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  • How can I create an external SSL wrapper/tunnel page for an insecure webpage behind a firewall?

    - by Ross Rogers
    I have an security cam with a built-in webpage inside my home network. That camera is using basic HTTP authentication instead of SSL. I want to be able to access the camera's webpage from outside my network, but I don't want to open an unencrypted video stream to the outside world. Right now, I'm doing some cumbersome ssh tunneling where I bounce off an ssh server like: ssh -N -L 9090:CAMERA_IP:80 [email protected] and then I connect to my web page like: http://localhost:9090 But this is a pain. Now, gentle reader, I beseech you to tell me how I can use linux (Ubuntu) to get a fully encrypted SSL connection to my internal web page without the hassle of creating an ssh tunnel each time. I believe I can use stunnel, but I'm not sure of the command.

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  • Hardlink files not the same

    - by SabreWolfy
    I created a hardlink of a file as follows: ln /path/to/source/file1 /path/to/target/file2 Using md5sum, the two files are identical. After a while, the source file has been modified by another program. The target file does not get "updated". The md5sums are now different. The files are on the same partition of course, otherwise I could not create a link. What I'm trying to do is get a copy of the source file into the target folder (which is versioned), so that I have access to the source file elsewhere. I tried moving the source file to the target folder with a different name and then creating a symlink to it at the source, but the program expecting the file then (somehow) created a file of the name it wanted in the target folder. Ideas?

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  • Bacula not backing up all the files it should be doing

    - by Nigel Ellis
    I have Bacula (5.2) running on a Fedora 14 system backing up several different computers including Windows 7, Windows 2003 and Windows 2008. When backing up the Windows 2008 server the backup stops after a relatively small amount has been backed up and says the backup was okay. The fileset I am trying to backup should be around 323Gb, but it manages a mere 27Gb before stopping - but not erring. I did try creating a mount on the Fedora computer to the server I am trying to backup, and Bacula managed to copy 58Gb. When I tried to use the mount to copy the files manually I was able to copy them all - there are no problems with permissions etc. on the mount. Please can anyone give a reason why Bacula would just stop? I have heard there is a 260 character limit, but some of the files that should have been copy resolve to a shorter filename than some that have been backed up.

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  • Using standard e-mail address as user system wide name

    - by PeterMmm
    I'm going to re-build a very old Lotus Notes infrastructure coming from 4.x towards 8.5. I'm trying to setup Domino so that all user names should be of a single string or the internet e-mail address. For example the user "John Smith/ACME" should be in the whole system jsmith or [email protected] . I still get jsmith/ACME all around. Where it is most annoying is in the NAB when creating a new message. Is there a way to get all addresses in uniform standard e-mail adress format at least in mail ? The mixup in the destination like "John Smith/ACME, [email protected]" confused the users.

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  • Using HTML5 Today part 2&ndash;Fixing Semantic tags with a Shiv

    - by Steve Albers
    Semantic elements and the Shiv! This is the second entry in the series of demos from the “Using HTML5 Today” talk. For the definitive discussion on unknown elements and the HTML5 Shiv check out Mark Pilgrim’s Dive Into HTML5 online book at http://diveintohtml5.info/semantics.html#unknown-elements Semantic tags increase the meaning and maintainability of your markup, help make your page more computer-readable, and can even provide opportunities for libraries that are written to automagically enhance content using standard tags like <nav>, <header>,  or <footer>. Legacy IE issues However, new HTML5 tags get mangled in IE browsers prior to version 9.  To see this in action, consider this bit of HTML code which includes the new <article> and <header> elements: Viewing this page using the IE9 developer tools (F12) we see that the browser correctly models the hierarchy of tags listed above: But if we switch to IE8 Browser Mode in developer tools things go bad: Did you know that a closing tag could close itself?? The browser loses the hierarchy & closes all of the new tags.  The new tags become unusable and the page structure falls apart. Additionally block-level elements lose their block status, appearing as inline.    The Fix (good) The block-level issue can be resolved by using CSS styling.  Below we set the article, header, and footer tags as block tags. article, header, footer {display:block;} You can avoid the unknown element issue by creating a version of the element in JavaScript before the actual HTML5 tag appears on the page: <script> document.createElement("article"); document.createElement("header"); document.createElement("footer"); </script> The Fix (better) Rather than adding your own JS you can take advantage of a standard JS library such as Remy Sharp’s HTML5 Shiv at http://code.google.com/p/html5shiv/.  By default the Modernizr library includes HTML5 Shiv, so you don’t need to include the shiv code separately if you are using Modernizr.

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  • Rsync backup - detect new directory and backup only from that directory

    - by Pracovek
    New cpanel daily backup is creating separate directories for daily backup. This creates problem when I try to user rsync to do an offsite backup since I would like to rsync only latest data. E.g. On backup server I have directory "backup" and on server, from which we are pulling backups I get directories 2013-11-07, 2013-11-08 etc in backup directory. If I backup /backup directory on the server it will use allot more space so I would like to backup only latest directory in backup directory, eg 2013-11-08. Is there a way to detect latest directory in backup directory and pass that directory name to rsync for backup ?

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  • Oracle Industrial Manufacturing Forum, Nov 8, W Hotel-Chicago

    - by Stephen Slade
    As global markets mature and new customer segments emerge, top industrial manufacturers are restructuring their businesses for growth. Oracle's annual Industrial Manufacturing Forum was created to help these companies focus on revolutionizing product and service innovation, maximize organizational performance, and deliver exceptional customer experiences. Key themes of this year's event are redefining "Lean," transforming service, and modernizing the manufacturing enterprise.  This informative forum will be held at the W Hotel and include a Keynote from Eaton's VP of IT who led the firm through a dramatic supply chain transformation. This jouney led Eaton to win the Manufacturer of the Year award in 2011 from Managing Automation/Manufacturing Executive publication. Other featured presentations include:  Value of BI Applications & EAM Analytics for Industrial Manufacturing: Regal Beloit,  Sales & Operating Planning: GE Healthcare,   Advanced Financial Controls/Leveraging Change Controls: Eaton,   Customer Experience (CX): Pella,  Creating The Strategic Service Chain: Entercoms Register today at: MANUFACTURING_FORUM Oracle Industrial Manufacturing ForumThursday, November 8, 2012 9:30 a.m. – 6:00 p.m. W Hotel City Center172 West Adams Street, Chicago, IL 60603 Click here to register now or call 1.800.820.5592 ext. 10954.

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  • Resizing/reprocessing videofiles to adjust total size being <= 4.7gb

    - by altern
    How could I resize or reprocess bunch of videofiles (tv show series) to be able write it on DVD? Total size of all files should be less or equal to the max size of dvd - 4.7G. Is there any kind of program which allows conversion with total filesize adjustement up to defined limit? Is there way to be sure quality will not suffer noticeably after video files adjustments? Maybe there is a software which allows adjusting quality and creating DVD video disk with nifty menu automatically? Any help is appreciated. Thanks!

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  • Easily recreate a server's "state" [closed]

    - by Brandon Wamboldt
    I want the ability to setup new servers for dev/testing/prod very easily. The reasons for being able to setup a new dev VM is obvious, but for prod my concern is adding a new production server/migrating to a new server. I assume a traditional backup solution won't work as hardware may be different so the binaries/config might be different. I want to get experience with puppet anyways, so I was thinking about creating a manifest that would setup my users, install Postgres, Nginx, PHP-FPM, etc, and configure them the way I specify. Then I could install puppet on a new server, copy down my manifest and apply it locally. This would make keeping my server configs in sync easier too. Is there a better approach I'm not aware of, and does my approach have any pitfalls?

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  • Create Shortened goo.gl URLs in Your Favorite Browser

    - by Asian Angel
    Now that the new goo.gl URL shortening service has been active for a bit you may be wanting to add it to your favorite non Internet Explorer/Firefox browser. See how easy it is to enjoy that goo.gl URL shortening goodness with the “goo.gl with prompt for copying Bookmarklet”. goo.gl with Prompt for Copying Bookmarklet In Action To add the bookmarklet to your browser simply drag it to your “Bookmarks Toolbar” and get ready to start creating those shortened URLs. For our example we chose one of the wonderful malware removal articles here at the site. All that you will need to do is click on the bookmarklet to create your shortened URL. The wonderful thing about this bookmarklet is the small pop-up window that provides an easy way for you to copy the shortened URL. You can see the “Context Menu” for the small window here…definitely nice. Once you have copied your new URL you can close the window by clicking on “OK” or pressing “Enter”. Now you are ready to use your new shortened goo.gl URL wherever you like or need to. Conclusion If you have been wanting to add goo.gl URL shortening power to your favorite browser then this is the perfect bookmarklet to have. Links Add the goo.gl with Prompt for Copying Bookmarklet to Your Favorite Browser Similar Articles Productive Geek Tips See Where Shortened URLs “Link To” in Your Favorite BrowserVerify the Destinations of Shortened URLs the Easy WayA Quick Look at URL Shortening Services & ExtensionsCreate Shortened goo.gl URLs in Google Chrome the Easy WayText-Only URL Quick-Fix for 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Open Multiple Links At One Go NachoFoto Searches Images in Real-time Office 2010 Product Guides Google Maps Place marks – Pizza, Guns or Strip Clubs Monitor Applications With Kiwi LocPDF is a Visual PDF Search Tool

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  • Powershell: Install-dotNET4 function

    - by marc dekeyser
    This function will download and install ,NET 4.0. It uses the Get-Framework-Versions function to determine if the installation is necessary or not. Internet Connectivity will be required as the script auto downloads the setup file (and sleeps for 360 seconds... I had a function in there to monitor for install completion at first, turns out the setup file spawns so many childprocesses the function just got confused and locked up -_-)Alternatively you could drop the installation file in the folder specified on the $folderPath variable too. That will skip the download and use the file. This function easily adapts in to other versions f.e. I use it for Powershell 3 installs as well!Function install-dotNet4 () {    if(($InstalledDotNET -eq "4.0") -or ($InstalledDotNET -eq "4.0c")){        write-host ".NET 4.0 Framework is already installed" -foregroundcolor Green    } else{            #set a var for the folder you are looking for        $folderPath = 'C:\Temp'        #Check if folder exists, if not, create it        if (Test-Path $folderpath){            Write-Host "The folder $folderPath exists." -ForeGroundColor Green        } else{            Write-Host "The folder $folderPath does not exist, creating..." -NoNewline -ForegroundColor Red            New-Item $folderpath -type directory | Out-Null            Write-Host " - done!" -ForegroundColor Green        }        # Check if file exists, if not, download it        $file = $folderPath+"\dotNetFx40_Full_x86_x64.exe"        if (Test-Path $file){            write-host "The file $file exists." -ForeGroundColor Green        } else {            #Download Microsoft .Net 4.0 Framework            Write-Host "Downloading Microsoft .Net 4.0 Framework..." -nonewline -ForeGroundColor DarkYellow            $clnt = New-Object System.Net.WebClient            $url = "http://download.microsoft.com/download/9/5/A/95A9616B-7A37-4AF6-BC36-D6EA96C8DAAE/dotNetFx40_Full_x86_x64.exe"            $clnt.DownloadFile($url,$file)            Write-Host " - done!" -ForegroundColor Green        }        #Install Microsoft .Net Framework        Write-Host "Installing Microsoft .Net Framework..." -nonewline -ForegroundColor DarkYellow        $dotNET4 = $folderPath+"\dotNetFx40_Full_x86_x64.exe /quiet /norestart"        Invoke-Expression $dotNET4        write-host " - done!" -ForegroundColor Green        start-sleep -seconds 360    }}

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Word list sources

    - by warren
    I am looking for a source of nouns, adverbs, adjectives, and verbs in several languages. I'd like the lists to already be split apart, and not have to go through the OED (and non-English equivalents) by hand re-creating said lists. I don't really care about definitions, and I understand some words can be multiple parts of speech - that's fine - words like "many" could be a noun or adjective, and can appear in both lists. Does anyone here know of such a source? If not, might someone be able to point me in the right direction?

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  • A new CAPTCHA using sentences?

    - by Xeoncross
    I was just thinking about how recaptcha is getting harder when I thought about another posible solution. Images won't last forever so we will need something else some day - like human logic or emotion. Google and others are trying grouping images by category (find the image that doesn't belong) but that requires a large amount of images and doesn't work for the blind. Anyway, what if a massive collection of text was gathered (public-domain books from each language) and a sentence was shown to the user with 1 (or 2) words that were a select box of choices? Only computers that knew correct English/Spanish/German grammar would be able to tell which of the words belonged in the sentence. Would there be any problems with this approach? I would assume that it would be easy enough for anyone that knew the language that the sentense was displayed in to figure out the answer easier than trying to read the reCAPTCHA text. Plus, storing an insane number of sentences would only take a couple gigabytes of space and wouldn't take anywhere near the CPU time creating images/audio takes. In other words, anyone could host their own captcha system with minimal impact on system performance. Is there a problem with this approach? More specifically I'm looking for the main problem with this approach. migrated from stackoverflow

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  • Nagios configuration management

    - by HannesFostie
    I am going to implement Nagios (most likely anyway, could turn out to be another tool as well) and I was wondering if anyone would like to share their best practices when it comes to creating, managing and maintaining the config files when it comes to scalability and managability as I find that it might quickly become a real big mess. Any tips, examples or even full configurations would be most welcome and I'd happily look them over. Tools would be welcome as well. Tried out NConf so far, but the generated config files don't seem to do what was promised (not including the parent information for one, and just a PITA to get them working - they generate a ton of errors when checking the config files with the script supplied by nagios) Thanks

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  • Tessellating to a curve?

    - by Avi
    I'm creating a game engine, and I'm trying to define a 3D model format I want to use. I haven't come across a format that quite does what I want. My game engine assumes a shader model 5+ environment. By the time I'm finished with it, that won't be a very unreasonable requirement. Because it assumes such a modern environment, I'm going to try and exploit tessellation. The most popular way, it seems, to procedurally increase geometry through tessellation is to tessellate to a height map. This works for a lot of things, but has limitations in that height maps still use up VRAM and also only have finite scalability. So I want to be able to use curves to define what a mesh should tessellate to. The thing is, I have no idea what definition of curves I should use, how I should store it, and how I should tessellate to it. Do I use NURBS curves? Bezier? Hermite? And once I figure that out, is there an algorithm to determine how the tessellation shader should produce and move vertices to match the curve as closely as possible? Is the infinite scalability and lower memory usage when compared to height maps worth the added computational complexity? I'm sorry I'm kind if ignorant as to these matters. I just don't know where to start.

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • JavaOne+Develop vs Oracle OpenWorld

    - by Rick Ramsey
    http://cheapoair.wordpress.com/2009/03/24/san-francisco-napa-and-sonoma-a-first-visit/ This year, Oracle OpenWorld will be held Sep 19-23rd in San Francisco. Also this year, JavaOne+Develop will be held Sep 19-23d in San Francisco. How can that be? Simple. Oracle has acquired the city of San Francisco. OK, not all of it. But an awful lot of it. And it didn't actually acquire the city of San Francisco. It just sorta borrowed it. So, Oracle OpenWorld The world's most important developer conferences are creating the world's coolest neighborhood The Zone--San Francisco's Hotel Nikko, Hilton San Francisco, and Parc 55 hotels and the surrounding area--will be dedicated to developers during the week of JavaOne + Develop. Unparalleled education and practical hands-on sessions, engaging activities, exceptional entertainment, and food and drink in the Zone will be exclusively geared toward the developer community converging at JavaOne + Develop. Network, share information, and learn from leading experts in the Java, PL/SQL, rich internet application development, SOA communities, and more. Forget the business casual dress code and golf simulation: The Zone does things the developers' way. See for yourself, September 19 - 23, 2010. Participate in dozens of hands-on labs, including Oracle Database, Oracle Application Express, Oracle WebLogic Server, Java, SOA, .NET, Oracle JDeveloper, Eclipse, Oracle Solaris Studio, and application grid technologies The Develop 2010 call for papers is now closed. Review and selection is under way, and we expect to notify presenters by mid-May, 2010. If the submissions we've received are any indication, you can look forward to an outstanding developer conference this year in San Francisco. Thanks to all of you who contributed papers by the March 21 deadline.

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  • Game works on netbeans but not outside netbeans in jar file?

    - by Michael Haywood
    I am creating a basic game of 'Pong'. I have finished the game apart from a few glitches I need to remove. The game runs perfectly in netbeans but if I create a jar file errors come up causing it to not work. I am quite new to java but I believe it is something to do with my code looking for the images but the images have not been loaded up yet. Here is the error. How can I get this to work outside of netbeans in a jar file? C:\Users\michael>java -jar "C:\Users\michael\Documents\NetBeansProjects\Pong\dis t\Pong.jar" Exception in thread "main" java.lang.NullPointerException at javax.swing.ImageIcon.<init>(Unknown Source) at pong.BallMainMenu.<init>(BallMainMenu.java:19) at pong.Board.gameInit(Board.java:93) at pong.Board.addNotify(Board.java:86) at java.awt.Container.addNotify(Unknown Source) at javax.swing.JComponent.addNotify(Unknown Source) at java.awt.Container.addNotify(Unknown Source) at javax.swing.JComponent.addNotify(Unknown Source) at java.awt.Container.addNotify(Unknown Source) at javax.swing.JComponent.addNotify(Unknown Source) at javax.swing.JRootPane.addNotify(Unknown Source) at java.awt.Container.addNotify(Unknown Source) at java.awt.Window.addNotify(Unknown Source) at java.awt.Frame.addNotify(Unknown Source) at java.awt.Window.show(Unknown Source) at java.awt.Component.show(Unknown Source) at java.awt.Component.setVisible(Unknown Source) at java.awt.Window.setVisible(Unknown Source) at pong.Pong.<init>(Pong.java:16) at pong.Pong.main(Pong.java:23)

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  • How to use shared_ptr for COM interface pointers

    - by Seefer
    I've been reading about various usage advice relating to the new c++ standard smart pointers unique_ptr, shared_ptr and weak_ptr and generally 'grok' what they are about when I'm writing my own code that declares and consumes them. However, all the discussions I've read seem restricted to this simple usage situation where the programmer is using smart in his/her own code, with no real discussion on techniques when having to work with libraries that expect raw pointers or other types of 'smart pointers' such as COM interface pointers. Specifically I'm learning my way through C++ by attempting to get a standard Win32 real-time game loop up and running that uses Direct2D & DirectWrite to render text to the display showing frames per second. My first task with Direct2D is in creating a Direct2D Factory object with the following code from the Direct2D examples on MSDN: ID2D1Factory* pD2DFactory = nullptr; HRESULT hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &pD2DFactory); pD2DFactory is obviously an 'out' parameter and it's here where I become uncertain how to make use of smart pointers in this context, if indeed it's possible. My inexperienced C++ mind tells me I have two problems: With pD2DFactory being a COM interface pointer type, how would smart_ptr work with the Add() / Release() member functions for a COM object instance? Are smart pointers able to be passed to functions in situations where the function is using an 'out' pointer parameter technique? I did experiment with the alternative of using _com_ptr_t in the comip.h header file to help with pointer lifetime management and declared the pD2DFactory pointer with the following code: _com_ptr_t<_com_IIID<pD2DFactory, &__uuidof(pD2DFactory)>> pD2DFactory = nullptr; and it appears to work so far but, as you can see, the syntax is cumbersome :) So, I was wondering if any C++ gurus here could confirm whether smart pointers are able to help in cases like this and provide examples of usage, or point me to more in-depth discussions of smart pointer usage when needing to work with other code libraries that know nothing of them. Or is it simply a case of my trying to use the wrong tool for the job? :)

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  • How do I capture a 10053 trace for a SQL statement called in a PL/SQL package?

    - by Maria Colgan
    Traditionally if you wanted to capture an Optimizer trace (10053) for a SQL statement you would issue an alter session command to switch on a 10053 trace for that entire session, and then issue the SQL statement you wanted to capture the trace for. Once the statement completed you would exit the session to disable the trace. You would then look in the USER_DUMP_DEST directory for the trace file. But what if the SQL statement you were interested  in was actually called as part of a PL/SQL package? Oracle Database 11g, introduced a new diagnostic events infrastructure, which greatly simplifies the task of generating a 10053 trace for a specific SQL statement in a PL/SQL package. All you will need to know is the SQL_ID for the statement you are interested in. Instead of turning on the trace event for the entire session you can now switch it on for a specific SQL ID. Oracle will then capture a 10053 trace for the corresponding SQL statement when it is issued in that session. Remember the SQL statement still has to be hard parsed for the 10053 trace to be generated.  Let's begin our example by creating a PL/SQL package called 'cal_total_sales'. The SQL statement we are interested in is the same as the one in our original example, SELECT SUM(AMOUNT_SOLD) FROM SALES WHERE CUST_ID = :B1. We need to know the SQL_ID of this SQL statement to set up the trace, and we can find in V$SQL. We now have everything we need to generate the trace. Finally  you would look in the USER_DUMP_DEST directory for the trace file with the name you specified. Maria Colgan+

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  • How do I deploy a charm from a local repository?

    - by Matt McClean
    I am trying to run the Charm tutorial from the juju documentation by creating a new charm from a local repository. I started by installing the charms from bzr to my local ubuntu 12.04 desktop running in a virtual machine. The new file structure is the following: ubuntu@ubuntu-VirtualBox:~$ find charms/precise/drupal/ charms/precise/drupal/ charms/precise/drupal/hooks charms/precise/drupal/hooks/db-relation-changed charms/precise/drupal/hooks/install charms/precise/drupal/hooks/start charms/precise/drupal/hooks/stop charms/precise/drupal/metadata.yml charms/precise/drupal/README When I install the mysql charm, which was downloaded from the remote charm repository, it works fine. However when I run the following command to deploy the new charm it fails with the following error message: ubuntu@ubuntu-VirtualBox:~$ juju deploy --repository=charms local:precise/drupal 2012-05-09 10:01:05,671 INFO Searching for charm local:precise/drupal in local charm repository: /home/ubuntu/charms 2012-05-09 10:01:05,845 WARNING Charm '.mrconfig' has an error: CharmError() Error processing '/home/ubuntu/charms/precise/.mrconfig': unable to process /home/ubuntu/charms/precise/.mrconfig into a charm Charm 'local:precise/drupal' not found in repository /home/ubuntu/charms 2012-05-09 10:01:06,217 ERROR Charm 'local:precise/drupal' not found in repository /home/ubuntu/charms Is there some file missing in the drupal charm directory that juju needs to make the charm valid? Also, I get the file processing error for the .mrconfig file also when deploying the mysql charm so is there something I need to change there perhaps?

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  • Grid-Based 2D Lighting Problems

    - by Lemoncreme
    I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my game, and I've tried some procedural lighting systems. This method works the best: if (light[xx - 1, yy] > light[xx, yy]) light[xx, yy] = light[xx - 1, yy] - lightPass; if (light[xx, yy - 1] > light[xx, yy]) light[xx, yy] = light[xx, yy - 1] - lightPass; if (light[xx + 1, yy] > light[xx, yy]) light[xx, yy] = light[xx + 1, yy] - lightPass; if (light[xx, yy + 1] > light[xx, yy]) light[xx, yy] = light[xx, yy + 1] - lightPass; (Subtracts adjacent values by 'lightPass' variable if they are more bright) (It's in a for() loop) This is all fine and dandy except for a an obvious reason: The system favors whatever comes first in the for() loop This is what the above code looks like applied to my game: If I could get some help on creating a new procedural or otherwise lighting system I would really appreciate it!

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  • Contents farms, scrapers sites, aggregators real world examples? [closed]

    - by Marco Demaio
    Contents farm, scrappers, aggregators real world examples? Could you plz clarify me: efreedom.com is a scraper site, not a content farm? Because it simply copies and pastes contents from stackoverflow. ehow.com and squidoo.com are contents farm? They don't copy and paste contents they just generate fresh new user generated content, but too much and too quickly. expert-exchange.com is NOT a content farm or a scraper site, right?! It's simply that many people (an me too) hates it (they also wrote to Matt Cutts) because it shows up hight in Google providing a useless question with no answer. There are also many sites that act as 'contents aggregators in the form of specialized directories' (let's call them CASD), I don't know how to else define them. Do they have a specific definition? Anyway are these type of CASD contents farms or scrapers sites or what else? Basically these CASD search for all sites of the same type i.e. “restaurants websites”, they copy and paste the contents found in “Restaurant A” and create in their aggregator site a new page called “Restaurant A”, then they do the same for all websites of the same type, thus creating a sort of directory of restaurants. Later on these CASD also sends an email to the owner of “Restaurant A” (usually the email is on the website) with a user and password to let him modify/update its own page on the CASD site. Later on these CASD might ask for money to the owner of “Restaurant A” because they bring him traffic, otherwise they remove its page on the aggregator. Someone could call these simply directories, but I think a directory is different because is something you need to add your site into by filling a form and not something that steals contents from your existing site without a specific acceptance from the site's owner. I also really wonder how Google will sort out all these mess sites packed of contents that show up more and more and everywhere in search results.

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  • How many disks to use for eight channel RAID controller

    - by Tvrtko
    I have a 3ware 8 channel SAS controller and a back plane extender (also 8 channel) which can take 16 drives. I will be creating a single RAID 10 volume. I know that adding more drives has positive effect on performance, but I'm not sure if adding more than 8 drives on an 8 channel controller will have any positive impact at all. Am I wrong? Should I put 16 drives for best performance? Would 8 drives give me the same performance?

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