracle Solaris 11 .1 Customer Presentation Oracle Solaris 11.1 is recommended for all SPARC T4 Systems and will soon be available preinstalled.

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  • Help w/ iPad 1 performance for tile-based DOM Javascript game

    - by butr0s
    I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a container that hides overflow, so I can move the map element around by positioning it absolutely. Works a treat on desktop browsers, and my iPad 2. My problem is that performance is really bad on iPad 1. The performance hit is directly related to all the tile elements in my map, because when I remove or reduce the number of tiles drawn, performance improves. Optimizing my collision detection loop has no effect. My first thought was to batch groups of tiles into containers, then hide/show them based on proximity to the player, however this still causes a huge hiccup when the player moves and a new group of tiles is displayed (offscreen). Actually removing the out-of-sight elements from the DOM, then re-adding them as necessary is no faster. Anyone know of any tips that might speed up DOM performance here? My map is 1920 x 1920 pixels, so as far as I know should be within the WebKit texture limit on iOS 5/iPad. The map is being moved with CSS3 transforms, and I've picked all the other obvious low-hanging fruit.

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  • C# XNA 2D Multiple boxes collision detection and movement

    - by zini
    Hi, I've been making simple game where you shoot boxes that are coming towards you. All game objects are simple rectangles. Now I have problem with collision detection; how to check where the collision comes so I can change the coordinates right? I have this kind of situation: http://imgur.com/8yjfW Imagine that all of those blocks are moving towards you (green box). If those orange boxes collide with each other, they should "avoid" themselves and not go through each other. I have class Enemy which has properties x, y and such. Now I'm doing the collision like this: // os.Count is an amount of other enemies colliding with this enemy if (os.Count == 0) { // If enemy doesn't collide with other enemy lasty = y; lastx = x; slope = (x - player.x) / (y - player.y); x += slope * l; // l is "movement speed" of enemy (float) if (y > player.y) { y = lasty; } else if (y < player.y) { y += l; } } else { foreach(Enemy b in os) { if (b.y > this.y) { // If some colliding enemy is closer player than this enemy, that closer one will be moved towards the player b.lasty = b.y; if (!BiggestY(os)) { // BiggestY returns true if this enemy has the biggest Y b.y += b.l; } b.x = b.lastx; } } } But this is very, very bad way to do this. I know it, but I just can't figure out other way. And as a matter in fact, this method doesn't even work pretty good; if multiple enemies are colliding same enemy they go through each other. I explained this pretty badly, but I hope that you understand this. And to sum up, as I said: How to check where the collision comes so I can change the coordinates right?

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  • ubuntu 11.10 can't find wireless after waking from sleep

    - by Colleen
    I've tried a lot of proposed solutions, most of them adding files to /etc/pm/config.d, as well as WiFi stops working after waking from suspend and nothing has worked. hardware info: [colleen@colleen-HP ~]$ sudo lshw -C network [sudo] password for colleen: *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:07:00.0 logical name: eth0 version: 06 serial: 2c:27:d7:b1:ea:67 size: 10Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half firmware=N/A latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:41 ioport:4000(size=256) memory:c1404000-c1404fff memory:c1400000-c1403fff *-network description: Wireless interface product: Centrino Wireless-N 1000 vendor: Intel Corporation physical id: 0 bus info: pci@0000:0d:00.0 logical name: wlan0 version: 00 serial: 8c:a9:82:99:48:8c width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlagn driverversion=3.0.0-21-generic-pae firmware=39.31.5.1 build 35138 ip=192.168.0.4 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:48 memory:c5500000-c5501fff Is anyone else still having this problem? The two solutions I haven't tried are installing wicd and upgrading because I've heard both are kind of unstable/buggy and wicd frankly scares me.

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  • Common way to store model transformations

    - by redreggae
    I ask myself what's the best way to store the transformations in a model class. What I came up with is to store the translation and scaling in a Vector3 and the rotation in a Matrix4. On each update (frame) I multiply the 3 matrices (first build a Translation and Scaling Matrix) to get the world matrix. In this way I have no accumulated error. world = translation * scaling * rotation Another way would be to store the rotation in a quaternion but then I would have a high cost to convert to a matrix every time step. If I lerp the model I convert the rotation matrix to quaternion and then back to matrix. For speed optimization I have a dirty flag for each transformation so that I only do a matrix multiplication if necessary. world = translation if (isScaled) { world *= scaling } if (isRotated) { world *= rotation } Is this a common way or is it more common to have only one Matrix4 for all transformations? And is it better to store the rotation only as quaternion? For info: Currently I'm building a CSS3D engine in Javascript but these questions are relevant for every 3D engine.

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  • Lenovo v570 ubuntu 12.04 wireless hard blocked even when ext. switch is on

    - by user100987
    When I run iwconfig it say's lo and eth0 have no wireless extensions, but wlan0 it says IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=off Retry long limit:7 RTS the:off Fragment the:off Power Management:off and I believe that's my problem, I just don't know how to turn it back on Any help? When I ran lspci | grep Network it gave me this 02:00.0 Network controller: Intell Corporation Centrino Wireless -N + WiMAX 6150 (rev 67) How I know that my wireless is hard blocked because when I run sudo rfkill list all I get 0: Ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: no Hard blocked: yes when I run lshw -c network I get. *-network DISABLED description: Wireless interface product: Centrino Wireless-N + WiMAX 6150 vendor: Intel Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: mon1 version: 67 serial: 40:25:c2:d2:96:2c width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list logical wireless ethernet physical configuration: broadcast=yes driver=iwlwifi driverversion=3.2.0-32-generic-pae firmware=41.28.5.1 build 33926 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:43 memory:d0500000-d0501fff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 06 serial: f0:de:f1:d7:a0:4d size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl_nic/rtl8168e-2.fw ip=192.168.0.65 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:41 ioport:2000(size=256) memory:d0404000-d0404fff memory:d0400000-d0403fff

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  • You can step over await

    - by Alex Davies
    I’ve just found the coolest feature of VS 2012 by far. I thought that being able to silence an exception from the “exception was thrown” popup was awesome, and the “reload all” button when a project file changes is amazing, but this is way beyond all of that. You can step over awaits when you debug your code!! With F10!!! Ok, so that may not sound such a big deal. You can step over ifs and whiles and no-one is celebrating. But await is different. await actually stops your method, signs up to be notified when a Task is finished,  returns, and resumes your method at some indeterminate point in the future. You could even end up continuing on a completely different thread. All that happens, and all I have to do is press F10. I used to have to painstakingly set a breakpoint on the first line of my callback before stepping over any asynchronous method. Even when we started using async, my mouse would instinctively click the margin every time I wanted to go past an await. And the times I was driven insane by my breakpoint getting hit by some other path of execution I don’t care about. I think this might have been introduced in the VS11 Beta, I’m pretty sure I tried it in the Async CTP in VS2010 and it didn’t work. Now it does! Woop!

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