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  • Which one is better offline method for large scale application

    - by Manish Pansiniya
    We've a big data management website used by several property. Some of our customers have downtime (they can't access net for an hour or two). We want our site to support offline data viewing and inventory management (typical data search and add/remove) and when the user goes online we can sync the changes back to our central database. Customers use several platforms like Windows, iOS, etc. We've been looking into several different options, here are the major choices - Develop offline web app supported in HTML5. Develop a 'fallback' mechanism and interact with data from the app cache as explained in here (http://www.htmlgoodies.com/html5/tutorials/introduction-to-offline-web- applications-using-) Develop a desktop based cross platform solution. I remember the old MONO which has been popular. Here's a post (What do you suggest for cross platform apps, including web cross-platform-apps-including-web) and another one (Technology choice for cross platform development (desktop and phone)? platform-development-desktop-and-phone?rq=1) I realize the the desktop solution might be hard to maintain and result in some compatibility issues and demand test environments. Can HTML5 handle moderate to high level complexity and data flow? Or would it be better to rely on a desktop based app for better scalability & performance?

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  • My card reader doesn't show up at all, but previously did in 10.10

    - by Nathan J. Brauer
    I bought a pin-based-USB powered internal media card reader and it worked perfectly when I first installed Ubuntu 10.10 a month ago. I used it a few times since and today I booted up the computer and it's not working. Here's how it used to work: In nautilus->computer, 5 "drives" would display even when no card was inserted. One for each slot (SD, XD, CF/MS, etc). Opening one w/o a card would initiate a "Please insert card." dialog. Inserting a card would automatically open nautilus. Now: No drives display at all whether cards are inserted or not. lsusb lists the following (which seems to indicate that it's not being detected) Bus 008 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 007 Device 002: ID 046d:c52e Logitech, Inc. (my keyboard/mouse) Bus 007 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 006 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 005 Device 002: ID 0a12:0001 Cambridge Silicon Radio, Ltd Bluetooth Dongle (HCI mode) Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub (A side note, all of my USB ports are 2.0 + 1 USB port which is 3.0, why does everything say 1.1/2.0?) I tried using ubuntu-bug but for USB devices it expects you to be able to remove and insert them while the computer is running -- obviously something you probably shouldn't be doing when you're dealing with devices plugged straight into the USB pins. Thanks in advance!

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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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  • 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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  • 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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  • Smart Taskbar Is a Thumb Friendly Android Task Launcher

    - by ETC
    If you frequently use your phone one handed you’ll definitely want to check out Smart Taskbar, an add-on for Android phones that makes it easy to launch apps with the swipe of your thumb. Smart Taskbar tucks an application launcher on the side of your screen, out of sight. Swipe your thumb across the screen and it slides out like a dock, revealing five of your favorite apps in a toolbar across the top and your lesser used apps in the main panel below. It’s much easier to swipe to view your applications than it is to peck at the application icon on the home screen; Smart Taskbar is great for one handed launching. Search for “Smart Taskbar” in the Android Market to download a copy or hit up the link below to read more. Smart Taskbar [AppBrain] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic] Reclaim Vertical UI Space by Adding a Toolbar to the Left or Right Side of Firefox Androidify Turns You into an Android-style Avatar

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  • A fresh install and clean up?

    - by wdypdx22
    I started with Ubuntu around 3 years ago and have been a dedicated user ever since. During that time I tried out lots of apps, themes, etc. And, I've updated every version as it has come along so now I'm running Lucid. Basically, my system has gotten sort of "messy" and I'm planning a vigorous clean up and a fresh install. My /home is on a separate partition from everything else, so I can preserve that. I want to find and remove unused, unneeded apps (which I pretty much understand how to do). Also, I want to get back to the default desktop theme and build back up from there. And other messes surely exist. So, my question is, What is a good, logical plan to clean up and freshly reinstall my system? (One note is that I have found many links in searches on this issue. There are many links on this topic and many are out of date. So, it's gotten rather confusing to say the least.) Thanks.

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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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  • jQuery 2.0 drops support for legacy IE (IE6, IE7, IE8)

    - by Renso
    Originally posted on: http://geekswithblogs.net/renso/archive/2013/10/31/jquery-2.0-drops-support-for-legacy-ie-ie6-ie7-ie8.aspxjQuery upgrades may not be as reverse compatible as you may think. Starting from version 2 of jQuery, IE6, IE7 and yes also IE8 will no longer be supported. These are now considered legacy browsers. You will need to stop any upgrades to jQuery until your SLA states that IE8 is no longer supported and remain in jQuery 1.9.Some of the reasons for not supporting IE8 and before:- Remove all the code clutter in the jQuery library with code that has to deal with IE browser compatibility issues between IE6, 7 and 8 and the newer IE versions, the latter being more compliant.- IE6 and 7 may have fallen to below 2% generally, that does not mean that that is true for your client base. In the oil and gas industry some clients are years behind and you may have 50% or more of clients remain on IE8 or older for the foreseeable future.- The difference between browser engines has become almost negligible, as it should be. So one of the greatest goals of jQuery to abstract that out for developers is no longer needed, for most part anyway. - CSS3 features like animations basically replace the need for jQuery’s 2.0 animations and effects.If the need is still there to support IE8 or before, but you also want to upgrade, then use conditional comments:<!--[if lt IE 9]>    <script src="jQuery-1.9.0.js"></script><![endif]--><!--[if gte IE 9]><!-->    <script src="jQuery-2.0.0.js"><</script><!--<![endif]-->

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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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  • 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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  • Dell XPS 15 L502x and Ubuntu 11.04 - HDMI output

    - by Jones
    Recently I've bought my dream's notebook, a Dell XPS 15 but since then this dream became a kind of endless nightmare. I'm almost getting crazy to make my graphic card driver work properly, but it seems to be just impossible. Yes, I have a 2GB NVIDIA GeForce GT 540m (Optimus) in it! It simply doesn't work. Every time I generate the xorg.conf Ubuntu hangs on while starting up, which forces me to remove this file to be able to start the notebook with the standard graphic settings. Another problem is that the Dell XPS 15 does NOT have a VGA output, but a HDMI. So, to be able to use a second monitor I have to configure it by the NVIDIA X Server Settings, which just works if the driver is properly initialized with the xorg.conf. I've also tried to make it work with the Bumblebee, but unfortunately it didn't help me much with the HDMI output. Do you guys have any idea to solve this deadlock? Is there any way for me to use my second monitor?

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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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  • HTG Explains: What Are Computer Algorithms and How Do They Work?

    - by YatriTrivedi
      Unless you’re into math or programming, the word “algorithm” might be Greek to you, but it’s one of the building blocks of everything you’re using to read this article. Here’s a quick explanation of what they are, and how they work. Disclaimer: I’m not a math or computer science teacher, so not all of the terms I use are technical. That’s because I’m trying to explain everything in plain English for people aren’t quite comfortable with math. That being said, there is some math involved, and that’s unavoidable. Math geeks, feel free to correct or better explain in the comments, but please, keep it simple for the mathematically disinclined among us. Image by Ian Ruotsala Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Lucky Kid Gets Playable Angry Birds Cake [Video] See the Lord of the Rings Epic from the Perspective of Mordor [eBook] Smart Taskbar Is a Thumb Friendly Android Task Launcher Comix is an Awesome Comics Archive Viewer for Linux Get the MakeUseOf eBook Guide to Speeding Up Windows for Free Need Tech Support? Call the Star Wars Help Desk! [Video Classic]

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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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  • Automate #include refactoring in C++ [on hold]

    - by Mikhail
    I have a big project with hundreds of files. And as it often happens to C++ projects, #include directives are in messed up. I want to refactor them to increase clarity, decrease compilation time and simplify analysis. For each .h file I want to make sure that: It have #include directives only for types it is using But it have only forward declarations of types that are used as T* or T& For each .cpp file I want to make sure that: It have #include directives only for types it is using and not already included by another headers (no indirect includes when possible) I'm looking for a tool which will help me to automate this refactoring. For now I only know of tools that helps to remove redundant includes, they are many: PC-lint include-what-you-use cppclean ProFactor IncludeManager But I know of no tools to help me to move necessary includes in .h files or replace includes with forward declarations. Any ideas? Tools for Windows and Visual Studio are preferred. Update. Considered to be off-topic. Please, follow the link on Software Recommendations http://softwarerecs.stackexchange.com/q/4461/3331

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  • What is your strategy for converting RC builds into retail?

    - by Matthew PK
    We're trying to implement a strategy for how we transition our builds from RC to released retail code. When we label a build as a release candidate, we send it to QA for regression. If they approve it, that RC then becomes our released retail code. I liked the idea of "obvious" labeling of versions so that a user knows whether they have a beta or an RC or retail code... where you would have some obvious watermark in non-retail code (think Windows 7 where the RC or non-genuine builds watermark in the bottom right). ... but it seemed strange to us to manipulate the project (to remove the watermark) once it passed regression. If QA certified version a.b.c.d then our retail code should be that same version, not a.b.c.d+1 what strategies have you employed to clearly label non-release software versions without incrementing your build to disable the watermarks in your retail code? One idea I've considered is writing your build to look for a signed file in the installer archive... non-release code wouldn't include this file and so the app would know to display a watermark. But even this seems like QA is then working with non-release code. Ideas?

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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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  • How to Enable User-Specific Wireless Networks in Windows 7

    - by The Geek
    Wireless network settings in Windows 7 are global across all users, but there’s a little-known option that lets you switch them to per-user, so each user has access to only the networks they are allowed to connect to. Here’s how it all works. How is this useful? Maybe you want to prevent a particular user from accessing the internet—if you don’t give them the wireless password, they won’t be able to get online. This could be very useful if you’ve got mini-people playing games on the family PC, but you don’t want them getting online Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope Walking Through a Seaside Village Wallpaper

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  • How could I change the colour of the menu font in Lubuntu?

    - by cipricus
    I use Lubuntu 12.04 and I have become obsessed with the looks of it! There is a type of themes that I especially want to use (flat, light), all related to the Elegant brit theme. On my desktop it looks like: As I want to replace the dominating orange with blue, I would prefer even more the theme Elegant Brit re-Revisited The problem is that both of them have a problem with my system tray, a white background appears: A theme that is almost identical to the orange one, but has no problem with the system tray is called Elegant Blackle. I have tried to use this one and replaced the gtk2 folder in its main folder with the gtk2 folder from Elegant Brit re-Revisited. The result is an improvement for me, as I have eliminated a part of the orange stuff with a decent blue :). The orange now appears only with the gtk3 apps, which is rather amusing. Migrating also the gtk3 folder from the blue to the orange theme would bring the sys tray problem too: it is something related to that gtk3 folder. But this is another matter. Now I have something very close to what I want. But I especially would like to have a feature that was present in the Elegant Blackle theme and now is gone as its gtk2 folder was replaced by that of the blue theme: the black font of the menus, instead of the blueish ones. Could anyone instruct me what is to be changed in the gtk2 folder of the Elegant Brit re-Revisited theme so as to make the menus look like this (like they do in Elegant Blackle with its original gtk2 folder): and not like this? : (on my display this blue is more whitish). An alternative and ideal solution would be knowing how to edit the Elegant Brit re-Revisited theme so as to remove the systray problem or, maybe easier, to edit the orange colour of Elegant Blackle theme to as to be completely replaced by the blue of the other one.

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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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  • What am I doing wrong in my config for MySql?

    - by Knight Hawk3
    When I load my my.conf with the config at the bottom Mysql fails to start and prints no errors. I am running Arch Linux (Updated) with the latest MySQL (5.5) and the latest nginx (Well latest in the repository, Not sure how to check. Only installed it today) I will give you any info you ask for. Thanks for helping! # The following options will be passed to all MySQL clients [client] #password = your_password port = 3306 socket = /var/run/mysqld/mysqld.sock # Here follows entries for some specific programs # The MySQL server [mysqld] port = 3306 socket = /var/run/mysqld/mysqld.sock skip-locking key_buffer = 16K max_allowed_packet = 1M table_cache = 4 sort_buffer_size = 64K read_buffer_size = 256K read_rnd_buffer_size = 256K net_buffer_length = 2K thread_stack = 64K # Don’t listen on a TCP/IP port at all. This can be a security enhancement, # if all processes that need to connect to mysqld run on the same host. # All interaction with mysqld must be made via Unix sockets or named pipes. # Note that using this option without enabling named pipes on Windows # (using the “enable-named-pipe” option) will render mysqld useless! # #skip-networking server-id = 1 # Uncomment the following if you want to log updates #log-bin=mysql-bin # Uncomment the following if you are NOT using BDB tables skip-bdb # Uncomment the following if you are using InnoDB tables #innodb_data_home_dir = /var/lib/mysql/ #innodb_data_file_path = ibdata1:10M:autoextend #innodb_log_group_home_dir = /var/lib/mysql/ #innodb_log_arch_dir = /var/lib/mysql/ # You can set .._buffer_pool_size up to 50 – 80 % # of RAM but beware of setting memory usage too high #innodb_buffer_pool_size = 16M #innodb_additional_mem_pool_size = 2M # Set .._log_file_size to 25 % of buffer pool size #innodb_log_file_size = 5M #innodb_log_buffer_size = 8M #innodb_flush_log_at_trx_commit = 1 #innodb_lock_wait_timeout = 50 skip-innodb [mysqldump] quick max_allowed_packet = 16M [mysql] no-auto-rehash # Remove the next comment character if you are not familiar with SQL #safe-updates [isamchk] key_buffer = 1M sort_buffer_size = 1M [myisamchk] key_buffer = 1M sort_buffer_size = 1M [mysqlhotcopy] interactive-timeout So what is my silly error?

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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 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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  • 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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