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  • How do I compare the md5sum of a file with the md5 file (that was available to download with the file)?

    - by user91583
    Images are available for a distro on http://livedistro.org/gnulinux/israel-remix-team-mint-12. I want to use the 32-bit version. I have downloaded the ISO file for the 32-bit version (customdist.iso). I have downloaded the md5 file for the ISO file (customdist.iso.md5). I want to calculate the md5sum of the ISO file and compare it to the md5 file. I can use the md5sum command to display within the terminal the calculated md5 for the ISO file. I have searched the web and can't find a way to compare the calculated md5 for the ISO file with the downloaded md5 file. So far, the closest I have come is the command md5sum -c customdist.iso.md5 from within the folder containing both the files, but this command gives the result: md5sum: customdist.iso.md5: no properly formatted MD5 checksum lines found Any ideas?

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  • Best Practices and Etiquette for Setting up Email Notifications

    - by George Stocker
    If you were going to set up a Email Alerts for the customers of your website to subscribe to, what rules of etiquette ought to be followed? I can think of a few off the top of my head: Users can Opt-Out Text Only (Or tasteful Remote Images) Not sent out more than once a week Clients have fine-grained control over what they receive emails about (Only receive what they are interested in) What other points should I consider? From a programming standpoint, what is the best method for setting up and running email notifications? Should I use an ASP.NET Service? A Windows Service? What are the pitfalls to either? How should I log emails that are sent? I don't care if they're received, but I do need to be able to prove that I did or did not send an email.

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  • How do I break an image into 6 or 8 pieces of different shapes?

    - by Anil gupta
    I am working on puzzle game, where the player can select an image from iPhone photo gallery. The selected image will save in puzzle page and after 3 second wait the selected image will be broken into 6 or 8 parts of different shapes. Then player will arrange these broken parts of images to make the original image. I am not getting idea how to break the image and merged so that player arrange the broken part. I want to break image like this below frame. I am developing this game in cocos2d.

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  • Dangerous programming

    - by benhowdle89
    Ok, i'm talking pure software/web, i'm not on about code to power Life Support machines or NASA rockets. In terms of software/web development what is the most dangerous single piece of code someone could put into a program (say if they had a grudge against a client/employee) In PHP, the first thing that comes to mind is some sort of file deletion: function EmptyDir($dir) { $handle=opendir($dir); while (($file = readdir($handle))!==false) { echo "$file <br>"; @unlink($dir.'/'.$file); } closedir($handle); } EmptyDir('images'); Or a PHP script that takes a user's sensitive input and posts it to Google sitemap or something? I hope this doesnt get closed off as subjective as there surely must be a ranking order of dangerous code. So i'm asking for the No.1 spot :) DISCLAIMER: I have no grudges against anyone, just curious for the answer!

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  • Google Webmaster Tools is showing duplicate URLs based on page title differences

    - by Praveen Reddy
    I have 700+ title tag duplicates showing in WMT. Every first link in that picture is as duplicate link of second one. I don't know from where the first link got indexed by Google when that link doesn't exist in the site. It's showing the title of every page as link. Original link: http://www.sitename.com/job/407/Swedish-plus-Any-other-Nordic-Language-Customer-Service-Representative-Dublin-Ireland. Duplicate link: http://www.sitename.com/job/407/Swedish-plus-Any-other-Nordic-Language-Customer-Service-Representative-Dublin-Ireland-Ireland. How can this happen? I have checked entire site I didn't find where the second version is linked. I have no images linked to with duplicated version of URL.

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  • ASSIMP in my program is much slower to import than ASSIMP view program

    - by Marco
    The problem is really simple: if I try to load with the function aiImportFileExWithProperties a big model in my software (around 200.000 vertices), it takes more than one minute. If I try to load the very same model with ASSIMP view, it takes 2 seconds. For this comparison, both my software and Assimp view are using the dll version of the library at 64 bit, compiled by myself (Assimp64.dll). This is the relevant piece of code in my software // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; cout << "Loading " << pFile << "... "; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,80.f); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file scene = (aiScene*)aiImportFileExWithProperties(pFile.c_str(), ppsteps | /* default pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges //aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); if(!scene){ cout << aiGetErrorString() << endl; return 0; } this is the relevant piece of code in assimp view code // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, ppsteps | /* configurable pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); As you can see the code is nearly identical because I copied from assimp view. What could be the reason for such a difference in performance? The two software are using the same dll Assimp64.dll (compiled in my computer with vc++ 2010 express) and the same function aiImportFileExWithProperties to load the model, so I assume that the actual code employed is the same. How is it possible that the function aiImportFileExWithProperties is 100 times slower when called by my sotware than when called by assimp view? What am I missing? I am not good with dll, dynamic and static libraries so I might be missing something obvious. ------------------------------ UPDATE I found out the reason why the code is going slower. Basically I was running my software with "Start debugging" in VC++ 2010 Express. If I run the code outside VC++ 2010 I get same performance of assimp view. However now I have a new question. Why does the dll perform slower in VC++ debugging? I compiled it in release mode without debugging information. Is there any way to have the dll go fast in debugmode i.e. not debugging the dll? Because I am interested in debugging only my own code, not the dll that I assume is already working fine. I do not want to wait 2 minutes every time I want to load my software to debug. Does this request make sense?

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  • Microsoft pourrait être à l'origine de l'arrêt du Botnet « Rustock », le plus prolifique de l'histoire du spam

    Microsoft pourrait être à l'origine de l'arrêt du Botnet « Rustock » Le plus prolifique de l'histoire du spam Un groupe anonyme d'experts en sécurité a réussi à paralyser les opérations de spams produites depuis des années par Rustock, le plus prolifique Botnet de l'histoire de l'Internet. Depuis l'après-midi du 16, aucun des serveurs de contrôle et commande (CnC) de Rustock ne répond plus. Un exploit qui concorde avec une baisse drastique du nombre de pourriels à l'échelle mondiale. [IMG]http://idelways.developpez.com/news/images/rustock.png[/IMG] Bien que cette opération n'ait pas encore été revendiquée officiellement, une enquête du Wall St...

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  • Recovering a website

    - by Jessica
    I found my website in the Wayback Machine a few months ago, but today I've tried again and now it tells me it can't find robots.txt. My old webhost stopped paying for their servers back in August without any notice. I was going to do a backup the day it happened. Is there a way just to find the text? I have the old IP, images, but nothing else. None of the big search engines have caches anymore, and I already looked in the cache of three of my Macs with nothing to be found.

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  • eclipse-cdt Problems

    - by Bary12
    I have got a weird problem. I installed eclipse for c/c++ Development using the following: sudo apt-get install eclipse eclipse-cdt g++ after i opened eclipse, i tried to make a new project, but i didn't get an option to choose between types of projects (c project/ c++ project/ Java project) but just the option "project". this project did not generate a src folder. i didn't see an option to create a src folder as well. how do i fix that? i tried installing it manually with the download from their site, but the program didn't even launch.

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  • genetic algorithm for leveling/build test

    - by Renan Malke Stigliani
    I'm starting o build a online PVP (duel like, one-to-one) game, where there is leveling, skill points, special attacks and all the common stuff. Since I never did anything like that, I'm still thinking about the maths behind the level/skill/special balances. So I thought good way of testing the best/combo builds would implement a Genetic Algorith. It'd be like that: Generate a big portion of random characters Make them fight, level them up accordingly to the victories(more XP)/losses(less XP) Mate the winners, crossing their builds, to try to make even best characters Add some more random chars, emulating new players Repeat the process for some time, or util find some chars who can beat everyone butts So I could play with the math and try to find the balance where the top x% chars would be a mix of various build types. So, is it a good idea, or there are some other easier method to do the balance? PS: I like this also, because it sounds funny

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  • wrestling with some rewrites for Apache...

    - by Evert
    Hi all, I have upgraded my gallery2 to gallery3, and notice that some links no longer resolve correctly. Since the proper way is to redirect these with a 301, that is the way I'm going. The following series need redirecting: folders: old: http://photo.meulie.net/v/various/Gry/ new: http://photo.meulie.net/various/Gry/ pages: old: http://photo.meulie.net/v/Jacob/02112008310.jpg.html new: http://photo.meulie.net/Jacob/02112008310 (both are of course just examples. there are 100's of folders & files to redirect...) I think there were/are also direct links to images, but those I'm not bothering with for now. Who can help me out? :-) Regards, Evert

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  • Random Map Generation in Java

    - by Thomas Owers
    I'm starting/started a 2D tilemap RPG game in Java and I want to implement random map generation. I have a list of different tiles, (dirt/sand/stone/grass/gravel etc) along with water tiles and path tiles, the problem I have is that I have no idea where to start on generating a map randomly. It would need to have terrain sections (Like a part of it will be sand, part dirt etc) Similar to how Minecraft is where you have different biomes and they seamlessly transform into each other. Lastly I would also need to add random paths into this as well going in different directions all over the map. I'm not asking anyone to write me all the code or anything, just piont me into the right direction please. tl;dr - Generate a tile map with biomes, paths and make sure the biomes seamlessly go into each other. Any help would be much appreciated! :) Thank you.

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  • Space Stations as Envisioned in the 1970s

    - by Jason Fitzpatrick
    Boy, they sure were ambitious back in the 70s; while today we’re happy to have a small apartment-sized environment in orbit, back then they were dreaming of entire cities in space. Courtesy of the NASA Ames Research Center archives, we’re treated to artist renderings of the space colonies of the future as imagined from the 1970s. The artwork spans visions of space colonies from 10,000 to 1,000,000 citizens strong–some of them include everything from bodies of water to office buildings. Hit up the link below for more images. Space Colony Art from the 1970s [via The Daily What] 6 Ways Windows 8 Is More Secure Than Windows 7 HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8

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  • Que nous réserve le futur de JavaScript ? Un ingénieur de Mozilla détaille les nouveautés d'ECMAScript 6

    Que nous réserve le futur de JavaScript ? Un ingénieur de Mozilla détaille les nouveautés d'ECMAScript 6 [IMG]http://idelways.developpez.com/news/images/ecmascript-6.png[/IMG] Dave Herman, ingénieur à Mozilla Labs et membre du TC39, était présent à la conférence YUIConf 2011 pour une présentation inédite de ce que nous réserve le futur du standard ECMAScript et du langage JavaScript. Cette spécification ne sera pas finalisée avant 2013, mais des implémentations devraient bientôt voir le jour sur Firefox et Chrome. Le support d'ECMAScript 6 sur ce dernier profitera de facto au framework Node.js articulé autour du moteur V8. Herman a souligné en début de keynot...

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  • REST or Non-REST on Internal Services

    - by tyndall
    I'm curious if others have chosen to implement some services internally at their companies as non-REST (SOAP, Thrift, Proto Buffers, etc...) as a way to auto-generate client libraries/wrappers? I'm on a two year project. I will be writing maybe 40 services over that period with my team. 10% of those services definitely make sense as REST services, but the other 90% feel more like they could be done in REST or RPC style. Of these 90%, 100% will be .NET talking to .NET. When I think about all the effort to have my devs develop client "wrappers" for REST services I cringe. WADL or RSDL don't seem to have enough mindshare. Thoughts? Any good discussions of this "internal service" issue online? If you have struggled with this what general rules for determining REST or non-REST have you used?

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  • Advantages And Disadvantages Of Resource Serialization

    - by CPP_Person
    A good example is let's say I'm making a pong game. I have a PNG image for the ball and another PNG image for the paddles. Now which would be better, loading the PNG images with a PNG loader, or loading them in a separate program, serializing it, and de-serializing it in the game itself for use? The reason why this may be good to know is because it seems like game companies (or anyone in the long run) build all of their resources into some sort of file. For example, in the game Fallout: New Vegas the DLCs are loaded as a .ESM file, which includes everything it needs, all the game does is find it, serialize it, and it has the resources. Games like Penumbra: Black Plague take a different approch and add a folder which contains all the textures, sounds, scrips, ect that it needs, but not serialized (it does this with the game itself, and the DLC). Which is the better approch and why?

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  • What should I use (controls, methods) to make a 2D tile based map editor?

    - by user1306322
    I'm making a 2d game where each tile is a square and it's viewed at straight angle, no skewing, no rotation, it's pretty simple. Two weeks ago I tried using DataGridView, but as the number of rows and columns increased, it became frustratingly slow, then I read how it should've happened to me earlier, because this control is not supposed to work with large number of cells, and I have at least 7500 cells in my smallest level, which made it unbearable to use. This is what I expect from my new editor: Most importantly, tile type. Tile images or their color codes are fine (seeing map as it is in-game is cool, but the faster, the better). Secondly, all tile parameters (in text, preferrably editable in a popup or sidebar). I'm using my own format, so I'm most probably not going to use third party product. Besides, I'm trying to learn how to do it myself.

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  • Link form correct, or, punishable by search engines?

    - by w0rldart
    I have the following dilemma with the links of a wordpress blog that I work with, I don't know if the way it creates the link to the images is ok or not so good. For example: Article URL: http://test.com/prima-de-riesgo/ Image URL belonging to the article: http://test.com/prima-de-riesgo/europa/ So what I'm worried about is the repeating "prima-de-riesgo" part. Should I, or shouldn't I? UPDATE Wow, I can't believe that you took test.com as for the real domain, hehe! Article URL: http://queaprendemoshoy.com/prima-de-riesgo-y-otras-graficas-interesantes-del-ano-2011-deuda-publica-pib-vs-empleo-y-precio-del-oro/ Image URL belonging to the article: http://queaprendemoshoy.com/prima-de-riesgo-y-otras-graficas-interesantes-del-ano-2011-deuda-publica-pib-vs-empleo-y-precio-del-oro/deuda-publica-eurozona/ So, as I mentioned... I'm worried that prima-de-riesgo-y-otras-graficas-interesantes-del-ano-2011-deuda-publica-pib-vs-empleo-y-precio-del-oro , the common factor for the article url and image url, can be considerate as duplicate content or anything that could be punishable by search engines

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  • Save Web Content Directly to Google Drive in Chrome [Extension]

    - by Asian Angel
    Are you looking for a quick and easy way to save images, documents, and more directly to Google Drive while browsing? Then you may want to grab a copy of the ‘Save to Google Drive’ extension for Chrome. Once you have installed the extension it is very easy to start saving all that wonderful web content to your Google Drive account via the Context Menu or the Toolbar Button as seen in the screenshot above. One thing to keep in mind is that the first time you use the extension you will be asked for permission to access your account as seen in the screenshot below. Here is a quick look at the options currently available for the extension… Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • How to learn to draw UML sequence diagrams

    - by PeterT
    How can I learn to draw UML sequence diagrams. Even though I don't use UML much I find that type of diagrams to be quite expressive and want to learn how to draw them. I don't plan to use them to visualise a large chunks of code, hence I would like to avoid using tools, and learn how to draw them with just pen and paper. Muscle memory is good. I guess I would need to learn some basics of notation first, and then just practice it like in "take the piece of code, draw a seq. diagram visualising the code, then generate the diagram using some tool/website, then compare what I'd drawn to what the tool result. Find the differences, correct them, repeat.". Where do I start? Can you recommend a book or a web site or something else?

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  • Something other than Vertex Welding with Texture Atlas?

    - by Tim Winter
    What options (in C# with XNA) would there be for texture usage in a procedural generated 3D world made of cubes to increase performance? Yes, it's like Minecraft. I've been doing a texture atlas and rendering faces individually (4 vertices per face), but I've also read in a couple places about using texture wrapping with two 1D atlases to merge adjacent faces with the same texture. If two or more adjacent faces share the same image, it'd be quite easy to wrap in this way reducing vertices by a large amount. My problem with this is having too many textures, swapping too often, and many image related things like non-power of 2 images. Is there a middle ground option between the 1D texture atlas trick and rendering 4 vertices per cube face? This is a picture of what I have currently (in wireframe). 4 vertices per face seems extremely inefficient to me.

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  • Create Advanced Panoramas with Microsoft Image Composite Editor

    - by Matthew Guay
    Do you enjoy making panoramas with your pictures, but want more features than tools like Live Photo Gallery offer?  Here’s how you can create amazing panoramas for free with the Microsoft Image Composite Editor. Yesterday we took a look at creating panoramic photos in Windows Live Photo Gallery. Today we take a look at a free tool from Microsoft that will give you more advanced features to create your own masterpiece. Getting Started Download Microsoft Image Composite Editor from Microsoft Research (link below), and install as normal.  Note that there are separate version for 32 & 64-bit editions of Windows, so make sure to download the correct one for your computer. Once it’s installed, you can proceed to create awesome panoramas and extremely large image combinations with it.  Microsoft Image Composite Editor integrates with Live Photo Gallery, so you can create more advanced panoramic pictures directly.  Select the pictures you want to combine, click Extras in the menu bar, and select Create Image Composite. You can also create a photo stitch directly from Explorer.  Select the pictures you want to combine, right-click, and select Stitch Images… Or, simply launch the Image Composite Editor itself and drag your pictures into its editor.  Either way you start a image composition, the program will automatically analyze and combine your images.  This application is optimized for multiple cores, and we found it much faster than other panorama tools such as Live Photo Gallery. Within seconds, you’ll see your panorama in the top preview pane. From the bottom of the window, you can choose a different camera motion which will change how the program stitches the pictures together.  You can also quickly crop the picture to the size you want, or use Automatic Crop to have the program select the maximum area with a continuous picture.   Here’s how our panorama looked when we switched the Camera Motion to Planar Motion 2. But, the real tweaking comes in when you adjust the panorama’s projection and orientation.  Click the box button at the top to change these settings. The panorama is now overlaid with a grid, and you can drag the corners and edges of the panorama to change its shape. Or, from the Projection button at the top, you can choose different projection modes. Here we’ve chosen Cylinder (Vertical), which entirely removed the warp on the walls in the image.  You can pan around the image, and get the part you find most important in the center.  Click the Apply button on the top when you’re finished making changes, or click Revert if you want to switch to the default view settings. Once you’ve finished your masterpiece, you can export it easily to common photo formats from the Export panel on the bottom.  You can choose to scale the image or set it to a maximum width and height as well.  Click Export to disk to save the photo to your computer, or select Publish to Photosynth to post your panorama online. Alternately, from the File menu you can choose to save the panorama as .spj file.  This preserves all of your settings in the Image Composite Editor so you can edit it more in the future if you wish.   Conclusion Whether you’re trying to capture the inside of a building or a tall tree, the extra tools in Microsoft Image Composite Editor let you make nicer panoramas than you ever thought possible.  We found the final results surprisingly accurate to the real buildings and objects, especially after tweaking the projection modes.  This tool can be both fun and useful, so give it a try and let us know what you’ve found it useful for. Works with 32 & 64-bit versions of XP, Vista, and Windows 7 Link Download Microsoft Image Composite Editor Similar Articles Productive Geek Tips Change or Set the Greasemonkey Script Editor in FirefoxNew Vista Syntax for Opening Control Panel Items from the Command-lineTune Your ClearType Font Settings in Windows VistaChange the Default Editor From Nano on Ubuntu LinuxMake MSE Create a Restore Point Before Cleaning Malware TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 Get a free copy of WinUtilities Pro 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor

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  • Extra buttons on Razer Anansi on Ubuntu 13.04

    - by jjpe
    I own a Razer Anansi keyboard and recently installed 13.04 after running 12.04 for over a year. On 12.04 I used xmodmap to map the thumb and macro keys to do useful stuff for me. This solution is based on keycodes which are triggered when a key is recognized. The problem is that on 13.04 this does not work for all keys anymore. The thumb keys T2, T3 and T4 (i.e. the middle 3 ones on the top of the 2 rows) in particular don't generate keycodes anymore while the rest still does. Now this is not completely surprising: pressing the affected keys in Unity generates notifications for what looks like Unity touchpad notifications. How can I shut that touchpad-subsystem up once and for all and give my keyboard keys back to my keyboard? Ideally I'd like to be able to use my .Xmodmap file again in 13.04 (and beyond) as that seems to me the most simple solution, but working alternatives are also welcome.

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  • Loading sound in XNA without the Content Pipeline

    - by David Gouveia
    I'm working on a "Game Maker"-type of application for Windows where the user imports his own assets to be used in the game. I need to be able to load this content at runtime on the engine side. However I don't want the user to have to install anything more than the XNA runtime, so calling the content pipeline at runtime is out. For images I'm doing fine using Texture2D.FromStream. I've also noticed that XNA 4.0 added a FromStream method to the SoundEffect class but it only accepts PCM wave files. I'd like to support more than wave files though, at least MP3. Any recommendations? Perhaps some C# library that would do the decoding to PCM wave format.

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  • Website performance tips?

    - by Michael Schinis
    Im kind of having some troubles with the loading of my website: Here's a link to the website: link It sometimes loads fast, then when you refresh it.. most of the times, it will just keep trying to load images, and keep doing that for a minute or so, and none of the javascript will execute. I have followed most of the tips given by yahoo, except caching, which I couldn't get working properly. Does anyone know how to do proper caching of image and javascript files using htaccess? most of the code I found online won't work. Any advice whatsoever is extremely helpful. Thanks

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