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  • How do software projects go over budget and under-deliver?

    - by Carlos
    I've come across this story quite a few times here in the UK: NHS Computer System Summary: We're spunking £12 Billion on some health software with barely anything working. I was sitting the office discussing this with my colleagues, and we had a little think about. From what I can see, all the NHS needs is a database + middle tier of drugs/hospitals/patients/prescriptions objects, and various GUIs for doctors and nurses to look at. You'd also need to think about security and scalability. And you'd need to sit around a hospital/pharmacy/GPs office for a bit to figure out what they need. But, all told, I'd say I could knock together something with that kind of structure in a couple of days, and maybe throw in a month or two to make it work in scale. * If I had a few million quid, I could probably hire some really excellent designers to make a maintainable codebase, and also buy appropriate hardware to run the system on. I hate to trivialize something that seems to have caused to much trouble, but to me it looks like just a big distributed CRUD + UI system. So how on earth did this project bloat to £12B without producing much useful software? As I don't think the software sounds so complicated, I can only imagine that something about how it was organised caused this mess. Is it outsourcing that's the problem? Is it not getting the software designers to understand the medical business that caused it? What are your experiences with projects gone over budget, under delivered? What are best practices for large projects? Have you ever worked on such a project? EDIT *This bit seemed to get a lot of attention. What I mean is I could probably do this for say, 30 users, spending a few tens of thousands of pounds. I'm not including stuff I don't know about the medical industry and government, but I think most people who've been around programming are familiar with that kind of database/front end kind of design. My point is the NHS project looks like a BIG version of this, with bells and whistles, notably security. But surely a budget millions of times larger than mine could provide this?

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  • Gradle for NetBeans RCP

    - by Geertjan
    Start with the NetBeans Paint Application and do the following to build it via Gradle (i.e., no Gradle/NetBeans plugin is needed for the following steps), assuming you've set up Gradle. Do everything below in the Files or Favorites window, not in the Projects window. In the application directory "Paint Application". Create a file named "settings.gradle", with this content: include 'ColorChooser', 'Paint' Create another file in the same location, named "build.gradle", with this content: subprojects { apply plugin: "announce" apply plugin: "java" sourceSets { main { java { srcDir 'src' } resources { srcDir 'src' } } } } In the module directory "Paint". Create a file named "build.gradle", with this content: dependencies { compile fileTree("$rootDir/build/public-package-jars").matching { include '**/*.jar' } } task show << { configurations.compile.each { dep -> println "$dep ${dep.isFile()}" } } Note: The above is a temporary solution, as you can see, the expectation is that the JARs are in the 'build/public-packages-jars' folder, which assumes an Ant build has been done prior to the Gradle build. Now run 'gradle classes' in the "Paint Application" folder and everything will compile correctly. So, this is how the Paint Application now looks: Preferable to the second 'build.gradle' would be this, which uses the JARs found in the NetBeans Platform... netbeansHome = '/home/geertjan/netbeans-dev-201111110600' dependencies { compile files("$rootDir/ColorChooser/release/modules/ext/ColorChooser.jar") def projectXml = new XmlParser().parse("nbproject/project.xml") projectXml.configuration.data."module-dependencies".dependency."code-name-base".each { if (it.text().equals('org.openide.filesystems')) { def dep = "$netbeansHome/platform/core/"+it.text().replace('.','-')+'.jar' compile files(dep) } else if (it.text().equals('org.openide.util.lookup') || it.text().equals('org.openide.util')) { def dep = "$netbeansHome/platform/lib/"+it.text().replace('.','-')+'.jar' compile files(dep) } else { def dep = "$netbeansHome/platform/modules/"+it.text().replace('.','-')+'.jar' compile files(dep) } } } task show << { configurations.compile.each { dep -> println "$dep ${dep.isFile()}" } } However, when you run 'gradle classes' with the above, you get an error like this: geertjan@geertjan:~/NetBeansProjects/PaintApp1/Paint$ gradle classes :Paint:compileJava [ant:javac] Note: Attempting to workaround javac bug #6512707 [ant:javac] [ant:javac] [ant:javac] An annotation processor threw an uncaught exception. [ant:javac] Consult the following stack trace for details. [ant:javac] java.lang.NullPointerException [ant:javac] at com.sun.tools.javac.util.DefaultFileManager.getFileForOutput(DefaultFileManager.java:1058) No idea why the above happens, still trying to figure it out. Once the above works, we can start figuring out how to use the NetBeans Maven repo instead and then the user of the plugin will be able to select whether to use local JARs or JARs from the NetBeans Maven repo. Many thanks to Hans Dockter who put the above together with me today, via Skype!

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  • Ideas for attack damage algorithm (language irrelevant)

    - by Dillon
    I am working on a game and I need ideas for the damage that will be done to the enemy when your player attacks. The total amount of health that the enemy has is called enemyHealth, and has a value of 1000. You start off with a weapon that does 40 points of damage (may be changed.) The player has an attack stat that you can increase, called playerAttack. This value starts off at 1, and has a possible max value of 100 after you level it up many times and make it farther into the game. The amount of damage that the weapon does is cut and dry, and subtracts 40 points from the total 1000 points of health every time the enemy is hit. But what the playerAttack does is add to that value with a percentage. Here is the algorithm I have now. (I've taken out all of the gui, classes, etc. and given the variables very forward names) double totalDamage = weaponDamage + (weaponDamage*(playerAttack*.05)) enemyHealth -= (int)totalDamage; This seemed to work great for the most part. So I statrted testing some values... //enemyHealth ALWAYS starts at 1000 weaponDamage = 50; playerAttack = 30; If I set these values, the amount of damage done on the enemy is 125. Seemed like a good number, so I wanted to see what would happen if the players attack was maxed out, but with the weakest starting weapon. weaponDamage = 50; playerAttack = 100; the totalDamage ends up being 300, which would kill an enemy in just a few hits. Even with your attack that high, I wouldn't want the weakest weapon to be able to kill the enemy that fast. I thought about adding defense, but I feel the game will lose consistency and become unbalanced in the long run. Possibly a well designed algorithm for a weapon decrease modifier would work for lower level weapons or something like that. Just need a break from trying to figure out the best way to go about this, and maybe someone that has experience with games and keeping the leveling consistent could give me some ideas/pointers.

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  • Need help to install Ubuntu on Win7 Alienware M17xR3, installing not working

    - by Rodrigo
    Please I need help to install linux on my computer to start analyzing Next Generation Sequencing (molecular genetics) for my work. I've tried to install from all different ways and forms and it gave me different errors. First I will describe my system: Alienware M17x R3 Raid Drive 596GB (2x 298 GB) Windows7 primary partition C: The hardrive is divided in 3 primary partitions (can't do 4 don't know why) 1st: Fat16 no name capacity 40mbs almost not used (has files like command.com, dellbio.bin, dellrmk.bin and oobedone.flg) I dont know what this is for but is blocked and non system (Status:none). 2nd: Recovery NTFS 9GB (Status:system) and it seems to have boot files. 3rd: CD: Windos OS (status:boot). And I have 2 Logical drivers F: data for backup and games :D (300gb) G: For trying to install the Linux (Already tried with Fat32, Ext2, ext3 and ext4) Installing with Wubi on F: and G: Instalation looks good on windows ask to restart dos mode appears: try (HD0,0) non-ms:skip try (HD0,1) NTFS5: No Wibildr try (HD0,2) NTFS5: Error: "Prefix" is not set. Installing with Wubi on C: Installation looks good on windows ask to restart dos mode apears: Mount denied becouse NTFS volume is already exclusive opened, the volume may be already mounted or another software may use it which could be identified for example by the help of the 'FUSER' command Mount devdm-4 Could not find installation files /ubuntu/install custom-installation Run 'Chkdsk /r' on windows and restart...blablablalba... that should correct. done this didn't work. Tried installing with USB drive and after burning a CD with the Iso file download from the official website: I've tried the option to install along windows with a G: drive in FAT32, EXT2,3 and 4, I've tried to leave unallocated data, without the driver G at all... appears this everytime: http://i.stack.imgur.com/eo2Ie.png pres ok it ask me to: Not possible to install the boot loader at the location: specify new location: I've tried to select all the drivers non is accepted If I ask to continue without installing the boot loader he ask me to install later by myself which I'm trying to figure it out but I'm not really good to understand how ppl get to the programming part like a DOS to write down couse I'm a newb and I've dont work on dos or linux before... I've read that the boot loader has to be installed on the primary partition, but I'm not sure what I can delete from those 2 partitions that would let me get 1 extra... and it seems that the one that windows use is protected to write down so the software is not touching it... Please if someone have any idea to help me out... I've got a course tomorrow of how to use the software to analyze the data and I wanted to take my computer with me, so I've passed the last 3 days trying to search different ways to solve. My question is also post on the bugs.launchpad.net link here: lounchpad.net bug #882695

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  • CodePlex Daily Summary for Sunday, July 28, 2013

    CodePlex Daily Summary for Sunday, July 28, 2013Popular ReleasesMedia Companion: Media Companion MC3.574b: Some good bug fixes been going on with the new XBMC-Link function. Thanks to all who were able to do testing and gave feedback. New:* Added some adhoc extra General movie filters, one of which is Plot = Outline (see fixes above). To see the filters, add the following line to your config.xml: <ShowExtraMovieFilters>True</ShowExtraMovieFilters>. The others are: Imdb in folder name, Imdb in not folder name & Imdb not in folder name & year mismatch. * Movie - display <tag> list on browser tab ...Outlook 2013 Backup Add-In: Outlook Backup Add-In 1.0: Users who don't care about compiling the sources on his/her own can download the compiled version. Requirements: - .Net Framework 4.5 - Visual Studio 2010 Tools for Office Runtime see: http://www.microsoft.com/en-us/download/details.aspx?id=39290 - Installed Outlook 2013OfflineBrowser: Preview Release with Search: I've added search to this release.Dynamics CRM 2011 EasyPlugins: EasyPlugins-1.2.3.0-managed: v1.2.3.0 - Bug Fix : Twice plugins execution. - New Abort action - Depth Plugin Execution management on each action - Turn On/Off EasyPlugins feature (can be useful in some cases of imports) ----------------------------- v1.2.0.0 Associate / Disassociate actions are now available Import / Export features Better management of Lookups Trigger NamingMemory Teaser Game: Full Release 1.1.0: -> Fixed Memory leak issue. -> Restart game button issue. -> Added Splash screen. -> Changed Release Icon. This is the version 1.1.0.0VG-Ripper & PG-Ripper: VG-Ripper 2.9.46: changes FIXED LoginFIM 2010 GoogleApps MA: GoogleAppsMA1.1.2: Fixed bug during import. - Fixed following bug. - In some condition, 'dn is missing' error occur.Install Verify Tool: Install Verify Tool V 1.0 With Client: Use a windows service to do a remote validation work. QA can use this tool to verify daily build installation.C# Intellisense for Notepad++: 'Namespace resolution' release: Auto-Completion from "empty spot" Add missing "using" statementsOpen Source SAAS Job board: Version X3: Full version of job board, didn't have monies to fund it so it's free.DSeX DragonSpeak eXtended Editor: Version 1.0.116.0726: Cleaned up Wizard Interface Added Functionality for RTF UndoRedo IE Inserting Text from Wizard output to the Tabbed Editor Added Sanity Checks to Search/Replace Dialog to prevent crashes Fixed Template and Paste undoredo Fix Undoredo Blank spots Added New_FileTag Const = "(New FIle)" Added Filename to Modified FileClose queries (Thanks Lothus Marque)Math.NET Numerics: Math.NET Numerics v2.6.0: What's New in Math.NET Numerics 2.6 - Announcement, Explanations and Sample Code. New: Linear Curve Fitting Linear least-squares fitting (regression) to lines, polynomials and linear combinations of arbitrary functions. Multi-dimensional fitting. Also works well in F# with the F# extensions. New: Root Finding Brent's method. ~Candy Chiu, Alexander Täschner Bisection method. ~Scott Stephens, Alexander Täschner Broyden's method, for multi-dimensional functions. ~Alexander Täschner ...AJAX Control Toolkit: July 2013 Release: AJAX Control Toolkit Release Notes - July 2013 Release Version 7.0725July 2013 release of the AJAX Control Toolkit. AJAX Control Toolkit .NET 4.5 – AJAX Control Toolkit for .NET 4.5 and sample site (Recommended). AJAX Control Toolkit .NET 4 – AJAX Control Toolkit for .NET 4 and sample site (Recommended). AJAX Control Toolkit .NET 3.5 – AJAX Control Toolkit for .NET 3.5 and sample site (Recommended). Notes: - Instructions for using the AJAX Control Toolkit with ASP.NET 4.5 can be found at...MJP's DirectX 11 Samples: Specular Antialiasing Sample: Sample code to complement my presentation that's part of the Physically Based Shading in Theory and Practice course at SIGGRAPH 2013, entitled "Crafting a Next-Gen Material Pipeline for The Order: 1886". Demonstrates various methods of preventing aliasing from specular BRDF's when using high-frequency normal maps. The zip file contains source code as well as a pre-compiled x64 binary.Kartris E-commerce: Kartris v2.5003: This fixes an issue where search engines appear to identify as IE and so trigger the noIE page if there is not a non-responsive skin specified.GoAgent GUI: GoAgent GUI 1.3.5 Alpha (20130723): ????????Alpha?,???????????,?????????????。 ??????????GoAgent???(???phus lu?GitHub??????GoAgent??????,??????????????????) ????????????????????????Bug ?????????。??????????????。 ????issue????,????????,????????????????。LogicCircuit: LogicCircuit 2.13.07.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionYou can make visual elements of the circuit been visible on its symbols. This way you can build composite displays, keyboards and reuse them. Please read about displays for more details http://ww...Microsoft .NET SDK For Hadoop: v 0.9.4951.25594: Bug fixesLINQ to Twitter: LINQ to Twitter v2.1.08: Supports .NET 3.5, .NET 4.0, .NET 4.5, Silverlight 4.0, Windows Phone 7.1, Windows Phone 8, Client Profile, Windows 8, and Windows Azure. 100% Twitter API coverage. Also supports Twitter API v1.1! Also on NuGet.AcDown?????: AcDown????? v4.4.3: ??●AcDown??????????、??、??、???????。????,????,?????????????????????????。???????????Acfun、????(Bilibili)、??、??、YouTube、??、???、??????、SF????、????????????。 ●??????AcPlay?????,??????、????????????????。 ● AcDown???????C#??,????.NET Framework 2.0??。?????"Acfun?????"。 ??v4.4.3 ?? ??Bilibili????????????? ???????????? ????32??64? Windows XP/Vista/7/8 ???? 32??64? ???Linux ????(1)????????Windows XP???,????????.NET Framework 2.0???(x86),?????"?????????"??? (2)???????????Linux???,????????Mono?? ??2.10?...New ProjectsAM2013: Unexpected GameChekad: This is a simple small project.DataBaseSchema: DataBase Schema Management!edirAuth: edirAuth is a .NET library for LDAP authentication to NetIQ (formerly Novell©) eDirectory. If you are a NetIQ Identity Management user you are probably using Gimme Rainbows: This is a simple project that can be used to generate Rainbow table from a given dictionary and given salt file. Hashes of various formats can be generated.Heavy Bomber: Heavy Bomber XNA GameIRIS Toolbox [I Rest, IRIS Solves...]: IRIS is a Matlab toolbox for macroeconomic modeling.OpenZapper: OpenZapper is an open source Zapper project. It is mainly a Frequency generator.Sponge - SharePoint Framework: Sponge is a SharePoint Frameworks that contains centralized logging and configuration, as well as other useful Controls, Web Parts and Application Pages.wangyexin: ?????wupantest: atwelltestYemek Menusu: Yemek Menusu

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  • Mock RequireJS define dependencies with config.map

    - by Aligned
    Originally posted on: http://geekswithblogs.net/Aligned/archive/2014/08/18/mock-requirejs-define-dependencies-with-config.map.aspxI had a module dependency, that I’m pulling down with RequireJS that I needed to use and write tests against. In this case, I don’t care about the actual implementation of the module (it’s simple enough that I’m just avoiding some AJAX calls). EDIT: make sure you look at the bottom example after the edit before using the config.map approach. I found that there is an easier way. I did not want to change the constructor of the consumer as I had a chain of changes that would have to be made and that would have been to invasive for this task. I found a question on StackOverflow with a short, but helpful answer from “Artem Oboturov”. We can use the config.map from RequireJs to achieve this. Here is some code: A module example (“usefulModule” in Common/Modules/usefulModule.js): define([], function() { "use strict"; var testMethod = function() { ... }; // add more functionality of the module return { testMethod; } }); A consumer of usefulModule example: define([ "Commmon/Modules/usefulModule" ], function(usefulModule) { "use strict"; var consumerModule = function(){ var self = this; // add functionality of the module } }); Using config.map in the html of the test runner page (and in your Karma config –> I’m still trying to figure this out): map: {'*': { // replace usefulModule with a mock 'Common/Modules/usefulModule': '/Tests/Specs/Common/usefulModuleMock.js' } } With the new mapping, Require will load usefulModuleMock.js from Tests/Specs/Common instead of the real implementation. Some of the answers on StackOverflow mentioned Squire.js, which looked interesting, but I wasn’t ready to introduce a new library at this time. That’s all you need to be able to mock a depency in RequireJS. However, there are many good cases when you should pass it in through the constructor instead of this approach.   EDIT: After all that, here’s another, probably better way: The consumer class, updated: define([ "Commmon/Modules/usefulModule" ], function(UsefulModule) { "use strict"; var consumerModule = function(){ var self = this; self.usefulModule = new UsefulModule(); // add functionality of the module } }); Jasmine test: define([ "consumerModule", "/UnitTests/Specs/Common/Mocks/usefulModuleMock.js" ], function(consumerModule, UsefulModuleMock){ describe("when mocking out the module", function(){ it("should probably just override the property", function(){ var consumer = new consumerModule(); consumer.usefulModule = new UsefulModuleMock(); }); }); });   Thanks for letting me think out loud :-).

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  • Investment scheme for a PC game the project

    - by Alex Kamen
    Good day everyone, I am working on a PC game project that has 3 phases planned, micro, macro and mmo versions [if confused, see a brief description at the bottom]. I have found a potential investor for the micro version of the game, but naturally, he requested a detailed plan of how the game will pay back. And the problem is that micro version itself is not supposed to be monetized much, other than some ads and limited in-game currency utilization. The idea is that with this combat demo already at hand, it should be possible to get a really large enough investment (millions of dollars) and use it to pay back the initial small one (thousands of dollars) and take the project into macro phase, which will really make profit. This way, everybody is going to win, provided that I can deliver the end-product. Yet while I am confident of that both the conception of the macro and the real game-play of the micro versions are going to be appealing, I don’t know how to obtain any guarantee of that I will be able to get funded once I have the prototype ready. And without that, I won’t receive the funds for the prototype in the first place! To summarize, my question is: how to figure out my future possibilities of getting funded once I have combat demo out, basically “whom to write to and what”. Ideally, I would like some sort of a preliminary agreement with a game publisher, something that would basically state “If the developer provides the product in time and in quality corresponding to the specifications given, the publisher guarantees to allocate funds for distribution and further development, thereby acquiring the right to X part of all future profits”. Does this sound sane? It’s just that I don’t want to sell all of my rights out straight away by taking a big outside investment while the project is in such early stage. I would appreciate if you would share your thoughts on this kind of scheme, and be sure to ask questions as I am sure I must have forgotten to mention a ton of important things, like the fact that initial funds are going to be spent on outsourcing (living in Siberia is really just great). [here’s a brief outline of what each version will feature] [micro] 1) turn based tactical combat rules 2) character development 3) arena/tournament system [macro] 4) ai-ruled dynamic interactive worlds 5) global map adventuring 6) strategic rpg + god simulator gameplay [mmo] 7) Persistent worlds system 8) Social structures system (“guilds/clans”) 9) god-simulation on the mmo scale P.S. Obviously, these features are incremental, so that mmo version has all 9.

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  • Help with this optimization

    - by Milo
    Here is what I do: I have bitmaps which I draw into another bitmap. The coordinates are from the center of the bitmap, thus on a 256 by 256 bitmap, an object at 0.0,0.0 would be drawn at 128,128 on the bitmap. I also found the furthest extent and made the bitmap size 2 times the extent. So if the furthest extent is 200,200 pixels, then the bitmap's size is 400,400. Unfortunately this is a bit inefficient. If a bitmap needs to be drawn at 500,500 and the other one at 300,300, then the target bitmap only needs to be 200,200 in size. I cannot seem to find a correct way to draw in the components correctly with a reduced size. I figure out the target bitmap size like this: float AvatarComposite::getFloatWidth(float& remainder) const { float widest = 0.0f; float widestNeg = 0.0f; for(size_t i = 0; i < m_components.size(); ++i) { if(m_components[i].getSprite() == NULL) { continue; } float w = m_components[i].getX() + ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); float wn = m_components[i].getX() - ( ((m_components[i].getSprite()->getWidth() / 2.0f) * m_components[i].getScale()) / getWidthToFloat()); if(w > widest) { widest = w; } if(wn > widest) { widest = wn; } if(w < widestNeg) { widestNeg = w; } if(wn < widestNeg) { widestNeg = wn; } } remainder = (2 * widest) - (widest - widestNeg); return widest - widestNeg; } And here is how I position and draw the bitmaps: int dw = m_components[i].getSprite()->getWidth() * m_components[i].getScale(); int dh = m_components[i].getSprite()->getHeight() * m_components[i].getScale(); int cx = (getWidth() + (m_remainderX * getWidthToFloat())) / 2; int cy = (getHeight() + (m_remainderY * getHeightToFloat())) / 2; cx -= m_remainderX * getWidthToFloat(); cy -= m_remainderY * getHeightToFloat(); int dx = cx + (m_components[i].getX() * getWidthToFloat()) - (dw / 2); int dy = cy + (m_components[i].getY() * getHeightToFloat()) - (dh / 2); g->drawScaledSprite(m_components[i].getSprite(),0.0f,0.0f, m_components[i].getSprite()->getWidth(),m_components[i].getSprite()->getHeight(),dx,dy, dw,dh,0); I basically store the difference between the original 2 * longest extent bitmap and the new optimized one, then I translate by that much which I would think would cause me to draw correctly but then some of the components look cut off. Any insight would help. Thanks

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  • Stencil buffer appears to not be decrementing values correctly

    - by Alex Ames
    I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the stencil clipper functions, which will increment the stencil buffer values that it covers. Then it will draw its children, which will only get drawn in the stencilled area (so that if they extend outside they'll be clipped). After a widget is done drawing its children, it pops that rectangle from the stack and in the process decrements the values in the stencil buffer that it has previously incremented. The slightly simplified code is below: static void drawStencil(Rect& rect, unsigned int ref) { // Save previous values of the color and depth masks GLboolean colorMask[4]; GLboolean depthMask; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); // Turn off drawing glColorMask(0, 0, 0, 0); glDepthMask(0); // Draw vertices here ... // Turn everything back on glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDepthMask(depthMask); // Only render pixels in areas where the stencil buffer value == ref glStencilFunc(GL_EQUAL, ref, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void pushScissor(Rect rect) { // increment things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); s_scissorStack.push_back(rect); drawStencil(rect, states, s_ScissorStack.size()); } void popScissor() { // undo what was done in the previous push, // decrement things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_DECR, GL_DECR); Rect rect = s_scissorStack.back(); s_scissorStack.pop_back(); drawStencil(rect, states, s_scissorStack.size()); } And this is how it's being used by the Widgets if (m_clip) pushScissor(m_rect); drawInternal(target, states); for (auto child : m_children) target.draw(*child, states); if (m_clip) popScissor(); This is the result of the above code: There are two things on the screen, a giant test button, and a window with some buttons and text areas on it. The text area scroll box is set to clip its children (so that the text doesn't extend outside the scroll box). The button is drawn after the window and should be on top of it completely. However, for some reason the text area is appearing on top of the button. The only reason I can think of that this would happen is if the stencil values were not getting decremented in the pop, and when it comes time to render the button, since those pixels don't have the right stencil value it doesn't draw over. But I can't figure out whats wrong with my code that would cause that to happen.

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  • Applying Quotas Across all My Sites

    - by Bil Simser
    Just a quick snippet this morning. If you need to apply a new quota template to all users My Sites here's a quick script to do it. Changing an existing quota is fine but if you're migrating users from another system or you just want to up everyone's storage a bit here's what you do. Create a new quota template. This is found in Central Admin under Application Management | Site Collections | Specify quota templates. There's already a default "Individual Quota" created you might want to create your own or have a special one for your users Open up the PowerShell Management Console and enter "Get-SPWebApplication". This will list all your web applications on the farm.  To apply it to all My Sites (each site is a site collection of its own) run this script below. .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: Consolas, "Courier New", Courier, Monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } 1: $webapps = Get-SPWebApplication; 2:   3: $webapp = $webapps[4]; 4:   5: foreach ($site in $webapp.Sites) { 6: Set-SPSite -Identity $site.url -QuotaTemplate "Your Quota Template" 7: } The first line gets all the web applications on the server. In our case, the forth one is the mysite web app (yours will probably be a different number). Just run Get-SPWebApplication from the console to figure out which one to use. You could get fancy and pipe the name to find it but I'm too lazy for that.Then we loop through all the sites on the list using the $site.url property and pass it to the Set-SPSite cmdlet and specify the name of the our custom QuotaTemplate.Easy. Now all users are updated with the new quota template.

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  • Ubuntu Server Cannot Route to the Internet

    - by ejes
    I've been having this problem for weeks now, and I can't seem to figure out the problem. My server can route the local network and serves it well, however it cannot access the internet. It can't be the router because everything else on this lan can route through the router. I've even switched the ethernet port. Any help would be appreciated. I've tried all the usual places, anyway, here are the configs: root@uhs:~# uname -a Linux uhs 3.0.0-16-generic-pae #28-Ubuntu SMP Fri Jan 27 19:24:01 UTC 2012 i686 i686 i386 GNU/Linux root@uhs:~# cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface # auto eth1 # iface eth1 inet dhcp auto eth0 iface eth0 inet static address 192.168.0.3 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 root@uhs:~# ping -c 4 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_req=1 ttl=64 time=0.334 ms 64 bytes from 192.168.0.1: icmp_req=2 ttl=64 time=0.339 ms 64 bytes from 192.168.0.1: icmp_req=3 ttl=64 time=0.324 ms 64 bytes from 192.168.0.1: icmp_req=4 ttl=64 time=0.339 ms --- 192.168.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2997ms rtt min/avg/max/mdev = 0.324/0.334/0.339/0.006 ms root@uhs:~# ping -c 4 209.85.145.103 PING 209.85.145.103 (209.85.145.103) 56(84) bytes of data. --- 209.85.145.103 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3023ms root@uhs:~# ifconfig eth0 Link encap:Ethernet HWaddr 00:0c:6e:a0:92:6e inet addr:192.168.0.3 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::20c:6eff:fea0:926e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13131114 errors:0 dropped:0 overruns:0 frame:0 TX packets:10540297 errors:0 dropped:0 overruns:5 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3077922794 (3.0 GB) TX bytes:3827489734 (3.8 GB) Interrupt:10 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7721 errors:0 dropped:0 overruns:0 frame:0 TX packets:7721 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:551950 (551.9 KB) TX bytes:551950 (551.9 KB) root@uhs:~# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 root@uhs:~# # PRETEND Traceroute root@uhs:~# for i in {1..30}; do ping -t $i -c 1 209.85.145.103; done | grep "Time to live exceeded" root@uhs:~#

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  • Multithreading: Communication from Parent thread to child thread

    - by Dennis Nowland
    I have a List of threads normally 3 threads each of the threads reference a webbrowser control that communicates with the parent control to populate a datagridview. What I need to do is when the user clicks the button in a datagridviewButtonCell corresponding data will be sent back to the webbrowser control within the child thread that originally communicated with the main thread. but when I try to do this I receive the following error message 'COM object that has been separated from its underlying RCW cannot be used.' my problem is that I can not figure out how to reference the relevant webbrowser control. I would appreciate any help that anyone can give me. The language used is c# winforms .Net 4.0 targeted Code sample: The following code is executed when user click on the Start button in the main thread private void StartSubmit(object idx) { /* method used by the new thread to initialise a 'myBrowser' inherited from the webbrowser control each submitters object is an a custom Control called 'myBrowser' which holds detail about the function of the object eg: */ //index: is an integer value which represents the threads id int index = (int)idx; //submitters[index] is an instance of the 'myBrowser' control submitters[index] = new myBrowser(); //threads integer id submitters[index]._ThreadNum = index; // naming convention used 'browser' +the thread index submitters[index].Name = "browser" + index; //set list in 'myBrowser' class to hold a copy of the list found in the main thread submitters[index]._dirs = dirLists[index]; // suppress and javascript errors the may occur in the 'myBrowser' control submitters[index].ScriptErrorsSuppressed = true; //execute eventHandler submitters[index].DocumentCompleted += new WebBrowserDocumentCompletedEventHandler(DocumentCompleted); //advance to the next un-opened address in datagridview the navigate the that address //in the 'myBrowser' control. SetNextDir(submitters[index]); } private void btnStart_Click(object sender, EventArgs e) { // used to fill list<string> for use in each thread. fillDirs(); //connections is the list<Thread> holding the thread that have been opened //1 to 10 maximum for (int n = 0; n < (connections.Length); n++) { //initialise new thread to the StartSubmit method passing parameters connections[n] = new Thread(new ParameterizedThreadStart(StartSubmit)); // naming convention used conn + the threadIndex ie: 'conn1' to 'conn10' connections[n].Name = "conn" + n.ToString(); // due to the webbrowser control needing to be ran in the single //apartment state connections[n].SetApartmentState(ApartmentState.STA); //start thread passing the threadIndex connections[n].Start(n); } } Once the 'myBrowser' control is fully loaded I am inserting form data into webforms found in webpages loaded via data enter into rows found in the datagridview. Once a user has entered the relevant details into the different areas in the row the can then clicking a DataGridViewButtonCell that has tha collects the data entered and then has to be send back to the corresponding 'myBrowser' object that is found on a child thread. Thank you

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  • Getting WLAN on my Laptop to work (Medion MD98300)

    - by Anand Böhmer
    Dear Ubuntu Community, I am having difficulties to get the WLAN Adapter on my Medion 98300 Laptop to work. The WLAN Card seems to be connected through an internal USB Interface and the Card itself had shown up as a wirelles Network while installing Ubuntu. I have tried a few things earlier, but none of my google reasearches have brought me to a working solution... I am quite new to the Linux System and only knoew a couple of terminal commands so far, so I probably have missed out on a few possible solutions. Maybe you can help me? Thank you very much in advance! A fre minimal technical Details: AMD Turion 64 X2 Dual-Core Mobile Technolgie TL-50 NVIDIA GeForce Go 6150 SanDisk 64GB SSD 2GB RAM DDR2 667 nForce Chipset (I forgt the Version, but deductable from the GPU I guess) WiFi: ZyDAS ZD1211B 802.11g Thank's a lot again! :) UPDATE: I tried around myself a little and found a guide on the Linux Mint forums that helped! I already had tried to install the linux backport modules etc. What I finally did was update the linux firmware and run the following command: echo "options acer_wmi wirelles=1" sudo tee /etc/modprobe.d/acer_wmi.conf and rebooted now I found and could connect to networks, but unfortunately I found, that the link quality was very bad, around 40 to 50. Eventhough my Router is running at high power and is only 6 Meters away! I then switched a few channels, but that did not improve much. Before, under Windows, I had a very good link quality and had the entire 16mbit/s internet connection at disposal, now I can only get about 3-5Mbit/s. better then nothing, but still pretty bad! The "TX power" is fixed on 20dBm and iwconfig says, that the "Power Management" is off... Maybe the power of the module is set too low?... UPDATE2: I figured that 20dBm is a normal power output. I even tried to change the power using iwconfig wlan0 txpower INTEGERHERE but, obviously my "Card" does not support more then 20. More would probably be illegal as well, so I won't even use more then 20. I guess that I will have to figure out a way, or maybe just switch cards. Are the Mailboard-USB-Connectors on a laptop of the same property as the standard external ones? If so, I could simply solder a micro Wirelless N Adapter onto the board :)

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  • Meaning of Crawl errors

    - by com
    My question is about definition of Crawl errors in Google Webmaster Tools. Crawl errors is devided into few sections. Let's first consider HTTP section. I assume that all broken links in this section was somehow found by crawler, this is not the links from sitemap. If all this links was found by scanning pages from sitemap for links, why it doesn't mention what was the source page, like in sitemap section with column Linked From. Please correct me if I am wrong. Sitemap section. Looks like all those links came from my sitemap. But there is Linked From column, I already know, that all those broken links is from sitemap, so in order to fix the error, I should revise my sitemap. Am I wrong? Not followed section. I don't know what does it mean. Looks like it accumulates all links that caused redirect, but for some reason Google considers all those redirect as wrong redirect. Do you know if there are any set of rules how to determine wrong redirect. Actually I found were was my mistake, I tried to normalize URL and redirect it to the right URL, but I did normalization in a wrong way. Not found section. This section like HTTP section but with 404 errors. This section has Linked From column. But very often Linked From has unavailable. What does it mean, Google can not say me how it found this non existing page. How this section related to sitemap section. Does this section contains all 404 links from sitemap too. But there is too many 404 links, much more than in sitemap. I tried to take a look what we have in Linked From, and I saw that this link came from sitemap two month ago. But why Google keeps it indexed, the link is already dead, new sitemap doesn't have it. If there is any expire date for old links? Unreachable section. Looks like this section for 500 errors. This section doesn't contain Linked From column. There are too many completely meaningless links, I really don't know where this stuff came from, and without Linked From I am not able to figure out how to deal with it. Sorry for such a big topic, but I just want to make it clear, what every section stands for, because it's extremely crucial in order to deal with all those problems. Hopefully it will be useful not just for me. Thanks!

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  • Height Map Mapping to "Chunked" Quadrilateralized Spherical Cube

    - by user3684950
    I have been working on a procedural spherical terrain generator for a few months which has a quadtree LOD system. The system splits the six faces of a quadrilateralized spherical cube into smaller "quads" or "patches" as the player approaches those faces. What I can't figure out is how to generate height maps for these patches. To generate the heights I am using a 3D ridged multi fractals algorithm. For now I can only displace the vertices of the patches directly using the output from the ridged multi fractals. I don't understand how I generate height maps that allow the vertices of a terrain patch to be mapped to pixels in the height map. The only thing I can think of is taking each vertex in a patch, plug that into the RMF and take that position and translate into u,v coordinates then determine the pixel position directly from the u,v coordinates and determine the grayscale color based on the height. I feel as if this is the right approach but there are a few other things that may further complicate my problem. First of all I intend to use "height maps" with a pixel resolution of 192x192 while the vertex "resolution" of each terrain patch is only 16x16 - meaning that I don't have any vertices to sample for the RMF for most of the pixels. The main reason the height map resolution is higher so that I can use it to generate a normal map (otherwise the height maps serve little purpose as I can just directly displace vertices as I currently am). I am pretty much following this paper very closely. This is, essentially, the part I am having trouble with. Using the cube-to-sphere mapping and the ridged multifractal algorithm previously described, a normalized height value ([0, 1]) is calculated. Using this height value, the terrain position is calculated and stored in the first three channels of the positionmap (RGB) – this will be used to calculate the normalmap. The fourth channel (A) is used to store the height value itself, to be used in the heightmap. The steps in the first sentence are my primary problem. I don't understand how the pixel positions correspond to positions on the sphere and what positions are sampled for the RMF to generate the pixels if only vertices cannot be used.

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  • Calling functions from different classes

    - by A Ron Hubbard Clevenger
    I'm writing a program and I'm supposed to check and see if a certain object is in the list before I call it. I set up the contains() method which is supposed to use the equals() method of the Comparable interface I implemented on my Golfer class but it doesn't seem to call it (I put print statements in to check). I can't seem to figure out whats wrong with the code, the ArrayUnsortedList class I'm using to go through the list even uses the correct toString() method I defined in my Golfer class but for some reason it won't use the equals() method I implemented. //From "GolfApp.java" public class GolfApp{ ListInterface <Golfer>golfers = new ArraySortedList<Golfer> (20); Golfer golfer; //..*snip*.. if(this.golfers.contains(new Golfer(name,score))) System.out.println("The list already contains this golfer"); else{ this.golfers.add(this.golfer = new Golfer(name,score)); System.out.println("This golfer is already on the list"); } //From "ArrayUnsortedList.java" protected void find(T target){ location = 0; found = false; while (location < numElements){ if (list[location].equals(target)) //Where I think the problem is { found = true; return; } else location++; } } public boolean contains(T element){ find(element); return found; } //From "Golfer.java" public class Golfer implements Comparable<Golfer>{ //..irrelavant code sniped..// public boolean equals(Golfer golfer) { String thisString = score + ":" + name; String otherString = golfer.getScore() + ":" + golfer.getName() ; System.out.println("Golfer.equals() has bee called"); return thisString.equalsIgnoreCase(otherString); } public String toString() { return (score + ":" + name); } My main problem seems to be getting the find function of the ArrayUnsortedList to call my equals function in the find() part of the List but I'm not exactly sure why, like I said when I have it printed out it works with the toString() method I implemented perfectly. I'm almost positive the problem has to do with the find() function in the ArraySortedList not calling my equals() method. I tried using some other functions that relied on the find() method and got the same results.

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  • More Efficient Data Structure for Large Layered Tile Map

    - by Stupac
    It seems like the popular method is to break the map up into regions and load them as needed, my problem is that in my game there are many AI entities other than the player out performing actions in virtually all the regions of the map. Let's just say I have a 5000x5000 map, when I use a 2D array of byte's to render it my game uses around 17 MB of memory, as soon as I change that data structure to a my own defined MapCell class (which only contains a single field: byte terrain) my game's memory consumption rockets up to 400+ MB. I plan on adding layering, so an array of byte's won't cut it and I figure I'd need to add a List of some sort to the MapCell class to provide objects in the layers. I'm only rendering tiles that are on screen, but I need the rest of the map to be represented in memory since it is constantly used in Update. So my question is, how can I reduce the memory consumption of my map while still maintaining the above requirements? Thank you for your time! Here's a few snippets my C# code in XNA4: public static void LoadMapData() { // Test map generations int xSize = 5000; int ySize = 5000; MapCell[,] map = new MapCell[xSize,ySize]; //byte[,] map = new byte[xSize, ySize]; Terrain[] terrains = new Terrain[4]; terrains[0] = grass; terrains[1] = dirt; terrains[2] = rock; terrains[3] = water; Random random = new Random(); for(int x = 0; x < xSize; x++) { for(int y = 0; y < ySize; y++) { //map[x,y] = new MapCell(terrains[random.Next(4)]); map[x,y] = new MapCell((byte)random.Next(4)); //map[x, y] = (byte)random.Next(4); } } testMap = new TileMap(map, xSize, ySize); // End test map setup currentMap = testMap; } public class MapCell { //public TerrainType terrain; public byte terrain; public MapCell(byte itsTerrain) { terrain = itsTerrain; } // the type of terrain this cell is treated as /*public Terrain terrain { get; set; } public MapCell(Terrain itsTerrain) { terrain = itsTerrain; }*/ }

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  • Learn programming backwards, or "so I failed the FizzBuzz test. Now what?"

    - by moraleida
    A Little Background I'm 28 today, and I've never had any formal training in software development, but I do have two higher education degrees equivalent to a B.A in Public Relations and an Executive MBA focused on Project Management. I've worked on those fields for about 6 years total an then, 2,5 years ago I quit/lost my job and decided to shift directions. After a month thinking things through I decided to start freelancing developing small websites in WordPress. I self-learned my way into it and today I can say I run a humble but successful career developing themes and plugins from scratch for my clients - mostly agencies outsourcing some of their dev work for medium/large websites. But sometimes I just feel that not having studied enough math, or not having a formal understanding of things really holds me behind when I have to compete or work with more experienced developers. I'm constantly looking for ways to learn more but I seem to lack the basics. Unfortunately, spending 4 more years in Computer Science is not an option right now, so I'm trying to learn all I can from books and online resources. This method is never going to have NASA employ me but I really don't care right now. My goal is to first pass the bar and to be able to call myself a real programmer. I'm currently spending my spare time studying Java For Programmers (to get a hold on a language everyone says is difficult/demanding), reading excerpts of Code Complete (to get hold of best practices) and also Code: The Hidden Language of Computer Hardware and Software (to grasp the inner workings of computers). TL;DR So, my current situation is this: I'm basically capable of writing any complete system in PHP (with the help of Google and a few books), integrating Ajax, SQL and whatnot, and maybe a little slower than an experienced dev would expect due to all the research involved. But I was stranded yesterday trying to figure out (not Google) a solution for the FizzBuzz test because I didn't have the if($n1 % $n2 == 0) method modulus operator memorized. What would you suggest as a good way to solve this dilemma? What subjects/books should I study that would get me solving problems faster and maybe more "in a programmers way"? EDIT - Seems that there was some confusion about what did I not know to solve FizzBuzz. Maybe I didn't express myself right: I knew the steps needed to solve the problem. What I didn't memorize was the modulus operator. The problem was in transposing basic math to the program, not in knowing basic math. I took the test for fun, after reading about it on Coding Horror. I just decided it was a good base-comparison line between me and formally-trained devs. I just used this as an example of how not having dealt with math in a computer environment before makes me lose time looking up basic things like modulus operators to be able to solve simple problems.

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • Ubuntu 12.04 Automounting ntfs partition

    - by kuzyt
    Ive looked everywhere to fix this problem but I cant seem to figure out why its doing this. I have the following /etc/fstab entry to mount a ntfs partition using ntfs-3g. UUID=01CD842715EC2180 /media/mediahd02 ntfs defaults,user,noexec,uid=1000,gid=1000,dmask=007,fmask=117 0 2 The volume label for this partition is "MEDIA02" So I have had no problems with the fstab mounting. The problem however is that it automounts again using MEDIA02 label. I'm not sure automounting is the right term for this as its just an empty directory. Deleting this directory and rebooting is causing it to appear again. So listing /media I see both MEDIA02 & mediahd02 htpc@htpc:~$ cat /etc/fstab # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 # / was on /dev/sdf1 during installation UUID=ec027544-b0e7-4145-99a4-905543a9781a / ext4 errors=remount-ro,noatime,discard 0 1 # swap was on /dev/sdf5 during installation UUID=1794409e-723f-41ac-9f31-ae059f377613 none swap sw 0 0 # Added all the lines below this tmpfs /tmp tmpfs defaults,noatime,mode=1777 0 0 UUID=0F70-3B06 /media/mediahd01 vfat defaults,user,noexec,uid=1000,gid=1000,dmask=007,fmask=117 0 2 UUID=01CD842715EC2180 /media/mediahd02 ntfs defaults,user,noexec,uid=1000,gid=1000,dmask=007,fmask=117 0 2 htpc@htpc:~$ cat /etc/mtab /dev/sdc1 / ext4 rw,noatime,errors=remount-ro,discard 0 0 proc /proc proc rw,noexec,nosuid,nodev 0 0 sysfs /sys sysfs rw,noexec,nosuid,nodev 0 0 none /sys/fs/fuse/connections fusectl rw 0 0 none /sys/kernel/debug debugfs rw 0 0 none /sys/kernel/security securityfs rw 0 0 udev /dev devtmpfs rw,mode=0755 0 0 devpts /dev/pts devpts rw,noexec,nosuid,gid=5,mode=0620 0 0 tmpfs /tmp tmpfs rw,noatime,mode=1777 0 0 tmpfs /run tmpfs rw,noexec,nosuid,size=10%,mode=0755 0 0 none /run/lock tmpfs rw,noexec,nosuid,nodev,size=5242880 0 0 none /run/shm tmpfs rw,nosuid,nodev 0 0 /dev/sdc1 /media/usbhd-sdc1 ext4 rw,relatime 0 0 /dev/sdb1 /media/mediahd02 fuseblk rw,noexec,nosuid,nodev,allow_other,default_permissions,blksize=4096 0 0 /dev/sda5 /media/mediahd01 vfat rw,noexec,nosuid,nodev,uid=1000,gid=1000,dmask=007,fmask=117 0 0 /dev/sdh1 /media/Windows_7 fuseblk rw,nosuid,nodev,allow_other,blksize=4096 0 0 Can someone shed some light as to why its doing this ?

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  • How migrate my keyring (containing ssh passprases, nautilus remote filesystem, pgp passwords) and network manager connections?

    - by con-f-use
    I changed the disk on my laptop and installed Ubuntu on the new disk. Old disk had 12.04 upgraded to 12.10 on it. Now I want to copy my old keyring with WiFi passwords, ftp passwords for nautilus and ssh key passphrases. I have the whole data from the old disk available (is now a USB disk and I did not delete the old data yet or do anything with it - I could still put it in the laptop and boot from it like nothing happened). On the new disc that is now in my laptop, I have installed 12.10 with the same password, user-id and username as on the old disk. Then I copied a few important config files from the old disk (e.g. ~/.firefox/, ~/.mozilla, ~/.skype and so on, which all worked fine... except for the key ring: The old methods of just copying ~/.gconf/... and ~/.gnome2/keyrings won't work. Did I miss something? 1. Edit: I figure one needs to copy files not located in the users home directory as well. I copied the whole old /home/confus (which is my home directory) to the fresh install to no effect. That whole copy is now reverted to the fresh install's home directory, so my /home/confus is as it was the after fresh install. 2. Edit: The folder /etc/NetworkManager/system-connections seems to be the place for WiFi passwords. Could be that /usr/share/keyrings is important as well for ssh keys - that's the only sensible thing that a search came up with: find /usr/ -name "*keyring* 3. Edit: Still no ssh and ftp passwords from the keyring. What I did: Convert old hard drive to usb drive Put new drive in the laptop and installed fresh version of 12.10 there (same uid, username and passwort) Booted from old hdd via USB and copied its /etc/NetwrokManager/system-connections, ~/.gconf/ and ~/.gnome2/keyrings, ~/.ssh over to the new disk. Confirmed that all keys on the old install work Booted from new disk Result: No passphrase for ssh keys, no ftp passwords in keyring. At least the WiFi passwords are migrated. 4. Edit: Boutny! Ending soon... 5. Edit: Keyring's now in ./local/share/keyrings/. Also interesting .gnupg

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Do I need to create my own or use a commercial server for the features and matchmaking options I want my game to support?

    - by baptzmoffire
    So I'm developing an indie turn-based game for iOS and, in coding up a Game Center matchmaking class, I'm starting to question whether Game Center is even the best choice for what I want this game to do. I need to figure out whether I need to create my own server, invest in a preexisting client or server service, or if I even need to use a server at all. If I do need to use a ready-made service other than Game Center, which server would accomodate my game's needs best? I have limited resources and funds. Here is the list of features I want my game to support, ideally: Turn-based gameplay (a la "with Friends" and "with Buddies" games) Smart matchmaking (matching users up with other players of comparable skill/achievements) Random matchmaking Facebook matchmaking Specific username matchmaking Contact list matchmaking A way to select what "type" of match you want to challenge an opponent to. (In random, smart, and Facebook matchmaking, there will be different "wagers" the player can make. [e.g. "I wanna play a random opponent for 1000 points. Now, I wanna play my Facebook buddy for 1,000,000 points."] There will be a predetermined range of amounts you can play for. It won't be customizable.) Buddies list capability (Game-buddies, as opposed to contacts and Facebook) A higher concurrent game cap than Game Center offers (which I still can't really find a straight answer on) Scalability (it should support 2 or 20,000,000 players) Objective-C compatibility Flexibility (for all the stuff I haven't thought of yet) Am I dreaming, here? Is there even a service that can handle all of these features? Do I need to invest months in learning a networking language to build my own? If so, how much would I need to spend on hardware? I've been looking around all morning and, so far, the only seemingly viable option is SmartFox. Under "Everything and the kitchen sink" section here, it says they support "virtual world with Zones, Rooms and RoomGroups, create complex game challenges, send invitations, manage buddy lists, create custom permission profiles, oversee the security aspects and tons more." http://www.smartfoxserver.com/overview/platform Is there an option that Im just overlooking? Thanks for any help anyone can provide. Sorry for the long poast. One last question: Does anyone know which server Dice with Buddies uses? I was experimenting with how many concurrent games I could get going and my ADHD kicked in at about 80 games. 80 concurrent games would be great for my game, but again, I need the other features I mentioned too. Thanks again.

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  • changing drive nodes & hdparm

    - by Kalamalka Kid
    I am currently attempting to create a command that works at startup to kill the power on two of my very noisy hard drives. I have edited the etc/rc.local file to include this command: sudo hdparm -y /dev/sdc sudo hdparm -y /dev/sdd exit 0 While I think this should work, it seems the allocated drives keep switching around every time I reboot. I have sda, sdb, sdc, sdd, and sde but they keep getting jumbled around (making the drive I wish to shut different than sdd which is making the task of shutting down the right drive on start-up quite cumbersome. I had a perfectly functioning ftstab file working which disappeard, but I restored it from the back up into the etc/ dir: # <file system> <mount point> <type> <options> <dump> <pass> #Entry for /dev/sda1 : UUID=43c09daf-08a5-44f2-89b0-fc7c6f0d1e67 / ext4 errors=remount-ro 0 1 #Entry for /dev/sdd1 : UUID=443AFBAD7FE50945 /media/DX100 ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdb1 : UUID=FCE456F5E456B21E /media/GalaxyM83 ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdf1 : UUID=1CA057FDA057DBB8 /media/Holideck ntfs-3g defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 #Entry for /dev/sdc1 : UUID=7ABB49654B799D40 /media/JX3P ntfs defaults,nosuid,nodev,locale=en_CA.UTF-8 0 0 it seems every time I boot the order of the drives changes. I do not know how to resolve this. A quick workaround the problem was to go with UUID instead of the DEV letter by editing the etc/rc.local file to include: hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 So I thought I was in the clear, as I heard both hard drives die down during the boot sequence, BUT, as soon as I log in both drives start up again! so now I have to figure out what is making them start up again after log in, or perhaps another way to get them to turn off. Is there some kind of command i can get to execute after log in? I tried editing the startup applications to include an autossh with: autoshh - sudo hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 autoshh - sudo hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 but this did not seem to work to turn off the disks after log in.

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  • Merge sort. ArrayIndexOutOfBoundsException [migrated]

    - by user94892
    When I execute the program I am getting an error as stated below the program. Please help me figure out the problem.. import java.util.*; class Mergesort { public static void main(String args[]) { Scanner in= new Scanner(System.in); System.out.println("Enter the number of elements"); int n= in.nextInt(); int a[]= new int[n]; System.out.println("Enter the contents"); for(int i=0; i<n; i++) { a[i]=in.nextInt(); } a = mergesort(a,n); for(int i=0; i<n; i++) { System.out.println(a[i]); } } public static int[] mergesort(int[] x, int z) { if(z==1) { return x; } int b[]=new int[z/2]; int c[]=new int[z-z/2]; int i,j,k; for(int p=0;p<z/2; p++) { b[p]= x[p]; c[p]= x[p+z/2]; } c[z-z/2-1]= x[z-1]; b= mergesort(b,z/2); c= mergesort(c,z-z/2); for(i=0,j=0,k=0; k<z; k++) { if(b[i]<=c[j]) { x[k]=b[i]; i++; } else if( b[i]>c[j]) { x[k]=c[j]; j++; } else if(i== z/2) { x[k]= c[j]; j++; } else if(j == z-z/2) { x[k]= b[i]; i++; } } return x; } } Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 1 at Mergesort.mergesort(Mergesort.java:41) at Mergesort.mergesort(Mergesort.java:36) at Mergesort.main(Mergesort.java:16)

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