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  • Running a compiled Java program

    - by Roshan George
    I have a question on a compiled Java program that I have written. I have a Java file that has three classes defined within it. When I compiled the program I got a total of four classes. How do I make this into a form where I can run my application just by clicking an icon or something, or by issuing just a single command. For example, if I make it as an exe file, it could run only on Windows, how do I make it into a form compatible with all Oses. And hoe?

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  • Does connection pooling work fine to execute 60 DB queries to load a page?

    - by willem
    We use Linq2Sql in an ASP.NET application. Unfortunately the eager-loading in Linq2Sql isn't as powerful as in Entity Framework, so a lot of the data has to be lazy loaded as needed. Taking connection pooling into account, is it OK for a web page to execute 60 queries to load a page? Executing a single big query probably won't be much better, as those 60 queries will all those connection pooled connections and not open a new connection each time (which I realize is slow). Any thoughts?

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  • How i can sign and/or group a specific set of vertices in a 3D file container like OBJ ? - in Blender

    - by user827992
    I would like to export a 3D model with each part having a name or a label if you will. For example i would like to export a model of an human body and name each part in specifics vertex groups like: left hand, right hand, right foot, head, ears, ... and you got the idea; so i can have a single 3D model that i can explode in various parts if needed. If there is a better technique about how to mark vertex groups in a 3D file please share your solution. As 3D editor i use Blender.

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  • Windows 7 hangs with 100% disk activity but only when online

    - by jeremy
    I have the same problem as seemingly many other people here, and I think we might all be experiencing the same issue: a compatibility issue in Windows 7 between hard drive and network controller or drivers. I've tried firmware updates of my entire board, wiping my drive and reinstalling from scratch. And yet the problem persists, which suggests it is an operating system error, as the hard drive checks out 100% physically. Additionally, the only time it does not occur is when in safe mode WITHOUT networking. With networking, there are spikes in disc access every so often and a huge flow of processes accessing the disc simultaneously that literally "stick" the disc, and physically jolting my computer unsticks it. Again, this has been tested for hours in a professional service environment, and without network access on, things are fine. As soon as there's network access available, the disc access occasionally cranks up to 100% and sticks everything. I'm using Microsoft Security Essentials, but this also happened under Norton, then McAfee. Again, this happened again after a complete wipe, so the likelihood of malware causing it seems low. I don't visit unsecure sites anyway, as far as I know. This, to me, narrows it down to a Windows 7 process that is somehow repeatedly corrupted, perhaps a corrupt .dll or driver, causing a conflict at the operating system level and temporary hard drive failure. I would encourage anyone who knows more about this stuff (which is probably most people!) to take a shot at this one, and I would encourage anyone else with a sticking hard drive in windows 7 64-bit to check on whether it occurs during safe mode without networking.

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  • Are there compatibility issues opening Visual Studio Professional projects in Visual Studio Express, and vice versa? [migrated]

    - by theGreenCabbage
    Disclaimer: I have taken a look at the 50+ StackExchange forums to find the right place, and it seems /Programmers/ is the most suitable Exchange for this. If this is the wrong place to ask this, however, please let me know - I will personally delete the thread. I am in the process of downloading a single license for Visual Studio 2013 for my firm of 2-3 developers. One license is approximately $498.00 USD. As a small firm, our funds are short, but since we will be creating commercial software, we decided we will be needing the features of the Professional edition. At the same time, our decision is to use the Express edition for the rest of the two developers. My question is - will there be compatibility issues between Express projects and Professional projects for Visual Studio?

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  • How To Delete Your Skype Call and Chat History

    - by Gopinath
    Just like every other modern application, Skype also records all the communications we exchange using it. It records instant messages, calls, file transfers, SMS, etc. and makes it easy to view using the Conversation tab. If you ever feel like getting rid of these history information, then you need to delete them. Skype provides a single click option to clear all the history from you account, but the feature is buried deep under options menu.Really deep!. To clear history follow the menu Tools –> Options, switch to Privacy Settings tab available on the left side, click on Show advanced options button and finally hit the button Clear history. Ah! You are almost done. Just confirm a popup it displays on screen and your history is vanished from your account. Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • Animating isometric sprites

    - by Mike
    I'm having trouble coming up with a way to animate these 2D isometric sprites. The sprites are stored like this: < Game Folder Root /Assets/Sprites/< Sprite Name /< Sprite Animation /< Sprite Direction /< Frame Number .png So for example, /Assets/Sprites/Worker/Stand/North-East/01.png Sprite sheets aren't really viable for this type of animation. The example stand animation is 61 frames. 61 frames for all 8 directions alone is huge, but there's more then just a standing animation for each sprite. Creating an sf::Texture for every image and every frame seems like it will take up a lot of memory and be hard to keep track of that many images. Unloading the image and loading the next one every single frame seems like it will do a lot of unnecessary work. What's the best way to handle this?

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  • Implementing a Custom Coherence PartitionAssignmentStrategy

    - by jpurdy
    A recent A-Team engagement required the development of a custom PartitionAssignmentStrategy (PAS). By way of background, a PAS is an implementation of a Java interface that controls how a Coherence partitioned cache service assigns partitions (primary and backup copies) across the available set of storage-enabled members. While seemingly straightforward, this is actually a very difficult problem to solve. Traditionally, Coherence used a distributed algorithm spread across the cache servers (and as of Coherence 3.7, this is still the default implementation). With the introduction of the PAS interface, the model of operation was changed so that the logic would run solely in the cache service senior member. Obviously, this makes the development of a custom PAS vastly less complex, and in practice does not introduce a significant single point of failure/bottleneck. Note that Coherence ships with a default PAS implementation but it is not used by default. Further, custom PAS implementations are uncommon (this engagement was the first custom implementation that we know of). The particular implementation mentioned above also faced challenges related to managing multiple backup copies but that won't be discussed here. There were a few challenges that arose during design and implementation: Naive algorithms had an unreasonable upper bound of computational cost. There was significant complexity associated with configurations where the member count varied significantly between physical machines. Most of the complexity of a PAS is related to rebalancing, not initial assignment (which is usually fairly simple). A custom PAS may need to solve several problems simultaneously, such as: Ensuring that each member has a similar number of primary and backup partitions (e.g. each member has the same number of primary and backup partitions) Ensuring that each member carries similar responsibility (e.g. the most heavily loaded member has no more than one partition more than the least loaded). Ensuring that each partition is on the same member as a corresponding local resource (e.g. for applications that use partitioning across message queues, to ensure that each partition is collocated with its corresponding message queue). Ensuring that a given member holds no more than a given number of partitions (e.g. no member has more than 10 partitions) Ensuring that backups are placed far enough away from the primaries (e.g. on a different physical machine or a different blade enclosure) Achieving the above goals while ensuring that partition movement is minimized. These objectives can be even more complicated when the topology of the cluster is irregular. For example, if multiple cluster members may exist on each physical machine, then clearly the possibility exists that at certain points (e.g. following a member failure), the number of members on each machine may vary, in certain cases significantly so. Consider the case where there are three physical machines, with 3, 3 and 9 members each (respectively). This introduces complexity since the backups for the 9 members on the the largest machine must be spread across the other 6 members (to ensure placement on different physical machines), preventing an even distribution. For any given problem like this, there are usually reasonable compromises available, but the key point is that objectives may conflict under extreme (but not at all unlikely) circumstances. The most obvious general purpose partition assignment algorithm (possibly the only general purpose one) is to define a scoring function for a given mapping of partitions to members, and then apply that function to each possible permutation, selecting the most optimal permutation. This would result in N! (factorial) evaluations of the scoring function. This is clearly impractical for all but the smallest values of N (e.g. a partition count in the single digits). It's difficult to prove that more efficient general purpose algorithms don't exist, but the key take away from this is that algorithms will tend to either have exorbitant worst case performance or may fail to find optimal solutions (or both) -- it is very important to be able to show that worst case performance is acceptable. This quickly leads to the conclusion that the problem must be further constrained, perhaps by limiting functionality or by using domain-specific optimizations. Unfortunately, it can be very difficult to design these more focused algorithms. In the specific case mentioned, we constrained the solution space to very small clusters (in terms of machine count) with small partition counts and supported exactly two backup copies, and accepted the fact that partition movement could potentially be significant (preferring to solve that issue through brute force). We then used the out-of-the-box PAS implementation as a fallback, delegating to it for configurations that were not supported by our algorithm. Our experience was that the PAS interface is quite usable, but there are intrinsic challenges to designing PAS implementations that should be very carefully evaluated before committing to that approach.

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  • If all variables are a subset of the superkey, is the database design 5NF? [migrated]

    - by Lukazoid
    I have a table called LogMessages, which has the following columns: Level A numeric value which represents Trace, Debug, Info, Warning, Error or Fatal Time A UTC time Message Foreign key to a Messages table Source Foreign key to a Sources table User Foreign key to a Users table From what I can see, all of these columns are a part of the super key; if any single value differs to an existing row, a new row can be created. My question is, does this design comply to fifth normal form? I am unsure as some groups of data will be repeating, however I don't believe this violates 5NF? (correct me if I'm wrong)

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  • Kubuntu 12.04: Change login screen background?

    - by drezabek
    I am having trouble changing my login screen background. I can select the default wall paper, the Kde-default one, but when ever I select my own custom wallpaper, there is no image, just a solid color. Normally, I would just ignore it, but the thing that bugs me is that this is a fresh install of Kubuntu 12.04 64bit, and the OS before this one, the one I overwrote, I had no trouble using the exact same image as the background... Settings In the System Settings application, Login Screen settings, Background tab, enable background, Under "Background", selected Picture, under options, selected Position: Scaled. Colors: Single Color. Blending: No Blending.

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  • C: What is a good source to teach standard/basic code conventions to someone newly learning the language?

    - by shan23
    I'm tutoring someone who can be described as a rank newcomer in C. Understandably, she does not know much about coding conventions generally practiced, and hence all her programs tend to use single letter vars, mismatched spacing/indentation and the like, making it very difficult to read/debug her endeavors. My question is, is there a link/set of guidelines and examples which she can use for adopting basic code conventions ? It should not be too arcane as to scare her off, yet inclusive enough to have the basics covered (so that no one woulc wince looking at the code). Any suggestions ?

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  • Does SEO optimisation count on the responsive side of a site?

    - by Rick Donohoe
    I'm looking at making some SEO optimisation fixes, and at this point I'm sorting out the heading structure and keywords - H1's, H2's etc We have a site where there are a number of similar blocks, and one is always visible, and one is hidden depending on the screen size. This is our method of making a single site responsive. Firstly, how does this technique affect the SEO, and in general does the responsive side of a site matter at all to search engines? What I mean by this is if the site has different content depending on screen sizes, then which content would the search spider crawl?

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  • Need Help Scoping a Server to use for study (MCITP Ent Admin + SharePoint 2010)

    - by AVFamily76
    i need to study for mcitp, but i also need to study for sharepoint 2010 i have a poweredge 1850 with two single-core CPUs + two 73G drives - it kills me on electricity, so don't want to use it, and it won't do VT, but it could be one of three boxes for a lab that's cheap, but will cost a lot on electricity i was thinking . . . OPTION #1 Opteron 4170 HE (50 watt chip), 6-core, only two-bills ($200), but the board's are $250, so that's an $800 box, then get another box to dual-boot Win7/Hyper-V on the cheap...? OPTION #2 Used Quad - but how many VM's that are really banging away could it run at same time? (Server 2008r2, SQL 2008r2, Search Server) OPTION #3 Study from books and just get one box that can run two VM's at same time, even if slowly. the last time i had and used a home lab was five years ago when i had a DC, SQL, Exchange and business app box, that's where i got my server skills was just banging on it for four years, but didn't read any books, so now i have to get certified and know the material, and just am not sure how much attention i should pay to the box i use versus the studying time and reading. sorry it's a subjective question, and am obviously open to all sorts of abuse here, but hope you can tell me also how many VM's i can run at the same time given what they'll be doing (SQL and SharePoint FAST search server are resource hungry) thanks!

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  • 2D game big background images for maps

    - by WhiteCat
    Update: this question is general, not specific to Sprite Kit or a single language/platform. I'm toying with Sprite Kit with an idea to make a 2D side-scroller. Now the backgrounds for the maps are going to be hand-drawn and surely bigger than retina display, so the maps could span more than 1 screen in both axis. I imagine loading such a huge image could mean trouble and I don't plan to use tiling. I'm not sure how Sprite Kit splits images bigger than max texture size, if it does. I could split the images myself and use more sprites for each part of the background. What is the usual way to handle this?

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  • Terms for different types of development

    - by stjowa
    I'm working on a resume and I'm trying to figure out the right terminology for the different types of software development. Right now, the only development term I know is 'web development.' But, I've also done a lot of Java and C# development for applications on the desktop. Obviously, this isn't web development; but, I'd like to be able to group these under a single term that is known within the community (it's a resume). Would the term for applications on the desktop be 'desktop development'?

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  • Does using a hexacore CPU make sense?

    - by Exa
    I'm currently planning to upgrade my computer system and I want to exchange CPU, board and RAM. I already had a look at some hexacore-CPUs from AMD and would like to know if it makes any sense to use such a CPU with six cores. Is there any software which really uses six cores? Especially in gaming? I'm using this PC mostly for gaming and from time to time for developing. I know that on the dual-core system (2 x 3GHz) I currently use, Visual Studio creates two instances of the compiler, one for each core. Would there be six instances of the compiler on a hexacore system for super fast compiling? Is there any software that uses six cores? Would running two applications cause the usage of more CPUs? (For example two CPUs for a game you're playing while two other CPUs are used for compiling at the same time) I hope someone can point out the benefits of a hexacore system. The OS would be Windows 7 64 Bit and I use the PC for gaming most of the time. (Crysis 2, CoD, stuff like that)

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  • Working out of a vertex array for destrucible objects

    - by bobobobo
    I have diamond-shaped polygonal bullets. There are lots of them on the screen. I did not want to create a vertex array for each, so I packed them into a single vertex array and they're all drawn at once. | bullet1.xyz | bullet1.rgb | bullet2.xyz | bullet2.rgb This is great for performance.. there is struct Bullet { vector<Vector3f*> verts ; // pointers into the vertex buffer } ; This works fine, the bullets can move and do collision detection, all while having their data in one place. Except when a bullet "dies" Then you have to clear a slot, and pack all the bullets towards the beginning of the array. Is this a good approach to handling lots of low poly objects? How else would you do it?

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  • Using Google Analytics to determine how much time a visitor spends in each section of my site

    - by flossfan
    I have a site with various pages, like: /about/history /about/team /contact/email-us /contact I want to figure out how much time people are spending on the entire /about section, and how much on the /contact section. If I run a query on the Google Analytics API and set the dimension to ga:pagePathLevel1 and the metric to ga:avgTimeOnPage, I get results like this: { pagePathLevel1: /about, avgTimeOnPage: 28 }, { pagePathLevel1: /contact, avgTimeOnPage: 10 } This looks roughly like what I want, but I'm not sure how to intepret it: Is the value of avgTimeOnPage the average time spent by any user on all pages that match that path? Or is it the average time spent by any user on any single page that matches that path? I'm looking for the average time spent across all pages matching that path, but the time estimates look shorter than I'd expect.

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  • Using normals in DirectX 10

    - by Dave
    I've got a working OBJ loader that loads vertices, indices, texture coordinates, and normals. As of right now it doesn't process texture coordinates or normals but it stores them in arrays and creates a valid mesh with the vertices and indices. Now I am trying to figure out how can I make the shader use the correct normal in the array for the current vertex if I can't setnormals() to my mesh. If I were to just use an index in my array of normals corresponding to the index in the vertices, how would I retrieve the current index the shader is processing? BTW: I am trying to write a blinn-phong shader technique. Also when I create the input layout and I've added the semantic NORMAL to it, how would I list the multiple semantics in that single parameter? Would I just separate it with a space? PS: If you need to see any code, just let me know.

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  • Oracle's Vision for the Social-Enabled Enterprise - Partner Webcast. September 10th

    - by Richard Lefebvre
    Smart companies are developing social media strategies to engage customers, gain brand insights, and transform employee collaboration and recruitment. Oracle is powering this transformation with the most comprehensive enterprise social platform that lets you: Monitor and engage in social conversations Collect and analyze social data Build and grow brands through social media Integrate enterprisewide social functionality into a single system Create rich social applications Join Oracle President Mark Hurd and senior Oracle executives to learn more about Oracle’s vision for the social-enabled enterprise. Register now for this Webcast.  - Mon., Sept. 10, 2012 - 10 a.m. PT / 19:00 CET

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  • Efficient Way to Draw Grids in XNA

    - by sm81095
    So I am working on a game right now, using Monogame as my framework, and it has come time to render my world. My world is made up of a grid (think Terraria but top-down instead of from the side), and it has multiple layers of grids in a single world. Knowing how inefficient it is to call SpriteBatch.Draw() a lot of times, I tried to implement a system where the tile would only be drawn if it wasn't hidden by the layers above it. The problem is, I'm getting worse performance by checking if it's hidden than when I just let everything draw even if it's not visible. So my question is: how to I efficiently check if a tile is hidden to cut down on the draw() calls? Here is my draw code for a single layer, drawing floors, and then the tiles (which act like walls): public void Draw(GameTime gameTime) { int drawAmt = 0; int width = Tile.TILE_DIM; int startX = (int)_parent.XOffset; int startY = (int)_parent.YOffset; //Gets the starting tiles and the dimensions to draw tiles, so only onscreen tiles are drawn, allowing for the drawing of large worlds int tileDrawWidth = ((CIGame.Instance.Graphics.PreferredBackBufferWidth / width) + 4); int tileDrawHeight = ((CIGame.Instance.Graphics.PreferredBackBufferHeight / width) + 4); int tileStartX = (int)MathHelper.Clamp((-startX / width) - 2, 0, this.Width); int tileStartY = (int)MathHelper.Clamp((-startY / width) - 2, 0, this.Height); #region Draw Floors and Tiles CIGame.Instance.GraphicsDevice.SetRenderTarget(_worldTarget); CIGame.Instance.GraphicsDevice.Clear(Color.Black); CIGame.Instance.SpriteBatch.Begin(); //Draw floors for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layer above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } //Only draw if visible under the tile above it if (visible && this.GetTileAt(x, y).Opacity < 1.0f) { Texture2D tex = WorldTextureManager.GetFloorTexture((Floor)_floors[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Floor)_floors[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Floor)_floors[x, y]).Opacity); drawAmt++; } } } //Draw tiles for (int x = tileStartX; x < (int)MathHelper.Clamp(tileStartX + tileDrawWidth, 0, this.Width); x++) { for (int y = tileStartY; y < (int)MathHelper.Clamp(tileStartY + tileDrawHeight, 0, this.Height); y++) { //Check if this tile is hidden by layers above it bool visible = true; for (int i = this.LayerNumber; i <= _parent.ActiveLayer; i++) { if (this.LayerNumber != (_parent.Layers - 1) && (_parent.GetTileAt(x, y, i + 1).Opacity >= 1.0f || _parent.GetFloorAt(x, y, i + 1).Opacity >= 1.0f)) { visible = false; break; } } if (visible) { Texture2D tex = WorldTextureManager.GetTileTexture((Tile)_tiles[x, y]); Rectangle source = WorldTextureManager.GetSourceForIndex(((Tile)_tiles[x, y]).GetTextureIndexFromSurroundings(x, y, this), tex); Rectangle draw = new Rectangle(startX + x * width, startY + y * width, width, width); CIGame.Instance.SpriteBatch.Draw(tex, draw, source, Color.White * ((Tile)_tiles[x, y]).Opacity); drawAmt++; } } } CIGame.Instance.SpriteBatch.End(); Console.WriteLine(drawAmt); CIGame.Instance.GraphicsDevice.SetRenderTarget(null); //TODO: Change to new rendertarget instead of null #endregion } So I was wondering if this is an efficient way, but I'm going about it wrongly, or if there is a different, more efficient way to check if the tiles are hidden. EDIT: For example of how much it affects performance: using a world with three layers, allowing everything to draw no matter what gives me 60FPS, but checking if its visible with all of the layers above it gives me only 20FPS, while checking only the layer immediately above it gives me a fluctuating FPS between 30 and 40FPS.

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  • Why does the Git community seem to ignore side-by-side diffs

    - by Kyle Heironimus
    I used to use Windows, SVN, Tortoise SVN, and Beyond Compare. It was a great combination for doing code reviews. Now I use OSX and Git. I've managed to kludge together a bash script along with Gitx and DiffMerge to come up with a barely acceptable solution. I've muddled along with this setup, and similar ones, for over a year. I've also tried using the Github diff viewer and the Gitx diff viewer, so it's not like I've not given them a chance. There are so many smart people doing great stuff with Git. Why not the side-by-side diff with the option of seeing the entire file? With people who have used both, I've never heard of anyone that likes the single +/- view better, at least for more than a quick check.

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  • Cliché monsters to populate a steampunk fantasy setting dwarven dungeon?

    - by Alexander Gladysh
    I'm looking for a list of cliché monsters for a steampunk computer game (assume one kind or another of casual rogue-like RPG), to populate lower levels of ancient dwarven-built dungeons. Dwarves are a technology/science race in the setting I am aiming for. The world is a low-magic one. I'm stuck after listing various mechanical golems, gigantic spiders (every dungeon must have some of them!), and maybe a mechanical barlog as a megaboss. What would player expect? What are the key cultural references for such setting? I know a couple of games with suitable steampunk dwarves, but none are detailed enough in the underworld monsters area. Please point me in the right direction. (If you have a single funny monster suggestion, please mention it in comments, not in answer. ;-) )

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  • keyboard shortcut to switch focus between separate X screens?

    - by ang mo
    I'm using XFCE on a dual monitor setup, with Xorg configured to separate X screens (neither twinview nor cinerama is working on GF470 with latest nvidia drivers). I'm not using xrandr. Suppose I have firefox running on one screen (:0.0) and thunderbird on the other (:0.1). When I want to switch focus from thunderbird to firefox, I need to move my mouse pointer to the firefox window and click (alt-tab switches between windows on a single screen only). Is there any keyboard shortcut for switching focus between screens?

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  • NDIS Driver Filter VS API Hooking

    - by Smarty Twiti
    I've seen many developers asking for "How to intercept in/out HTTP packets ", "How to modify them on the fly". The most "clean" answer I've seen is to make a kernel-mode-driver filter from the scratch (TDI for XP and earlier winx9 or NDIS for NT systems). An other way, is to use a user-mode-driver like Windivert, also Komodia has a great solution (without writing any single code). The idea behind this introduction is just I want to know is API Hooking can be considered as alternative of writing of whole of driver-filter? writing a driver from the scratch is not an easy task, why just not Hooking the HttpSendRequest or any other API used by the browser? There are many free/commercial libraries to do this in a safe manner (eg: EasyHook, Mhook, Nektra..). I'm not the first who ask, there already Sockscap that uses Hook(DLL injection) to change behavior to other applications and force them to use a Socks proxy, also Form grabbing attack 'used by keylogger..

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