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  • Best VNC client for remote desktop assistance?

    - by e.m.fields
    Poll on best VNC / remote desktop software for assisting others on Windows/Mac machines from Ubuntu? I've heard good things about TeamViewer and Fog Creek Copilot, but I'm wondering if the included GNOME Vinaigre VNC client is good enough for this. To specify, I'm looking for best option based on: SIMPLEST ease-of-use for client to download/use on their end. See #1. Works cross-platform I am able to control client's mouse and/or keyboard from remote machine.

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  • Displaying topics/categories related ads

    - by Frank
    Is there any advertising company that allow webmasters to decide on general ad topics (such as "Entertainment", "Autos and vehicles", "Arts", etc.) to be displayed for a user visiting on a website? I know you can choose specific ad campaigns to show to users, or let the advertising company decide for you which ads to show. But I am looking for an option to ask for the advertsing company to show me ads based on categories/topics. Thanks. Frank

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  • Outrageous Work Conditions for a Developer analyst

    - by akjoshi
    Recently came across a job opening sent to me by a HR person on LinkedIn; The service based company is a very big name in IT but the work conditions mentioned in the job description were extremely unusual - I mean who the hell would like to apply for a job where a company wants you to be ready for lifting and transporting of computers, that too on top of extended work hours and weekends. I used to think that JD’s are supposed to encourage candidates to join the company but this one here looks totally...(read more)

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  • What bots are really worth letting onto a site?

    - by blunders
    Having written a number of bots, and seen the massive amounts of random bots that happen to crawl a site, I am wondering if the goal of the site allowing bots is for the potential for the bot to send real traffic back to the site if there is any reason to allow bots that are not known to be sending real traffic back, and how to spot these "good" bots; based on how they ID themselves, IPs they come from, behaviors, etc.

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  • Can I blacklist an appindicator?

    - by d3vid
    I've whitelisted some indicators for apps that don't yet have Unity-compliant appindicators. Is there any way to blacklist appindicators for apps that are Unity-compliant (not old-style indicators) but don't provide a "Don't show in the system tray" option? Any solutions to ban an appindicator from being displayed, GUI- or CLI-based, are welcome. (I'm not looking for a way to just hide them like you can hide system tray icons in Windows.) (New-style appindicators can't be removed from the systray-whitelist.)

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  • 2D Tile Game - Smooth Biome Terrain Transitions

    - by Cyral
    While working on my 2D tile based game, I encountered a problem. I use Perlin Noise to generate the terrain. Some biomes (Desert, Forest, etc) have different flatness values depending on terrain, which causes the end/start of a new biome to have a big cliff because the terrain is different. When 2 biomes have the same flatness, they are fine, but if they are different, this can happen. Is there any way to keep this from happening? Example (In programmer art)

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  • Final Notes from the ODF Plugfest in Granada

    <b>Zona-M:</b> "A representative of the Spanish Ministry of Presidency, Miguel Angel Amutio Gomez, started the day explaining the crucial points of the Spanish law 11/2007: the right for everybody to use whatever digital technology they like best and the obligation for all Public Administrations to avoid discrimination of citizens based on their technological choices."

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • RedGate SQL Source Control and TFSPreview

    - by andyleonard
    I am excited that RedGate ’s SQL Source Control now supports connectivity to TFSPreview ,  Microsoft ’s cloud-based Application Life Cycle Management portal. Buck Woody ( Blog | @buckwoody ) and I have written about TFSPreview at SQLBlog already: Team Foundation Server (TFS) in the Cloud - My Experience So Far (Buck) Introducing TFSPreview: Application Lifecycle Management in the Cloud! Using TFSPreview: Step 1, Connecting Microsoft’s commitment to cloudtech is strong and producing very cool...(read more)

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  • Suggestions for connecting .NET WPF GUI with Java SE Server

    - by Sam Goldberg
    BACKGROUND We are building a Java (SE) trading application which will be monitoring market data and sending trade messages based on the market data, and also on user defined configuration parameters. We are planning to provide the user with a thin client, built in .NET (WPF) for managing the parameters, controlling the server behavior, and viewing the current state of the trading. The client doesn't need real-time updates; it will instead update the view once every few seconds (or whatever interval is configured by the user). The client has about 6 different operations it needs to perform with the server, for example: CRUD with configuration parameters query subset of the data receive updates of current positions from server It is possible that most of the different operations (except for receiving data) are just different flavors of managing the configuration parameters, but it's too early in our analysis for us to be sure. To connect the client with the server, we have been considering using: SOAP Web Service RESTful service building a custom TCP/IP based API (text or xml) (least preferred - but we use this approach with other applications we have) As best as I understand, pros and cons of the different web service flavors are: SOAP pro: totally automated in .NET (and Java), modifying server side interface require no code changes in communication layer, just running refresh on Web Service reference to regenerate the classes. con: more overhead in the communication layer sending more text, etc. We're not using J2EE container so maybe doesn't work so well with J2SE REST pro: lighter weight, less data. Has good .NET and Java support. (I don't have any real experience with this, so don't know what other benefits it has.) con: client will not be automatically aware if there are any new operations or properties added (?), so communication layer needs to be updated by developer if server interface changes. con: (both approaches) Server cannot really push updates to the client at regular intervals (?) (However, we won't mind if client polls the server to get updates.) QUESTION What are your opinions on the above options or suggestions for other ways to connect the 2 parts? (Ideally, we don't want to put much work into the communication layer, because it's not the significant part of the application so the more off-the-shelf and automated the better.)

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  • Attribute Overwriting in MDX

    - by Marco Russo (SQLBI)
    Jeffrey Wang wrote a great blog post about attribute overwriting in MDX that is very clear and full of helpful pictures to show what happens when you write an MDX statement that writes into your multidimensional space. This is very common in an MDX Script and if you tried to customize the DateTool solution you probably experienced how hard this concept can be. The point is not that MDX is hard, is that a model based on multiple hierarchies in a dimension (and each attribute is a hierarchy by default!)...(read more)

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  • How to prevent a hacked-server from spoofing a master server?

    - by Cody Smith
    I wish to setup a room-based multilayer game model where players may host matches and serve as host (IE the server with authoritative power). I wish to host a master server which tracks player's items, rank, cash, exp, etc. In such a model, how can I prevent someone that is hosting a game (with a modified server) from spoofing the master server with invalid match results, thus gaining exp, money or rankings. Thanks. -Cody

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  • DNS client configuration steps in Oracle Solaris 11

    - by Gurubalan
    This guide covers Quick how to configure DNS client on Solaris 11. DNS client configuration in Solaris 11 is based on SMF service rather than file based. When you configure a system as DNS client, you will be performing the following two configurations. I. DNS client setup II. Configure Name service switch to use DNS I. DNS client setup 1. Configure using SMF service network/dns/client # svccfg -s network/dns/clientsvc:/network/dns/client> setprop config/search = astring: ("test.com" "service.test.com")svc:/network/dns/client> setprop config/nameserver = net_address: (192.168.10.10 192.168.10.11)svc:/network/dns/client> exit 2.  Enable the DNS client service (when you configure it for the first time) #svccfg enable -r dns/client 3. Restart/Refresh DNS client service (It is done when there is any update to the configuration) #svccfg refresh dns/client #svccfg restart dns/client 4. Verify /etc/resolv.conf if it is updated with the changes. # more /etc/resolv.conf ## _AUTOGENERATED_FROM_SMF_V1_## WARNING: THIS FILE GENERATED FROM SMF DATA.#   DO NOT EDIT THIS FILE.  EDITS WILL BE LOST.# See resolv.conf(4) for details.search               test.com service.test.comnameserver      192.168.10.10nameserver      192.168.10.11 --- II.  Configuring Name service switch to use DNS 1. Configure using SMF service  system/name-service/switch # svccfg -s system/name-service/switchsvc:/system/name-service/switch> setprop config/host = astring: "files dns"svc:/system/name-service/switch>exit 2.  Restart/Refresh name-service/switch service #svccfg refresh name-service/switch #svccfg restart  name-service/switch 3. Verfiy host entry in /etc/nsswitch.conf  is updated with dns. # more /etc/nsswitch.conf## _AUTOGENERATED_FROM_SMF_V1_## WARNING: THIS FILE GENERATED FROM SMF DATA.#   DO NOT EDIT THIS FILE.  EDITS WILL BE LOST.# See nsswitch.conf(4) for details.passwd: filesgroup:  fileshosts:  files dnsipnodes:        files dns . --- PS: Thank you ollasi for your motivation behind the screen.

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  • Anatomy of a .NET Assembly - CLR metadata 1

    - by Simon Cooper
    Before we look at the bytes comprising the CLR-specific data inside an assembly, we first need to understand the logical format of the metadata (For this post I only be looking at simple pure-IL assemblies; mixed-mode assemblies & other things complicates things quite a bit). Metadata streams Most of the CLR-specific data inside an assembly is inside one of 5 streams, which are analogous to the sections in a PE file. The name of each section in a PE file starts with a ., and the name of each stream in the CLR metadata starts with a #. All but one of the streams are heaps, which store unstructured binary data. The predefined streams are: #~ Also called the metadata stream, this stream stores all the information on the types, methods, fields, properties and events in the assembly. Unlike the other streams, the metadata stream has predefined contents & structure. #Strings This heap is where all the namespace, type & member names are stored. It is referenced extensively from the #~ stream, as we'll be looking at later. #US Also known as the user string heap, this stream stores all the strings used in code directly. All the strings you embed in your source code end up in here. This stream is only referenced from method bodies. #GUID This heap exclusively stores GUIDs used throughout the assembly. #Blob This heap is for storing pure binary data - method signatures, generic instantiations, that sort of thing. Items inside the heaps (#Strings, #US, #GUID and #Blob) are indexed using a simple binary offset from the start of the heap. At that offset is a coded integer giving the length of that item, then the item's bytes immediately follow. The #GUID stream is slightly different, in that GUIDs are all 16 bytes long, so a length isn't required. Metadata tables The #~ stream contains all the assembly metadata. The metadata is organised into 45 tables, which are binary arrays of predefined structures containing information on various aspects of the metadata. Each entry in a table is called a row, and the rows are simply concatentated together in the file on disk. For example, each row in the TypeRef table contains: A reference to where the type is defined (most of the time, a row in the AssemblyRef table). An offset into the #Strings heap with the name of the type An offset into the #Strings heap with the namespace of the type. in that order. The important tables are (with their table number in hex): 0x2: TypeDef 0x4: FieldDef 0x6: MethodDef 0x14: EventDef 0x17: PropertyDef Contains basic information on all the types, fields, methods, events and properties defined in the assembly. 0x1: TypeRef The details of all the referenced types defined in other assemblies. 0xa: MemberRef The details of all the referenced members of types defined in other assemblies. 0x9: InterfaceImpl Links the types defined in the assembly with the interfaces that type implements. 0xc: CustomAttribute Contains information on all the attributes applied to elements in this assembly, from method parameters to the assembly itself. 0x18: MethodSemantics Links properties and events with the methods that comprise the get/set or add/remove methods of the property or method. 0x1b: TypeSpec 0x2b: MethodSpec These tables provide instantiations of generic types and methods for each usage within the assembly. There are several ways to reference a single row within a table. The simplest is to simply specify the 1-based row index (RID). The indexes are 1-based so a value of 0 can represent 'null'. In this case, which table the row index refers to is inferred from the context. If the table can't be determined from the context, then a particular row is specified using a token. This is a 4-byte value with the most significant byte specifying the table, and the other 3 specifying the 1-based RID within that table. This is generally how a metadata table row is referenced from the instruction stream in method bodies. The third way is to use a coded token, which we will look at in the next post. So, back to the bytes Now we've got a rough idea of how the metadata is logically arranged, we can now look at the bytes comprising the start of the CLR data within an assembly: The first 8 bytes of the .text section are used by the CLR loader stub. After that, the CLR-specific data starts with the CLI header. I've highlighted the important bytes in the diagram. In order, they are: The size of the header. As the header is a fixed size, this is always 0x48. The CLR major version. This is always 2, even for .NET 4 assemblies. The CLR minor version. This is always 5, even for .NET 4 assemblies, and seems to be ignored by the runtime. The RVA and size of the metadata header. In the diagram, the RVA 0x20e4 corresponds to the file offset 0x2e4 Various flags specifying if this assembly is pure-IL, whether it is strong name signed, and whether it should be run as 32-bit (this is how the CLR differentiates between x86 and AnyCPU assemblies). A token pointing to the entrypoint of the assembly. In this case, 06 (the last byte) refers to the MethodDef table, and 01 00 00 refers to to the first row in that table. (after a gap) RVA of the strong name signature hash, which comes straight after the CLI header. The RVA 0x2050 corresponds to file offset 0x250. The rest of the CLI header is mainly used in mixed-mode assemblies, and so is zeroed in this pure-IL assembly. After the CLI header comes the strong name hash, which is a SHA-1 hash of the assembly using the strong name key. After that comes the bodies of all the methods in the assembly concatentated together. Each method body starts off with a header, which I'll be looking at later. As you can see, this is a very small assembly with only 2 methods (an instance constructor and a Main method). After that, near the end of the .text section, comes the metadata, containing a metadata header and the 5 streams discussed above. We'll be looking at this in the next post. Conclusion The CLI header data doesn't have much to it, but we've covered some concepts that will be important in later posts - the logical structure of the CLR metadata and the overall layout of CLR data within the .text section. Next, I'll have a look at the contents of the #~ stream, and how the table data is arranged on disk.

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  • How do programmers in the west see programmers in the east?

    - by vinoth
    The eastern part of the world (India/China/Philippines ) mainly provide outsourcing services to the western world (USA and Europe). Do you have the experience of working with offshore teams? If yes, how was it? Do you hold any generalized ideas or opinions about the programmers from the East (e.g. Are they cooperative, do they deliver on time or do they do quality work?). What are these based on?

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  • Views from Abroad: XML Pipelines and Delta XML

    A U.K.-based company uses XML to replicate the advantages of a pipeline in handling complex datasets. It is a simple tool, useful for such tasks as Java regression testing and version control, but the few tricks it does, it does well, according to our columnist.

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  • First Ever MySQL on Windows Online Forum - March 16, 2011

    - by monica.kumar
    72 1024x768 Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Cambria","serif";} Now you might be thinking…what’s an Online Forum? Well, think of it as a virtual conference, where you can attend a series of presentations about a given topic, from the comfort of your own office/home. On Wednesday March 16th, from 9.00 am PT to 12.00, we will be running the first ever MySQL Online Forum, dedicated to MySQL on Windows. Register now to learn how you can reduce your database TCO on Windows by up to 90% while increasing manageability & flexibility!   Oracle’s MySQL Vice President of Engineering Tomas Ulin will kick off a comprehensive agenda of presentations enabling you to better understand:   How you can save up to 90% by using MySQL on WindowsWhy the world’s most popular open source database is extremely popular on Windows, both for enterprise users and for embedding by ISVs How MySQL is a great fit for the Windows environment, and what are the upcoming milestones to make MySQL even better on the Microsoft platform What are the visual tools at your disposal to effectively develop, deploy and manage MySQL applications on Windows How you can deliver highly available business critical Windows based MySQL applications Why Security Solutions Provider SonicWall selected MySQL over Microsoft SQL Server, and how they successfully deliver MySQL based solutions Plus, as we’ll have Live Chat On during the entire forum, you’ll be able to ask questions at any time to MySQL experts online. Register Now!   Whether you’re an ISV or an enterprise user, either already running MySQL on Windows or simply considering it, join us and learn how you can get performance, lower TCO and increased manageability & flexibility with MySQL on Windows!

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  • How to deal with WYSIWYG editors?

    - by Pino
    There are now lots of WYSIWYG editors, however whenever we use one on a cms based website we consitently have issues. The biggest being users pasting conent from word, other online sources and all the various formatting rules being added in "behind the scenes" How do you deal with these editors on a live production website? I love markdown, however its target market is most definatly the tech industry.

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  • Development: SDK for Social Net

    - by loldop
    I have a task: development sdk for social networking service like facebook, twitter and etc. At now i'm developing facebook-extension-sdk which based on facebook-ios-sdk 3.0. But not all social networking services have good sdks. And all time i improved my facebook-extension-sdk, when i see ugly code :( Please, advise me good techniques to development these sdks (like design-patterns or your own experience or good books/sites). Thanks!

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  • An XEvent a Day (30 of 31) – Tracking Session and Statement Level Waits

    - by Jonathan Kehayias
    While attending PASS Summit this year, I got the opportunity to hang out with Brent Ozar ( Blog | Twitter ) one afternoon while he did some work for Yanni Robel ( Blog | Twitter ).  After looking at the wait stats information, Brent pointed out some potential problem points, and based on that information I pulled up my code for my PASS session the next day on Wait Statistics and Extended Events and made some changes to one of the demo’s so that the Event Session only focused on those potentially...(read more)

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  • SQL Server Training in the UK–SSIS, MDX, Admin, MDS, Internals

    - by simonsabin
    If you are looking for SQL Server training they there is no better place to start than a new company Technitrain Its been setup by a fellow MVP and SQLBits Organiser Chris Webb. Why this company rather than any others? Training based on real world experience by the best in the business. The key to Technitrain’s model is not to cram the shelves high with courses and get some average Joe trainers to deliver them. Technitrain bring in world renowned experts in their fields to deliver courses written...(read more)

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