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  • Split a 2D scene in layers or have a z coordinate

    - by Bane
    I am in the process of writing a 2D game engine, and a dilemma emerged. Let me explain the situation... I have a Scene class, to which various objects can be added (Drawable, ParticleEmitter, Light2D, etc), and as this is a 2D scene, things will obviously be drawn over each other. My first thought was that I could have basic add and remove methods, but I soon realized that then there would be no way for the programmer to control the order in which things were drawn. So I can up with two options, each with its pros and cons. A) Would be to split the scene in layers. By that I mean instead of having the scene be a container of objects, have it be a container of layers, which are in turn the containers of objects. B) Would require to have some kind of z-coordinate, and then have the scene sorted so objects with lower z get drawn first. Option A is pretty solid, but the problem is with the lights. In what layer do I add it? Does it work cross-layer? On all bottom layers? And I still need the Z coordinate to calculate the shadow! Option B would require me to change all my code from having Vector2D positions, to some kind of class that inherits from Vector2D and adds a z coordinate to it (I don't want it to be a Vector3D because I still need all the same methods the 2D kind has, just with .z clamped on). Am I missing something? Is there an alternative to these methods? I'm working in Javascript, if that makes a difference.

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  • how to install curl 13.04 with depency error

    - by whale_steward
    how to install curl in ubuntu 13.04? it always throw this error : Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: curl : Depends: libcurl3 (= 7.29.0-1ubuntu3) but 7.29.0-1ubuntu3.2 is to be installed E: Unable to correct problems, you have held broken packages. when using sudo apt-get update, it shows: 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. here are the steps i had done : using sudo apt-get install curl removing google-chrome-stable and chromium browser then sudo apt-get install curl use sudo apt-get autoremove && sudo apt-get autoclean && sudo apt-get clean then run the 1st step again. also i have tried : How do I resolve unmet dependencies? and still throw the same error. at this point i dont know what i did wrong, is curl impossible to install in ubuntu ?

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  • Problem with sound driver

    - by JiminP
    I had problem that sound had lag in Flash. (Other than that, there was no problem.) On the internet, I found that installing OSS4 might help me. So I installed OSS4, but there was some problems (no sound on Flash, and couldn't use function key on the laptop - which is quite annoying), so I try to remove OSS4 and re-installing sound modules. After some mess-up, the whole sound was gone. I used Ubuntu for a year, but I don't know how to use the terminal well (All I know is basic commands like sudo, ls, or apt-get).. Now I'm trying to recover by following instructions at this page, but I have some problems... :( When I try to follow instructions: sudo aplay -l finds no sound drivers. find /lib/modules/'uname -r' | grep snd (backtick changed to ' due to code markup) returns nothing. When I try to do sudo apt-get install linux-restricted-modules-'uname -r' linux-generic, it says that it can't find linux-restricted-modules-3.0.0-13-generic package. lspci -v | grep -A7 -i "audio" returns this, which doesn't contain anything about the name of the driver. Writing sudo modprobe sn and pressing tab twice only returns sudo modprobe sn9c102. sudo aptitude --purge reinstall linux-sound-base alsa-base alsa-utils linux-image-'uname -r' linux-ubuntu-modules-'uname -r' libasound2 returns this, and didn't change non of above. sudo apt-get install linux-alsa-driver-modules-$(uname -r) fails because it can't find the package linux-alsa-driver-modules-3.0.0-13-generic. Compiling ALSA driver doesn't work. When I try to make, it says that /lib/modules/3.0.0-13-generic/build/include/linux/modversions.h doesn't exist. I'm using Ubuntu 11.10. Can anyone help me? I can re-install Ubuntu, but I don't want to....

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  • Resizing partition using Gparted gives "can't have overlapping partitions" error

    - by Marcus
    I just decided to install Ubuntu 12.04 alongside Windows 7 on my Dell laptop. However I didn't do this manually but instead used the "Run Ubuntu alongside Windows 7" option upon installation, and now the partition that Ubuntu runs on has very little space (It's giving me warnings). I'm trying to use Gparted 0.12.1-5 (via a live CD) to give Windows less space and give Ubuntu more. I've managed to remove 100GB from the Windows partition so I now have some unallocated space between Windows and Ubuntu. This is what it looks like inside Ubuntu (not using the live CD, since it won't let me mount a USB to save a screenshot): http://i.stack.imgur.com/0keQq.png So first I take sda4 (extended?) and resize it to the left so it takes up all the unallocated space. Then I resize sda5 (ext4) as well so it takes up all the new space. However, when I hit apply, it fails on the first action (resizing sd4), saying "can't have overlapping partitions". Any ideas as to why this happens? I also tried resizing sda4 by just a few MB so that it definitely didn't overlap anything, but I still got the same error message. To clarify, I am doing it using the CD, I just took the screenshot from Ubuntu. Any help would be greatly appreciated! And again, I can't mount any USB (I'm following the guide on the gparted website but it says "Invalid argument" or something like that) so I couldn't attach the details file from Gparted. If this is needed, I may need some hints on how to solve the USB issue as well. :) Thanks

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  • Is there an alternative to HTML Web Sockets, now that Firefox 4 has disabled them?

    - by Pino
    I've been checking out some of the latest multiplayer engines in HTML all supporting multi-user games (Very nice) - I believe all these engines use Web Sockets for communication. That’s why we’ve decided to disable support for WebSocket in Firefox 4, starting with beta 8 due to a protocol-level security issue. Beta 7 of Firefox has support for the -76 version of the protocol, the same version that’s included with Chrome and Safari. Beta 8 of Firefox 4 will remove that support. Anne van Kesteren of Opera also announced that Opera are dropping Websocket support. We are confident that other browser developers will follow. Source: Websockets Disabled in FireFox 4 I've just come accross the above, so no sockets in Firefox 4 or Opera.... thats big. Is anyone aware of an alternate or is it Chrome or do we need to just sit and wait for the next release of the major browsers. More info : Rocket Engine appears to work with all browsers including IE8 (http://rocketpack.fi/engine/) what will it be using as a method of communication?

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  • New Oracle Solaris 11 Administration book

    - by glynn
    During the development of Oracle Solaris 11, one of the main goals was to modernize the operating system and remove some of the existing frustrations that our administrative audience had in deploying and using the platform within data centers around the world. That meant a comprehensive clean out of some existing technologies to provision the operating system (replacing Jumpstart with Automated Installer) and manage system software (replacing SVR4 with IPS packaging), consolidate the vast spectrum of networking configuration, and enhance the user environment to provide familiarity for those who were used to administering Linux environments among many other things. While some considered the changes to Oracle Solaris 11 as a negative change, most will be impressed at how far we've come - the deeper integration of key technologies, presented in a consolidated and consistent form. It is easier to administer the Oracle Solaris platform that ever before, and I have no doubt that administrators coming from other platforms will be hugely impressed with what they see, especially if they're judging based on past experiences of Solaris 8 and Solaris 9. In fact I'd go further to say that Oracle Solaris 11 is a more powerful, integrated and usable platform that most Linux platforms I've seen. But as with anything, there's always an initial learning curve to get through. We've provided a significant selection of learning materials out on the Oracle Solaris 11 pages on Oracle Technology Network and some great training and certification options. One more option is now available in the form of a book, the Oracle Solaris 11 System Administration The Complete Reference. This provides an exceptional reference to help administrators learn about Oracle Solaris 11, especially those who have come from the Linux platform. As is quoted in the first chapter of the guide: Linux users and developers will find in Oracle Solaris 11 a familiar and quickly productive working environment; we point out similarities and differences between the Linux and Solaris kernels and system administration tools, and describe how typical open source Web development tasks are accomplished in this OS. So I would encourage you to take a read of it and start seriously considering Oracle Solaris 11 to be a platform choice for your data center. Oracle Solaris 11 System Administration The Complete Reference - yours for only $32.50 (if you successfully use the promotion code - otherwise worth shopping around to pick up a good deal).

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  • Logging library for (c++) games

    - by Klaim
    I know a lot of logging libraries but didn't test a lot of them. (GoogleLog, Pantheios, the coming boost::log library...) In games, especially in remote multiplayer and multithreaded games, logging is vital to debugging, even if you remove all logs in the end. Let's say I'm making a PC game (not console) that needs logs (multiplayer and multithreaded and/or multiprocess) and I have good reasons for looking for a library for logging (like, I don't have time or I'm not confident in my ability to write one correctly for my case). Assuming that I need : performance ease of use (allow streaming or formating or something like that) reliable (don't leak or crash!) cross-platform (at least Windows, MacOSX, Linux/Ubuntu) Wich logging library would you recommand? Currently, I think that boost::log is the most flexible one (you can even log to remotely!), but have not good performance. Pantheios is often cited but I don't have comparison points on performance and usage. I've used my own lib for a long time but I know it don't manage multithreading so it's a big problem, even if it's fast enough. Google Log seems interesting, I just need to test it but if you already have compared those libs and more, your advice might be of good use. Games are often performance demanding while complex to debug so it would be good to know logging libraries that, in our specific case, have clear advantages.

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  • Evaluating code for a graph [migrated]

    - by mazen.r.f
    This is relatively long code. Please take a look at this code if you are still willing to do so. I will appreciate your feedback. I have spent two days trying to come up with code to represent a graph, calculating the shortest path using Dijkstra's algorithm. But I am not able to get the right result, even though the code runs without errors. The result is not correct and I am always getting 0. I have three classes: Vertex, Edge, and Graph. The Vertex class represents the nodes in the graph and it has id and carried (which carry the weight of the links connected to it while using Dijkstra's algorithm) and a vector of the ids belong to other nodes the path will go through before arriving to the node itself. This vector is named previous_nodes. The Edge class represents the edges in the graph and has two vertices (one in each side) and a width (the distance between the two vertices). The Graph class represents the graph. It has two vectors, where one is the vertices included in this graph, and the other is the edges included in the graph. Inside the class Graph, there is a method named shortest() that takes the sources node id and the destination and calculates the shortest path using Dijkstra's algorithm. I think that it is the most important part of the code. My theory about the code is that I will create two vectors, one for the vertices in the graph named vertices, and another vector named ver_out (it will include the vertices out of calculation in the graph). I will also have two vectors of type Edge, where one is named edges (for all the edges in the graph), and the other is named track (to temporarily contain the edges linked to the temporary source node in every round). After the calculation of every round, the vector track will be cleared. In main(), I've created five vertices and 10 edges to simulate a graph. The result of the shortest path supposedly is 4, but I am always getting 0. That means I have something wrong in my code. If you are interesting in helping me find my mistake and making the code work, please take a look. The way shortest work is as follow: at the beginning, all the edges will be included in the vector edges. We select the edges related to the source and put them in the vector track, then we iterate through track and add the width of every edge to the vertex (node) related to it (not the source vertex). After that, we clear track and remove the source vertex from the vector vertices and select a new source. Then we start over again and select the edges related to the new source, put them in track, iterate over edges in track, adding the weights to the corresponding vertices, then remove this vertex from the vector vertices. Then clear track, and select a new source, and so on. #include<iostream> #include<vector> #include <stdlib.h> // for rand() using namespace std; class Vertex { private: unsigned int id; // the name of the vertex unsigned int carried; // the weight a vertex may carry when calculating shortest path vector<unsigned int> previous_nodes; public: unsigned int get_id(){return id;}; unsigned int get_carried(){return carried;}; void set_id(unsigned int value) {id = value;}; void set_carried(unsigned int value) {carried = value;}; void previous_nodes_update(unsigned int val){previous_nodes.push_back(val);}; void previous_nodes_erase(unsigned int val){previous_nodes.erase(previous_nodes.begin() + val);}; Vertex(unsigned int init_val = 0, unsigned int init_carried = 0) :id (init_val), carried(init_carried) // constructor { } ~Vertex() {}; // destructor }; class Edge { private: Vertex first_vertex; // a vertex on one side of the edge Vertex second_vertex; // a vertex on the other side of the edge unsigned int weight; // the value of the edge ( or its weight ) public: unsigned int get_weight() {return weight;}; void set_weight(unsigned int value) {weight = value;}; Vertex get_ver_1(){return first_vertex;}; Vertex get_ver_2(){return second_vertex;}; void set_first_vertex(Vertex v1) {first_vertex = v1;}; void set_second_vertex(Vertex v2) {second_vertex = v2;}; Edge(const Vertex& vertex_1 = 0, const Vertex& vertex_2 = 0, unsigned int init_weight = 0) : first_vertex(vertex_1), second_vertex(vertex_2), weight(init_weight) { } ~Edge() {} ; // destructor }; class Graph { private: std::vector<Vertex> vertices; std::vector<Edge> edges; public: Graph(vector<Vertex> ver_vector, vector<Edge> edg_vector) : vertices(ver_vector), edges(edg_vector) { } ~Graph() {}; vector<Vertex> get_vertices(){return vertices;}; vector<Edge> get_edges(){return edges;}; void set_vertices(vector<Vertex> vector_value) {vertices = vector_value;}; void set_edges(vector<Edge> vector_ed_value) {edges = vector_ed_value;}; unsigned int shortest(unsigned int src, unsigned int dis) { vector<Vertex> ver_out; vector<Edge> track; for(unsigned int i = 0; i < edges.size(); ++i) { if((edges[i].get_ver_1().get_id() == vertices[src].get_id()) || (edges[i].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[i]); edges.erase(edges.begin()+i); } }; for(unsigned int i = 0; i < track.size(); ++i) { if(track[i].get_ver_1().get_id() != vertices[src].get_id()) { track[i].get_ver_1().set_carried((track[i].get_weight()) + track[i].get_ver_2().get_carried()); track[i].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else { track[i].get_ver_2().set_carried((track[i].get_weight()) + track[i].get_ver_1().get_carried()); track[i].get_ver_2().previous_nodes_update(vertices[src].get_id()); } } for(unsigned int i = 0; i < vertices.size(); ++i) if(vertices[i].get_id() == src) vertices.erase(vertices.begin() + i); // removing the sources vertex from the vertices vector ver_out.push_back (vertices[src]); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int i = 0; i < vertices.size(); ++i) if((vertices[i].get_carried() < vertices[src].get_carried()) && (vertices[i].get_id() != dis)) src = vertices[i].get_id(); //while(!edges.empty()) for(unsigned int round = 0; round < vertices.size(); ++round) { for(unsigned int k = 0; k < edges.size(); ++k) { if((edges[k].get_ver_1().get_id() == vertices[src].get_id()) || (edges[k].get_ver_2().get_id() == vertices[src].get_id())) { track.push_back (edges[k]); edges.erase(edges.begin()+k); } }; for(unsigned int n = 0; n < track.size(); ++n) if((track[n].get_ver_1().get_id() != vertices[src].get_id()) && (track[n].get_ver_1().get_carried() > (track[n].get_ver_2().get_carried() + track[n].get_weight()))) { track[n].get_ver_1().set_carried((track[n].get_weight()) + track[n].get_ver_2().get_carried()); track[n].get_ver_1().previous_nodes_update(vertices[src].get_id()); } else if(track[n].get_ver_2().get_carried() > (track[n].get_ver_1().get_carried() + track[n].get_weight())) { track[n].get_ver_2().set_carried((track[n].get_weight()) + track[n].get_ver_1().get_carried()); track[n].get_ver_2().previous_nodes_update(vertices[src].get_id()); } for(unsigned int t = 0; t < vertices.size(); ++t) if(vertices[t].get_id() == src) vertices.erase(vertices.begin() + t); track.clear(); if(vertices[0].get_id() != dis) {src = vertices[0].get_id();} else {src = vertices[1].get_id();} for(unsigned int tt = 0; tt < edges.size(); ++tt) { if(vertices[tt].get_carried() < vertices[src].get_carried()) { src = vertices[tt].get_id(); } } } return vertices[dis].get_carried(); } }; int main() { cout<< "Hello, This is a graph"<< endl; vector<Vertex> vers(5); vers[0].set_id(0); vers[1].set_id(1); vers[2].set_id(2); vers[3].set_id(3); vers[4].set_id(4); vector<Edge> eds(10); eds[0].set_first_vertex(vers[0]); eds[0].set_second_vertex(vers[1]); eds[0].set_weight(5); eds[1].set_first_vertex(vers[0]); eds[1].set_second_vertex(vers[2]); eds[1].set_weight(9); eds[2].set_first_vertex(vers[0]); eds[2].set_second_vertex(vers[3]); eds[2].set_weight(4); eds[3].set_first_vertex(vers[0]); eds[3].set_second_vertex(vers[4]); eds[3].set_weight(6); eds[4].set_first_vertex(vers[1]); eds[4].set_second_vertex(vers[2]); eds[4].set_weight(2); eds[5].set_first_vertex(vers[1]); eds[5].set_second_vertex(vers[3]); eds[5].set_weight(5); eds[6].set_first_vertex(vers[1]); eds[6].set_second_vertex(vers[4]); eds[6].set_weight(7); eds[7].set_first_vertex(vers[2]); eds[7].set_second_vertex(vers[3]); eds[7].set_weight(1); eds[8].set_first_vertex(vers[2]); eds[8].set_second_vertex(vers[4]); eds[8].set_weight(8); eds[9].set_first_vertex(vers[3]); eds[9].set_second_vertex(vers[4]); eds[9].set_weight(3); unsigned int path; Graph graf(vers, eds); path = graf.shortest(2, 4); cout<< path << endl; return 0; }

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  • I cannot install anything in ubuntu that has dependency problem

    - by phpGeek
    I wanted to install teamviewer on linux 64-bit system. What I did was to download teamviewer.deb file and install it as below: sudo dpkg -i install teamviewer.deb Then I wanted to correct dependency problem so I issued the following command: sudo apt-get install libc6:i386 libgcc1:i386 libasound2:i386 libfreetype6:i386 zlib1g:i386 libsm6:i386 libxdamage1:i386 libxext6:i386 libxfixes3:i386 libxrender1:i386 libxtst6:i386 I got the following error: E: Error, pkgProblemResolver::Resolve generated breaks, this may be caused by held packages. E: Unable to correct dependencies I then tried: sudo apt-get install -f Again I got the following error: E: Error, pkgProblemResolver::Resolve generated breaks, this may be caused by held packages. E: Unable to correct dependencies Even I tried to install gdebi, but I got the above error again. I emptied archives folder: sudo apt-get clean sudo apt-get update sudo apt-get upgrade Again I have problem installing my deb package. Is there anything I could do now to solve this problem? I've read the below article as well: Install Teamviewer using a 64-bits system but I get a dependency error EDIT: I found libperl5.14:amd64 as a broken package. I used: sudo apt-get remove libperl5.14:amd64 I got the following message: E: Unable to locate package Broken

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  • Brocken package for libavcodec54 & libx264-123 in ubuntu 14.04LTS

    - by Kachavarapu Ajay
    $ sudo apt-get install -f [sudo] password for ajay: Reading package lists... Done Building dependency tree Reading state information... Done Correcting dependencies... Done The following extra packages will be installed: libx264-123 The following NEW packages will be installed: libx264-123 0 upgraded, 1 newly installed, 0 to remove and 0 not upgraded. 2 not fully installed or removed. Need to get 0 B/345 kB of archives. After this operation, 1,005 kB of additional disk space will be used. Do you want to continue? [Y/n] y (Reading database ... 166965 files and directories currently installed.) Preparing to unpack .../libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb ... Unpacking libx264-123:amd64 (2:0.123.2189+git35cf912-1ubuntu4) ... dpkg-deb (subprocess): decompressing archive member: lzma error: compressed data is corrupt dpkg-deb: error: subprocess <decompress> returned error exit status 2 dpkg: error processing archive /var/cache/apt/archives/libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb (--unpack): cannot copy extracted data for './usr/lib/x86_64-linux-gnu/libx264.so.123' to '/usr/lib/x86_64-linux-gnu/libx264.so.123.dpkg-new': unexpected end of file or stream Errors were encountered while processing: /var/cache/apt/archives/libx264-123_0.123.2189+git35cf912-1ubuntu4_amd64.deb E: Sub-process /usr/bin/dpkg returned an error code (1)

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Particle and Physics problem.

    - by Quincy
    This was originally a forum post so I hope you guys don't mind it being 2 questions in one. I am making a game and I got some basic physics implemented. I have 2 problems, 1 with particles being drawn in the wrong place and one with going through walls while jumping in corners. Skip over to about 15 sec video showing the 2 problems : http://youtube.com/watch?v=Tm9nfWsWfiM So the problem with the particles seems to be coming from the removal, as soon as I remove that piece of code it instantly works, but there shouldn't be a problem since they shouldn't even draw when their energy gets to 0 (and then they get removed) So my first question is, how are these particles getting warped all over the screen ? Relevant code : Particle class : class Particle { //Physics public Vector2 position = new Vector2(0,0); public float direction = 180; public float speed = 100; public float energy = 1; protected float startEnergy = 1; //Visual public Sprite sprite; public float rotation = 0; public float scale = 1; public byte alpha = 255; public BlendMode blendMode { get { return sprite.BlendMode; } set { sprite.BlendMode = value; } } public Particle() { } public virtual void Think(float frameTime) { if (energy - frameTime < 0) energy = 0; else energy -= frameTime; position += new Vector2((float)Math.Cos(MathHelper.DegToRad(direction)), (float)Math.Sin(MathHelper.DegToRad(direction))) * speed * frameTime; alpha = (byte)(255 * energy / startEnergy); sprite.Rotation = rotation; sprite.Position = position; sprite.Color = new Color(sprite.Color.R, sprite.Color.G, sprite.Color.B, alpha); } public virtual void Draw(float frameTime) { if (energy > 0) { World.camera.DrawSprite(sprite); } } // Basic particle implementation class BasicSprite : Particle { public BasicSprite(Sprite _sprite) { sprite = _sprite; } } Emitter : class Emitter { protected static Random rand = new Random(); protected List<Particle> particles = new List<Particle>(); public BaseEntity target = null; public Vector2 position = new Vector2(0, 0); public bool Active = true; public float timeAlive = 0; public int particleCount = 0; public int ParticlesPerSeccond { get { return (int)(1 / particleSpawnTime); } set { particleSpawnTime = 1 / (float)value; } } public float dieTime = float.MaxValue; float particleSpawnTime = 0.05f; float spawnTime = 0; public Emitter() { } public virtual void Think(float frametime) { spawnTime += frametime; if (dieTime != float.MaxValue) { timeAlive += frametime; if (timeAlive >= dieTime) Active = false; } if (Active) { if (target != null) position = target.Position; while (spawnTime > particleSpawnTime) { spawnTime -= particleSpawnTime; AddParticle(); particleCount++; } } for (int i = 0; i < particles.Count; i++) { particles[i].Think(frametime); if (particles[i].energy <= 0) { particles.Remove(particles[i]); // As soon as this is removed, it works particleCount--; } } } public virtual void AddParticle() { } public virtual void Draw(float frametime) { foreach (Particle particle in particles) { particle.Draw(frametime); } } } class BloodEmitter : Emitter { Image image; public BloodEmitter() { image = new Image(@"Content/Particles/TinyCircle.png"); image.CreateMaskFromColor(new Color(255, 0, 255, 255)); this.dieTime = 0.5f; this.ParticlesPerSeccond = 100; } public override void AddParticle() { Sprite sprite = new Sprite(image); sprite.Color = new Color((byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255), (byte)(rand.NextDouble() * 255)); BasicSprite particle = new BasicSprite(sprite); particle.direction = (float)rand.NextDouble() * 360; particle.position = position; particle.blendMode = BlendMode.Alpha; particles.Add(particle); } } The seccond problem is the physics problem, for some reason I can get through the right bottom corner while jumping. I think this is coming from me switching animations but I thought I made it compensate for that. Relevant code : PhysicsEntity : class PhysicsEntity : BaseEntity { // Horizontal movement constants protected const float maxHorizontalSpeed = 1000; protected const float horizontalAcceleration = 15; protected const float horizontalDragAir = 0.95f; protected const float horizontalDragGround = 0.95f; // Vertical movement constants protected const float maxVerticalSpeed = 1000; protected const float verticalAcceleration = 20; // Everything needed for movement and correct animations protected float movement = 0; protected bool onGround = false; protected Vector2 Velocity = new Vector2(0, 0); protected float maxSpeed = 0; float lastThink = 0; float thinkTime = 1f/60f; public PhysicsEntity(Vector2 position, Sprite sprite) : base(position, sprite) { } public override void Draw(float frameTime) { base.Draw(frameTime); } public override void Think(float frameTime) { CalculateMovement(frameTime); base.Think(frameTime); } protected void CalculateMovement(float frameTime) { lastThink += frameTime; while (lastThink > thinkTime) { onGround = false; Velocity.X = MathHelper.Clamp(Velocity.X + horizontalAcceleration * movement, -maxHorizontalSpeed, maxHorizontalSpeed); if (onGround) Velocity.X *= horizontalDragGround; else Velocity.X *= horizontalDragAir; if (maxSpeed < Velocity.X) maxSpeed = Velocity.X; Velocity.Y = MathHelper.Clamp(Velocity.Y + verticalAcceleration, -maxVerticalSpeed, maxVerticalSpeed); lastThink -= thinkTime; DoCollisions(thinkTime); DoAnimations(thinkTime); } } public virtual void DoAnimations(float frameTime) { } public void DoCollisions(float frameTime) { Position.Y += Velocity.Y * frameTime; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } Position.X += Velocity.X * frameTime; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } public void DoCollisions(Vector2 difference) { CollisionRectangle.Y = Position.Y - difference.Y; CollisionRectangle.Height += difference.Y; Vector2 tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.Y += collisionDepth.Y; if (collisionDepth.Y < 0) onGround = true; Velocity.Y = 0; } CollisionRectangle.X = Position.X - difference.X; CollisionRectangle.Width += difference.X; tileCollision = GetTileCollision(); if (tileCollision.X != -1 || tileCollision.Y != -1) { Vector2 collisionDepth = CollisionRectangle.DepthIntersection( new Rectangle( tileCollision.X * World.tileEngine.TileWidth, tileCollision.Y * World.tileEngine.TileHeight, World.tileEngine.TileWidth, World.tileEngine.TileHeight ) ); Position.X += collisionDepth.X; Velocity.X = 0; } } Vector2 GetTileCollision() { int topLeftTileX = (int)(CollisionRectangle.TopLeft.X / World.tileEngine.TileWidth); int topLeftTileY = (int)(CollisionRectangle.TopLeft.Y / World.tileEngine.TileHeight); int BottomRightTileX = (int)(CollisionRectangle.DownRight.X / World.tileEngine.TileWidth); int BottomRightTileY = (int)(CollisionRectangle.DownRight.Y / World.tileEngine.TileHeight); if (CollisionRectangle.DownRight.Y % World.tileEngine.TileHeight == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileY -= 1; if (CollisionRectangle.DownRight.X % World.tileEngine.TileWidth == 0) // If your exactly against the tile don't count that as being inside the tile BottomRightTileX -= 1; for (int i = topLeftTileX; i <= BottomRightTileX; i++) { for (int j = topLeftTileY; j <= BottomRightTileY; j++) { if (World.tileEngine.TileIsSolid(i, j)) { return new Vector2(i, j); } } } return new Vector2(-1, -1); } } Player : enum State { Standing, Running, Jumping, Falling, Sliding, WallSlide } class Player : PhysicsEntity { private State state { get { return currentState; } set { if (currentState != value) { currentState = value; animationChanged = true; } } } private State currentState = State.Standing; private BasicEmitter basicEmitter = new BasicEmitter(); public bool flipped; public bool animationChanged = false; protected const float jumpPower = 600; AnimationManager animationManager; Rectangle DrawRectangle; public override Rectangle CollisionRectangle { get { return new Rectangle( Position.X - DrawRectangle.Width / 2f, Position.Y - DrawRectangle.Height / 2f, DrawRectangle.Width, DrawRectangle.Height ); } } public Player(Vector2 position, Sprite sprite) : base(position, sprite) { // Only posted the relevant bit DrawRectangle = animationManager.currentAnimation.drawingRectangle; } public override void Draw(float frameTime) { World.camera.DrawSprite( Sprite, Position + new Vector2(DrawRectangle.X, DrawRectangle.Y), animationManager.currentAnimation.drawingRectangle ); } public override void Think(float frameTime) { //I only posted the relevant stuff if (animationChanged) { // if the animation has changed make sure we compensate for the change in with and height animationChanged = false; DoCollisions(animationManager.getSizeDifference()); } DoCustomMovement(); base.Think(frameTime); if (!onGround && Velocity.Y > 0) { state = State.Falling; } } void DoCustomMovement() { if (onGround) { if (World.renderWindow.Input.IsKeyDown(KeyCode.W)) { Velocity.Y = -jumpPower; state = State.Jumping; } } } public override void DoAnimations(float frameTime) { string stateName = Enum.GetName(typeof(State), state); if (!animationManager.currentAnimationIs(stateName)) { animationManager.PlayAnimation(stateName); } animationManager.Think(frameTime); DrawRectangle = animationManager.currentAnimation.drawingRectangle; Sprite.Center = new Vector2( DrawRectangle.X + DrawRectangle.Width / 2, DrawRectangle.Y + DrawRectangle.Height / 2 ); Sprite.FlipX(flipped); } So why am I warping through walls ? I have given this some thought but I just can't seem to find out why this is happening. Full source if needed : source : http://www.mediafire.com/?rc7ddo09gnr68zd (download link)

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  • Why Wouldn't Root Be Able to Change a Zone's IP Address in Oracle Solaris 11?

    - by rickramsey
    You might assume that if you have root access to an Oracle Solaris zone, you'd be able to change the root's IP address. If so, you'd proceed along these lines ... First, you'd log in: root@global_zone:~# zlogin user-zone Then you'd remove the IP interface: root@user-zone:~# ipadm delete-ip vnic0 Next, you'd create a new IP interface: root@user-zone:~# ipadm create-ip vnic0 Then you'd assign the IP interface a new IP address (10.0.0.10): root@user-zone:~# ipadm create-addr -a local=10.0.0.10/24 vnic0/v4 ipadm: cannot create address: Permission denied Why would that happen? Here are some potential reasons: You're in the wrong zone Nobody bothered to tell you that you were fired last week. The sysadmin for the global zone (probably your ex-girlfriend) enabled link protection mode on the zone with this sweet little command: root@global_zone:~# dladm set-linkprop -p \ protection=mac-nospoof,restricted,ip-nospoof vnic0 How'd your ex-girlfriend learn to do that? By reading this article: Securing a Cloud-Based Data Center with Oracle Solaris 11 by Orgad Kimchi, Ron Larson, and Richard Friedman When you build a private cloud, you need to protect sensitive data not only while it's in storage, but also during transmission between servers and clients, and when it's being used by an application. When a project is completed, the cloud must securely delete sensitive data and make sure the original data is kept secure. These are just some of the many security precautions a sysadmin needs to take to secure data in a cloud infrastructure. Orgad, Ron, and Richard and explain the rest and show you how to employ the security features in Oracle Solaris 11 to protect your cloud infrastructure. Part 2 of a three-part article on cloud deployments that use the Oracle Solaris Remote Lab as a case study. About the Photograph That's the fence separating a small group of tourist cabins from a pasture in the small town of Tropic, Utah. Follow Rick on: Personal Blog | Personal Twitter | Oracle Forums   Follow OTN Garage on: Web | Facebook | Twitter | YouTube

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  • Small change in MVVM Light Toolkit templates for Blend 4 RC

    - by Laurent Bugnion
    Ah, the joy of new releases… You will find that the MVVM Light Toolkit works fine with Visual Studio 2010 RTM and Blend 4 RC except for a few adjustments: Blend templates The path to the Expression Blend 4 project templates changed. If you start Expression Blend 4 RC now, you will likely not see the MVVM Light templates in the New Project dialog.   New Project dialog with MVVM Light To restore the templates, follow the steps: Open Windows Explorer Navigate to C:\Users\[username]\Documents\Expression (or simply type My Documents in Windows Explorer and then open the Expression folder). Change the name of the “Blend 4 beta” folder into “Blend 4”. That’s it, you should now see the templates in the New Project dialog in Blend 4. Note that since the new name is “Blend 4”, I hope that I won’t need to do the same exercise when Blend 4 RTM is released! Windows Phone 7 templates Since the Windows Phone 7 tools are not ready yet for Visual Studio 2010 RTM and Blend 4 RC, the templates in the Silverlight for Windows Phone folders will not work. You will get an error if you try to create a new such project in the newly released environment. I hesitated to remove these templates from the current packages, but honestly that is a lot of trouble for a very short time before the tools for Windows Phone 7 are released (note: I don’t have any information as to when these tools will be released). In the mean time, just don’t create a WinPhone7 application. Reminder: If you want to write code for Windows Phone 7, you need to keep the Visual Studio 2010 RC as well as Expression Blend 4 beta. Updated package I uploaded an update to the Blend 4 templates. It is available like before on the “Install manually” page and on the Codeplex page.   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

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  • computer shows up twice, connection unknown

    - by Thomas G. Seroogy
    added two computers to Ubuntu One. One machine is windows. The windows version seems to work fine, and I started syncing a folder by placing it into the Ubuntu One folder. All files and folders are visible when I go to my account online. On Ubuntu machine. I selected to sync the Download folder. Shortly thereafter, I realized that one folder exceeded my storage max. I tried to un-sync the folder, but Ubuntu One and the Stop Syncing This Folder were not visible in the menu. Per Ubuntu instructions, I removed my Ubuntu computer from the list of syncing computers. Per Ubuntu instructions, I re-added the Ubuntu computer. However, I find that two computers by the same name are added on both the desktop app and on the web. Plus, I the connection is "unknown." I have removed and re-added the computer several times with the same results. In all cases, I remove the computers using the Ubuntu One desktop app, then removing them from my account on the web, removing the Ubuntu One password, and restart the Ubuntu One app. Problem remains. Thanks in advance for any replies and help.

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  • Questions about Code Reviews

    - by bamboocha
    My team plans to do Code Review and asked me to make a concept what and how we are going to make our Code Reviews. We are a little group of 6 team members. We use an SVN repository and write programs in different languages (mostly: VB.NET, Java, C#), but the reviews should be also possible for others, yet not defined. Basically I am asking you, how are you doing it, to be more precise I made a list of some questions I got: 1. Peer Meetings vs Ticket System? Would you tend to do meetings with all members, rather than something like a ticket system, where the developer can add a new code change and some or all need to check and approve it? 1. What tool? I made some researches on my own and it showed that Rietveld seems to be the program to use for non-git solutions. Do you agree/disagree and why? 2. A good workflow to follow? 3. Are there good ways to minimize the effort for those meetings even more? 4. What are good questions, every code reviewer should follow? I already made a list with some questions, what would you append/remove? are there any magic numbers in the code? do all variable and method names make sense and are easily understandable? are all querys using prepared statement? are all objects disposed/closed when they are not needed anymore? 5. What are your general experiences with it? What's important? Things to consider/prevent/watch out?

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  • double-click does not open the default program

    - by Chang
    I installed Ubuntu 12.04, with texlive-full and texworks. When I double-click a .tex file in Nautilus, it pops up a Do you want to run "xxxxxxxx.tex", or display it contents? "xxxxxxxx.tex" is an executable text file. Run in Terminal Display Cancel Run If I choose Display, it opens texworks. How can I make it open without seeing the above conversation window? By the way, is .tex file indeed an executable file? ADDED Just for the case, my ~/.local/share/applications/mimeapps.list file looks like the following: [Default Applications] text/html=google-chrome.desktop x-scheme-handler/http=google-chrome.desktop x-scheme-handler/https=google-chrome.desktop x-scheme-handler/about=google-chrome.desktop x-scheme-handler/unknown=google-chrome.desktop text/x-tex=texworks.desktop x-scheme-handler/mailto=google-chrome.desktop [Added Associations] text/x-tex=texworks.desktop; text/x-bibtex=jabref.desktop;gedit.desktop; I observe texworks are both up and down. Should I remove one? ADDED This does not happen with all .tex files. In fact, I am currently using Ubuntu 12.04 under Virtual Box with Windows 7 host. I have my Dropbox account synced with the Windows 7 host, and I access files in Dropbox in Ubuntu through Virtual Box's shared folder functionality. (I didn't install Dropbox client in Ubuntu.) Files in Dropbox are owned by root with group vboxsf. My personal account is in the group vboxsf. It seems that I have to uncheck the option for "executable", but I have all my .tex files in the Dropbox shared folder. Would there be any workaround?

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  • App installed in ~/usr launches from terminal but not Applications menu (or why does setting ld_library_path in .profile not work as it should)

    - by levesque
    I have built and installed an application under a directory of my choosing, let's say under /home/jim/usr, so files have been put in three-four folders, all under this $HOME/usr folder (e.g., bin, include, lib, share, etc.). I can launch this application from the command line just fine as I added the proper paths to my environement variables PATH and LD_LIBRARY_PATH in ~/.bashrc. I added the same paths to the ~/.profile file, which, if I'm not mistaken, is supposed to be parsed by Ubuntu. Doesn't work. Nothing. Where can I go from there? EDIT: I logged out/in and restarted my computer. Both didn't change a thing. The problem seems to come from the fact that no matter what I do the LD_LIBRARY_PATH environment variable is not properly passed to Ubuntu. Using log files, I found that the application I'm trying to run in this example doesn't find one it's dependencies located in ~/usr/lib. One solution would be to add the /home/jim/usr/lib folder inside a file located in /etc/ld.so.conf.d/, but I don't have admin rights on this machine. Making a wrapper script like this one works: #!/bin/bash export LD_LIBRARY_PATH=$HLOC/usr/lib application &> $HOME/application_messages.log but that would force me to wrap all my home compiled applications with this script. Any ideas? Why does Ubuntu/Gnome remove the LD_LIBRARY_PATH environment variable from my set variables? Is it because trying to do this is bad practice? UPDATE (and solution): As found by Christopher, there is a bug report about this on launchpad. LD_LIBRARY_PATH is unset after parsing of the ~/.profile file. See the bug report. Seems the only solution for now is to make a wrapper script.

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  • Java.net Reborn

    - by Bob Rhubart
    Java.net, the home of  Java community projects, has been re-launched with a new look and new tools for developers.  The move from CollabNet to the Kenai infrastructure offers more flexibility for developers who want to host or contribute to community projects.  Instead of the large, fixed infrastructure per project (for example, several mailing lists per project), Kenai's ala carte features allow users to take only what they need. "We will continue to have the great mix of blogs, forums, and editorial content as well as new tools on the project side, including Mercurial, Git, and JIRA for developers," Java.net Community Manager Sonya Barry explains.  The migration was huge effort. Over 1400 projects were migrated (and some 30 projects are left to go). A large part of the migration was a big cleanup of abandoned projects. With the high abandonment rate of open source projects, the was a lot to remove. The new java.net site is smaller, faster and now the percentage of good, current content is much higher. Check it out at http://home.java.net/   Technorati Tags: java,java.net,oracle,oracle technology network del.icio.us Tags: java,java.net,oracle,oracle technology network

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  • Getting Started with GlassFish 4 and OEPE

    - by gstachni
    Oracle Enterprise Pack for Eclipse 12.1.1.2.2 introduces new support for GlassFish 4.0, the reference implementation of Java EE7.  Getting started with GlassFish 4.0 in Eclipse couldn't be easier. Follow these short steps to get GlassFish 4.0 setup so you can start developing, deploying, and debugging your Java EE7 applications. Prerequisites GlassFish 4.0 Oracle Enterprise Pack for Eclipse 12.1.1.2.2+ from OTN or Eclipse Marketplace Setting up the server connection In the Servers view, click to add a New > Server . Select GlassFish 4.0 from the list of supported server configurations. Pick your GlassFish installation directory (usually <glassfish 4>/glassfish) and select your domain. After you click Finish you should now be setup to launch Glassfish 4.0 in normal and debug mode within Eclipse as well as associate projects for deployment through the Add and Remove wizard. Using GlassFish tools in Eclipse GlassFish server tools provide some useful information about your running GlassFish 4.0 environment. Resources displays current resources deployed in the domain including your JDBC Connection Pool and JDBC Resource names. I find this extra bit of information useful when working with JPA. Deployed Applications shows the current active deployments in GlassFish which can be undeployed as needed from within Eclipse. Deployed Web Services provides information about SOAP-based web services deployed in this domain. Also with the running server are quick launch links to open the Administrative Console, Server Logs, and the GlassFish Community Site all within Eclipse's embedded browser.

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  • NVIDIA proprietary driver logging me to console instead of GUI

    - by Woozie
    Firstly i want to apologise for any mistakes, English is not my native language. My problem is I can't get NVIDIA proprietary drivers to work. I tried to install it on Ubuntu 12.04.1 32 and 64 bits, Ubuntu 12.10 Beta 2, Linux Mint 13 Cinnamon 64 bits and openSUSE 12.2 64 bits and the error code and symptoms (logging to tty1 instead of GUI logging, low-res bootscreen) are the same for all of these distros. Right, I didn't tell what's the error code. It appears on sudo startx. NVIDIA: could not open the device file /dev/nvidia0 (Input/output error). I know that's the common problem, but I tried to blacklist or even remove the noveau drivers, install NVIDIA driver from repo/from official script/in "Additional drivers", editing xorg.conf and using Xorg -configurate and nvidia-xconfig, actualizing the kernel and entire distro and many, many things that I don't remember. But the problem is even better: entire Cinnamon (Mint) is freezing during the work. I found the error code, which appears during the freeze: Oct 1 20:57:17 WoozieLaptop kernel: [ 308.120176] [drm] nouveau 0000:01:00.0: PFIFO_CACHE_ERROR - Ch 4/1 Mthd 0z0060 Data 0xbcef0201 My Xorg.0.log is here. It was made on Ubuntu 12.04.1 after installing NVIDIA drivers (obviously). inxi -G from Mint: Graphics: Card: NVIDIA GT216 [GeForce GT 240M] X.org: 1.11.3 drivers: (unloaded: nvidia) FAILED: nouveau,vesa,fbdev tty size: 80x25 Advanced Data: N/A for root out of X lspci -k | grep -A2 VGA from Mint: 01:00.0 VGA compatible controller: NVIDIA Corporation GT216 [GeForce GT 240M] (rev a2) Subsystem: Lenovo Device 38ff Kernel driver in use: nvidia My hardware is: Lenovo IdeaPad Y550 Intel C2D T6600 NVIDIA GeForce GT 240M 4 GB of RAM Any help will be appreciated. This problem totally disabled my laptop from daily using. Cheers, Woozie

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  • Is it possible to extend partition in which I have installed Ubuntu

    - by Santosh
    Before installing my current Ubuntu Oneiric Ocelot I was having 3 partitions on my hard drive (each in NTFS, and divided in 21GBs, 10GBs and 37GBs; approx 80GB). I put in the DVD in DVD-ROM and booted up with it. I was prompt whether to install Ubuntu side by current operating system (Windows 7) or totally remove all operating system. I choose to install side by the current operating system. In next screen I took one of my partition (the one which was of 37GB) and totally formatted it. Then created a ext4 file system of 10GBs on it (here 'it' means partition that was of 37GB, not whole HDD). While proceeding I was asked to make swap partition so I created another swap partition of 5GBs. I have Ubuntu installed, but now I am regretting about that 10GB, I should have done it more since I have much more space on my hard drive. And I have 22GBs of my hard drive useless (neither it is in ntfs nor ext4). I want to increase the size of ext4 partition in which I have installed my Ubuntu; from 10GB to something more.

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  • How to make pulseaudio and ubuntu detect the same audio device as alsa driver

    - by Kiwy
    I use Ubuntu 14.04 x64 and I use gnome-shell on my laptop. I have a Bose companion 5 (which is basically a USB sound system) and a HDMI port, both does work perfectly when I just boot with the cable plugin. However, when my laptop go to sleep or get unplugged from those two outputs, if I plug back the device, I end up without any hardware detection (only the built-in speakers) from pulse and gnome-shell sound output selector while if I use alsamixer, the device look up and ready. gstreamer-properties allow me to select and test effectively any device but while alsa recognize any device on the run, pulse is not capable of handling things correctly, my question is then: How can I make pulse detect and use the same hardware as alsa, or how to remove completely and gracefully pulseaudio (meaning volume applet running in gnome shell) I don't mind if the project implies to recompile half gnome shell if it implies those audio outputs work all the time. Pulse does not list my soundcard when I use command pactl list cards while the module plug&play for sound card is loaded in pactl list modules. I really don't know what to do, the behavior seems pretty random.

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  • Cannot install Ubuntu on an Acer Aspire One 756

    - by Byron807
    I have used Ubuntu before, in virtual machines, but today I decided to make the leap and I bought a netbook to install Ubuntu as a "real" OS alongside Windows. The netbook I bought is an Acer Aspire One 756, with a 64-bit Intel processor, 4GB RAM, and Windows 8 as the default OS. I have now encountered several obstacles that actually prevent me from installing Ubuntu 12.10. Here are all the things I have tried so far: Used a live CD, in combination with a USB DVD drive. (I should point out that the Aspire One does not have an optical drive.) The computer does not boot in Ubuntu; the drive keeps spinning, but nothing happens, even though I changed the boot order in the BIOS. Used a USB drive created via the tool available on pendrivelinux.com. Again, I've made changes to the BIOS to make sure the computer tries to boot from USB before using the built-in HDD. The results vary in this case: sometimes, the computer keeps rebooting like crazy until I remove the USB drive, at which point the computer boots into Windows 8, as expected. If I use a different USB drive, I get an error message that says that the USB drive has been blocked due to "the current security policy". Tried to install Ubuntu via Wubi. The program appears to install something, but at some point during the installation process, I get a non-specified error message and nothing else happens. I am not sure if these are known issues; in any case, searching the forum has not yielded any results, so I thought I should simply describe my problem here in the hope that this question has not been answered before. I would greatly appreciate any help with this annoying problem. Of course, if anything is unclear, do not hesitate to ask for further details.

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  • What are the hard and fast rules for Cache Control?

    - by Metalshark
    Confession: sites I maintain have different rules for Cache Control mostly based on the default configuration of the server followed up with recommendations from the Page Speed & Y-Slow Firefox plug-ins and the Network Resources view in Google's Speed Tracer. Cache-Control is set to private/public depending on what they say to do, ETag's/Last-Modified headers are only tinkered with if Y-Slow suggests there is something wrong and Vary-Accept-Encoding seems necessary when manually gziping files for Amazon CloudFront. When reading through the material on the different options and what they do there seems to be conflicting information, rules for broken proxies and cargo cult configurations. Any of the official information provided by the analysis tools mentioned above is quite inaccessible as it deals with each topic individually instead of as a unified strategy (so there is no cross-referencing of techniques). For example, it seems to make no sense that the speed analysis tools rate a site with ETag's the same as a site without them if they are meant to help with caching. What are the hard and fast rules for a platform agnostic Cache Control strategy? EDIT: A link through Jeff Atwood's article explains Caching in superb depth. For the record though here are the hard and fast rules: If the file is Compressed using GZIP, etc - use "cache-control: private" as a proxy may return the compressed version to a client that does not support it (the browser cache will hold files marked this way though). Also remember to include a "Vary: Accept-Encoding" to say that it is compressible. Use Last-Modified in conjunction with ETag - belt and braces usage provides both validators, whilst ETag is based on file contents instead of modification time alone, using both covers all bases. NOTE: AOL's PageTest has a carte blanche approach against ETags for some reason. If you are using Apache on more than one server to host the same content then remove the implicitly declared inode from ETags by excluding it from the FileETag directive (i.e. "FileETag MTime Size") unless you are genuinely using the same live filesystem. Use "cache-control: public" wherever you can - this means that proxy servers (and the browser cache) will return your content even if the rest of the page needs HTTP authentication, etc.

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