Search Results

Search found 31206 results on 1249 pages for 'version detection'.

Page 384/1249 | < Previous Page | 380 381 382 383 384 385 386 387 388 389 390 391  | Next Page >

  • How do I rotate my monitor using xorg?

    - by user1106405
    I have just installed KUbuntu 12.10, and I am attempting to rotate my monitor 90 deg to the left. When I add the option to rotate, the monitor seems to ignore the directive. I'm currently using dual 02:00.0 VGA compatible controller: NVIDIA Corporation GF104 [GeForce GTX 460] (rev a1) 03:00.0 VGA compatible controller: NVIDIA Corporation GF104 [GeForce GTX 460] (rev a1) and NVidia driver version 310 My xorg.conf is as follows: # nvidia-settings: X configuration file generated by nvidia-settings # nvidia-settings: version 304.51 (buildd@komainu) Fri Oct 12 12:53:49 UTC 2012 # nvidia-xconfig: X configuration file generated by nvidia-xconfig # nvidia-xconfig: version 310.14 ([email protected]) Tue Oct 9 13:04:01 PDT 2012 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" 1280 0 Screen 1 "Screen1" RightOf "Screen0" Screen 2 "Screen2" 0 0 InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" Option "Xinerama" "1" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Samsung SyncMaster" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 60.0 Option "DPMS" EndSection Section "Monitor" Identifier "Monitor1" VendorName "Unknown" ModelName "DELL 1908WFP" HorizSync 30.0 - 83.0 VertRefresh 56.0 - 75.0 EndSection Section "Monitor" Identifier "Monitor2" VendorName "Unknown" ModelName "DELL 1907FP" HorizSync 30.0 - 81.0 VertRefresh 56.0 - 76.0 EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 460" BusID "PCI:2:0:0" Screen 0 EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 460" BusID "PCI:2:0:0" Screen 1 EndSection Section "Device" Identifier "Device2" Driver "nvidia" VendorName "NVIDIA Corporation" BoardName "GeForce GTX 460" BusID "PCI:3:0:0" EndSection Section "Screen" # Removed Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: 1920x1200 +0+0; DFP-0: 1920x1200_60 +0+0; DFP-0: 1600x1200 +0+0; DFP-0: 1600x1200_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select @1920x1080 +0+0; DFP-0: nvidia-auto-select @1920x720 +0+0" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: 1920x1200 +0+0; DFP-0: 1920x1200_60 +0+0; DFP-0: 1600x1200 +0+0; DFP-0: 1600x1200_60 +0+0; DFP-0: 1280x1024 +0+0; DFP-0: 1280x1024_60 +0+0; DFP-0: 1280x960 +0+0; DFP-0: 1280x960_60 +0+0; DFP-0: 1024x768 +0+0; DFP-0: 1024x768_60 +0+0; DFP-0: 800x600 +0+0; DFP-0: 800x600_60 +0+0; DFP-0: 800x600_56 +0+0; DFP-0: 640x480 +0+0; DFP-0: 640x480_60 +0+0; DFP-0: nvidia-auto-select +0+0; DFP-0: nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen1" Device "Device1" Monitor "Monitor1" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "DFP-2: nvidia-auto-select +0+0" Option "Rotate" "left" SubSection "Display" Depth 24 EndSubSection EndSection Section "Screen" Identifier "Screen2" Device "Device2" Monitor "Monitor2" DefaultDepth 24 Option "Stereo" "0" Option "metamodes" "nvidia-auto-select +0+0" SubSection "Display" Depth 24 EndSubSection EndSection Section "Extensions" Option "Composite" "Enable" EndSection Edit: If I delete the xorg.conf and reboot, I am able to rotate my monitor, however, my third monitor is not recognized: Screen 0: minimum 8 x 8, current 3360 x 1200, maximum 16384 x 16384 DVI-I-0 disconnected (normal left inverted right x axis y axis) DVI-I-1 disconnected (normal left inverted right x axis y axis) DVI-I-2 connected 1920x1200+0+0 (normal left inverted right x axis y axis) 518mm x 324mm 1920x1200 60.0*+ 1600x1200 60.0 1280x1024 60.0 1280x960 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 HDMI-0 disconnected (normal left inverted right x axis y axis) DVI-I-3 connected 1440x900+1920+0 (normal left inverted right x axis y axis) 408mm x 255mm 1440x900 59.9*+ 75.0 1280x1024 75.0 60.0 1280x800 59.8 1152x864 75.0 1024x768 75.0 70.1 60.0 800x600 75.0 72.2 60.3 56.2 640x480 75.0 72.8 59.9

    Read the article

  • How can I solve the same problems a CB-architecture is trying to solve without using hacks? [on hold]

    - by Jefffrey
    A component based system's goal is to solve the problems that derives from inheritance: for example the fact that some parts of the code (that are called components) are reused by very different classes that, hypothetically, would lie in a very different branch of the inheritance tree. That's a very nice concept, but I've found out that CBS is often hard to accomplish without using ugly hacks. Implementations of this system are often far from clean. But I don't want to discuss this any further. My question is: how can I solve the same problems a CBS try to solve with a very clean interface? (possibly with examples, there are a lot of abstract talks about the "perfect" design already). Here's an example I was going for before realizing I was just reinventing inheritance again: class Human { public: Position position; Movement movement; Sprite sprite; // other human specific components }; class Zombie { Position position; Movement movement; Sprite sprite; // other zombie specific components }; After writing that I realized I needed an interface, otherwise I would have needed N containers for N different types of objects (or to use boost::variant to gather them all together). So I've thought of polymorphism (move what systems do in a CBS design into class specific functions): class Entity { public: virtual void on_event(Event) {} // not pure virtual on purpose virtual void on_update(World) {} virtual void on_draw(Window) {} }; class Human { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; class Zombie { private: Position position; Movement movement; Sprite sprite; public: virtual void on_event(Event) { ... } virtual void on_update(World) { ... } virtual void on_draw(Window) { ... } }; Which was nice, except for the fact that now the outside world would not even be able to know where a Human is positioned (it does not have access to its position member). That would be useful to track the player position for collision detection or if on_update the Zombie would want to track down its nearest human to move towards him. So I added const Position& get_position() const; to both the Zombie and Human classes. And then I realized that both functionality were shared, so it should have gone to the common base class: Entity. Do you notice anything? Yes, with that methodology I would have a god Entity class full of common functionality (which is the thing I was trying to avoid in the first place).

    Read the article

  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

    Read the article

  • Xobni Plus for Outlook [Review]

    - by The Geek
    Overview Xobni Plus is an addin that will bring a sidebar to Outlook which allows you to search through your inbox and contacts a lot easier. It provides the ability to search and keep track of your favorite social networks. Searching with Xobni is a lot more powerful than the default search feature in Outlook. It let’s you drill down your searches to conversations, email, links, and attachments. It now supports Outlook 2010 both 32 & 64-bit versions. Installation & Setup Installation is easy following the wizard. After completing the wizard you can tell you’re friends on Facebook and Twitter that you are now using it. You can also decide to join their Product Improvement Program if you want. After installation when you open Outlook, Xobni appears as a sidebar on the right side. Don’t worry about it always being in the way, as you can hide it if you need more room for other Outlook functions. After Xobni free is installed, you can upgrade to the Plus version at any time. A new window will open up and you can use your Credit Card, PayPal, or redeem a code if you have one. Features & Use Where to begin with the amount of features available in Xobni Plus? It really has an amazing amount of cool features. Of course you’ll have all of the features of the Free Version which we previously covered…and a lot more. After Xobni is installed you’ll notice a section for it on the Ribbon. From here you can search Xobni, show or hide the Sidebar, and change other options. It allows you to easily keep up with various social networks like Facebook, Twitter, and LinkedIn… Check out email analytics and contact ranks. Click on the Files Exchanged tab to search for specific attachments. Quickly search links exchanged with your contacts. Hover over a link to get a preview of what it entails. It gives you the ability to index all of your Yahoo mail as well, without the need for purchasing Yahoo Plus! Then your Yahoo messages appear in the Xobni sidebar. When you select a contact you can see related messages from you Yahoo account. Easily index all of your mail…including Yahoo mail for better organization and faster search results. There are several options you can select to change the way Xobni works. From setting up your Yahoo email, Indexing options, and much more. Additional Features of Xobni Plus Advanced Search Capabilities – Filter results, Boolean & Phrase Search, Ability to search Appointments & Tasks, Advanced Search Builder Search unlimited PST data files Xobni contacts in the compose screen Find links exchanged with your contacts View calendar appointments One year premium tech support No Ads! Performance We ran Xobni Plus on Outlook 2010 32-bit on a Dual-Core AMD Athlon system with 4GB of RAM and found it to run quite smoothly. However, we did notice it would sometimes slow down launching Outlook, especially if other apps are running at the same time. Product Support When you buy a license for Xobni Plus you get a full year of premium tech support. They provide a Questions and Answers page on their site where you can run a search query and answers appear instantly. You can contact support directly as a Plus member through their web form and they advise the turn around time is 2 business days. However, when we tested it, we received a response within 24 hours. They also provide FAQ, Community forum, and you can download the Owners Manual in PDF format from the support page. Conclusion Xobni Plus is a very powerful addin for Outlook and includes a lot more features that we didn’t cover in this review. You can download Xobni free edition which includes an 8 day free trial of the Plus version. This provides a good way to start getting familiar with it. Then upgrade to Xobni Plus at any time for $29.95. Once you get started, you’ll find the sidebar is nicely laid out and intuitive to use. If you live out of Outlook during the day, Xobni Plus is a great addition for fast and powerful searches. It provides an easy way to keep all of your contacts and messages well organized and easy to find. Xobni Plus works with XP, Vista, and Windows 7 (32 & 64-bit editions) Outlook 2003, 2007 and both 32 & 64-bit editions of Outlook 2010. Download Xobni Plus Download Xobni Free Edition Rating Installation: 8 Ease of Use: 8 Features: 9 Performance: 8 Product Support: 8 Similar Articles Productive Geek Tips Xobni Free Powers Up Outlook’s Search and ContactsCreate an Email Template in Outlook 2003Add Social Elements to Your Gmail Contacts with RapportiveChange Outlook Startup FolderClear Outlook Searches and MRU (Most Recently Used) Lists 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 10 Superb Firefox Wallpapers OpenDNS Guide Google TV The iPod Revolution Ultimate Boot CD can help when disaster strikes Windows Firewall with Advanced Security – How To Guides

    Read the article

  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

    Read the article

  • Take Two: Comparing JVMs on ARM/Linux

    - by user12608080
    Although the intent of the previous article, entitled Comparing JVMs on ARM/Linux, was to introduce and highlight the availability of the HotSpot server compiler (referred to as c2) for Java SE-Embedded ARM v7,  it seems, based on feedback, that everyone was more interested in the OpenJDK comparisons to Java SE-E.  In fact there were two main concerns: The fact that the previous article compared Java SE-E 7 against OpenJDK 6 might be construed as an unlevel playing field because version 7 is newer and therefore potentially more optimized. That the generic compiler settings chosen to build the OpenJDK implementations did not put those versions in a particularly favorable light. With those considerations in mind, we'll institute the following changes to this version of the benchmarking: In order to help alleviate an additional concern that there is some sort of benchmark bias, we'll use a different suite, called DaCapo.  Funded and supported by many prestigious organizations, DaCapo's aim is to benchmark real world applications.  Further information about DaCapo can be found at http://dacapobench.org. At the suggestion of Xerxes Ranby, who has been a great help through this entire exercise, a newer Linux distribution will be used to assure that the OpenJDK implementations were built with more optimal compiler settings.  The Linux distribution in this instance is Ubuntu 11.10 Oneiric Ocelot. Having experienced difficulties getting Ubuntu 11.10 to run on the original D2Plug ARMv7 platform, for these benchmarks, we'll switch to an embedded system that has a supported Ubuntu 11.10 release.  That platform is the Freescale i.MX53 Quick Start Board.  It has an ARMv7 Coretex-A8 processor running at 1GHz with 1GB RAM. We'll limit comparisons to 4 JVM implementations: Java SE-E 7 Update 2 c1 compiler (default) Java SE-E 6 Update 30 (c1 compiler is the only option) OpenJDK 6 IcedTea6 1.11pre 6b23~pre11-0ubuntu1.11.10.2 CACAO build 1.1.0pre2 OpenJDK 6 IcedTea6 1.11pre 6b23~pre11-0ubuntu1.11.10.2 JamVM build-1.6.0-devel Certain OpenJDK implementations were eliminated from this round of testing for the simple reason that their performance was not competitive.  The Java SE 7u2 c2 compiler was also removed because although quite respectable, it did not perform as well as the c1 compilers.  Recall that c2 works optimally in long-lived situations.  Many of these benchmarks completed in a relatively short period of time.  To get a feel for where c2 shines, take a look at the first chart in this blog. The first chart that follows includes performance of all benchmark runs on all platforms.  Later on we'll look more at individual tests.  In all runs, smaller means faster.  The DaCapo aficionado may notice that only 10 of the 14 DaCapo tests for this version were executed.  The reason for this is that these 10 tests represent the only ones successfully completed by all 4 JVMs.  Only the Java SE-E 6u30 could successfully run all of the tests.  Both OpenJDK instances not only failed to complete certain tests, but also experienced VM aborts too. One of the first observations that can be made between Java SE-E 6 and 7 is that, for all intents and purposes, they are on par with regards to performance.  While it is a fact that successive Java SE releases add additional optimizations, it is also true that Java SE 7 introduces additional complexity to the Java platform thus balancing out any potential performance gains at this point.  We are still early into Java SE 7.  We would expect further performance enhancements for Java SE-E 7 in future updates. In comparing Java SE-E to OpenJDK performance, among both OpenJDK VMs, Cacao results are respectable in 4 of the 10 tests.  The charts that follow show the individual results of those four tests.  Both Java SE-E versions do win every test and outperform Cacao in the range of 9% to 55%. For the remaining 6 tests, Java SE-E significantly outperforms Cacao in the range of 114% to 311% So it looks like OpenJDK results are mixed for this round of benchmarks.  In some cases, performance looks to have improved.  But in a majority of instances, OpenJDK still lags behind Java SE-Embedded considerably. Time to put on my asbestos suit.  Let the flames begin...

    Read the article

  • Quick run through of the WP7 Developer Tools January 2011

    - by mbcrump
    In case you haven’t heard the latest WP7 Developers Tool update was released yesterday and contains a few goodies. First you need to go and grab the bits here. You can install them in any order, but I installed the WindowsPhoneDeveloperResources_en-US_Patch1.msp first. Then the VS10-KB2486994-x86.exe. They install silently. In other words, you would need to check Programs and Features and look in Installed Updates to see if they installed successfully. Like the screenshot below: Once you get them installed you can try out a few new features. Like Copy and Paste. Just fire up your application and put a TextBox on it and Select the Text and you will have the option highlighted in red above the text. Once you select it you will have the option to paste it. (see red rectangle below). Another feature is the Windows Phone Capability Detection Tool – This tool detects the phone capabilities used by your application. This will prevent you from submitting an app to the marketplace that says it uses x feature but really does not. How do you use it? Well navigate out to either directory: %ProgramFiles%\Microsoft SDKs\Windows Phone\v7.0\Tools\CapDetect %ProgramFiles (x86)%\Microsoft SDKs\Windows Phone\v7.0\Tools\CapDetect and run the following command: CapabilityDetection.exe Rules.xml YOURWP7XAPFILEOUTPUTDIRECTORY So, in my example you will see my app only requires the ID_CAP_MICROPHONE. Let’s see what the WmAppManifest.xml says in our WP7 Project: Whoa! That’s a lot of extra stuff we don’t need. We can delete unused capabilities safely now. Some of the other fixes are: (Copied straight from Microsoft) Fixes a text selection bug in pivot and panorama controls. In applications that have pivot or panorama controls that contain text boxes, users can unintentionally change panes when trying to copy text. To prevent this problem, open your application, recompile it, and then resubmit it to the Windows Phone Marketplace. Windows Phone Connect Tool – Allows you to connect your phone to a PC when Zune® software is not running and debug applications that use media APIs. For more information, see How to: Use the Connect Tool. Updated Bing Maps Silverlight Control – Includes improvements to gesture performance when using Bing™ Maps Silverlight® Control. Windows Phone Developer Tools Fix allowing deployment of XAP files over 64 MB in size to physical phone devices for testing and debugging. That’s pretty much it. Thanks again for reading my blog!  Subscribe to my feed CodeProject

    Read the article

  • Enterprise Manager 12c: New DSS Demos Available

    - by Javier Puerta
    Enterprise Manager Cloud Control 12c Application Replay Demo Now Available! User Experience Monitoring with Enterprise Manager Cloud Control 12c and Real User Experience Insight 12R1 Now Available! Oracle Enterprise Manager Cloud Control 12c: Database Management Packs demo upgrade     Enterprise Manager Cloud Control 12c Application Replay Demo Now Available! We are pleased to announce the availability of the Oracle Application Replay demo that showcases some of the key capabilities of performing realistic, production scale testing of your web and packaged Oracle applications. This demo specifically focuses on capturing production web traffic from an E-Business Suite application and replaying the captured workload on a test E-Business Suite application to assess the impact of an application infrastructure change on the workload. The target audiences are application developers, quality assurance teams, IT managers and production control staff that deal in day-to-day change management activities and trouble shooting of production environments. Demo Highlights: Enterprise Manager 12c workflows for capturing application workload Seamless integration of Application Replay with Real User Experience Insight for application workload capture Enterprise Manager 12c centralized workflows for replaying captured application workloads in a test environment Demonstrates how to minimize risk when deploying a complex EBusiness Suite application infrastructure change. Rich reporting capability for performance analysis and problem detection User Experience Monitoring with Enterprise Manager Cloud Control 12c and Real User Experience Insight 12R1 Now Available! We are pleased to announce the availability of the Oracle Real User Experience Insight demo that showcases some of the key capabilities of user experience monitoring. This demo specifically focuses on business reporting, integrated performance diagnostics, tracking of customer journey’s through RUEI’s userflow tracking capabilities and it’s Key Performance Indicators tracking and configuration. Demo Highlights: Application-centric dashboard Integration with Oracle Enterprise Manager 12c – JVMD, ADP and BTM Session diagnostics and user session replay Monitoring through “Key Performance Indicators” (KPI) --- create alerts/incidents FUSION Application centric dashboards & integrated BI Oracle Enterprise Manager Cloud Control 12c: Database Management Packs demo upgrade DSS is pleased to announce an upgrade to the Oracle Enterprise Manager Cloud Control 12c: Database Management Packs demo. While retaining the content from the initial release of the demo—Diagnostic and Tuning Packs, Test Data Management and Data Masking, and Real Application Testing—the demo now includes a new Data Masking for Real Application Testing scenario. Demo Features: Diagnostic and Tuning Packs SQL Performance Analyzer Database Replay Data Masking Masking Real Application Testing workloads Testing pending Optimizer statistics Test Data Management

    Read the article

  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

    Read the article

  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

    Read the article

  • The Dreaded Startup Repair Loop on Win 7

    - by HighAltitudeCoder
    For most people, upgrading to Windows 7 has been a relatively painless process.  Not me.  I am in the unlucky 1% or less who had a somewhat less pleasant experience.  First, I cloned my entire onto a larger (and much faster) solid state hard drive, only experiencing minimal problems. Then, I bought the Retail version of Windows 7 Ultimate, took a deep breath and... oh yeah, I almost forgot - BACK UP THE COMPUTER.  The next morning I upgraded to Win 7 and everything seemed fine, until... I rebooted the system, the nice Windows 7 launch graphics come up, it's about to launch and AWWW, are you kidding me?!?!  Back to the BIOS splash screen?  Next comes the sequence of failure - attempt repair - unable to repair - do you want to wipe your hard drive decisions. Because I purchased the retail version, a number is provided where I could call Microsoft Tech support.  When I did, they instructed me to click "Install" from my installation CD, which did not work.  When I tried the "Upgrade" option, it reaches an impasse, telling you that yoiu have a newer version of Win 7, and thus cannot Upgrade.  If you choose "Install" you willl lose everything... files, programs, EVERYTHING.  Or at least this is what it tells you.  I was not willing to take the risk. To make things worse, I had installed a new antivirus software application before I realized my system was unstable (Trend Micro Titanium Internet Security), and this was causing additional problems. One interesting thing, and the only saving grace as it turns out, was that my system WOULD successfully reboot into the OS if I chose to restart it, rather than shut it down.  If I chose to shut down, I would have to go through the loop again until I was given the option to restart. As it turned out, I needed to update my BIOS.  I assumed that since I had updated my BIOS a long time ago to settings that were stable under Windows Vista Ultimate x64, I incorrectly expected Win 7 to adopt the same settings and didn't expect there to be any problems.  WRONG. My BIOS had a setting to halt the boot cycle if various kinds of errors were detected.  Windows Vista didn't care about this, but forget it under Windows 7.  I turned immediately corrected that BIOS setting.  Next, there were the two separate BIOS settings: enable USB mouse and enable USB keyboard.  The only sequence of events that would work were to start my reboot process over from stratch with a hard-wired non-usb keyboard and mouse.  Whent the system booted under these settings, it doesn't detect any errors due to either the mouse or keyboard, and actually booted for the first time in a long while (let me tell ya, that's an amazing experience after fiddling with settings for two entire weekends!) Next step: leave your old mouse and keyboard connected, but also connect your other two devices (mouse, keyboard) that use USB connections.  During the boot cycle, the operating system will not fail due to missing requirements during startup, and it will then pick up the new drivers necessary to use your new hardware. If you think you are in the clear here, you are wrong.  The next VERY IMPORTANT step is to remember to change your settings in the BIOS upon next startup.  Specifically, yoiu will need ot change your BIOS to enable USB mouse and enable USB keyboard input.  If you don't, Windows will detect an incompatibility upon the next startup, and you will be stuck once again in the endless cycle of reboot/Startup Repair/reboot/Startup Repair, without ever reaching a successful boot. Here's the thing - the BIOS and the drivers registered in Win 7 need to match.  If they don't, you're going to lose another weekend worrying and fiddling, all the while wondering if you've permanently damaged your hard drive beyond repair. (Sigh).  In the end, things worked out.  I must note that it is saddening to see how many posts there are out there that recommend just doing a clean install, as if it's the only option.  How many countless poor souls have lost their data, their backups, their pictures and videos, all for nothing other than the fact that the person giving advice just didn't know what to do at that point? My advice to you, try having a look at your BIOS settings first and making sure Win 7 can find your BIOS settings, and also disabling in your BIOS anything that might halt your system boot-up process if it encounters errors.

    Read the article

  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

    Read the article

  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

    Read the article

  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

    Read the article

  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

    Read the article

  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

    Read the article

  • client problems - misaligned expectations & not following SDLC protocols

    - by louism
    hi guys, im having some serious problems with a client on a project - i could use some advice please the short version i have been working with this client now for almost 6 months without any problems (a classified website project in the range of 500 hours) over the last few days things have drastically deteriorated to the point where ive had to place the project on-hold whilst i work-out what to do (this has pissed the client off even more) to be simplistic, the root cause of the issue is this: the client doesnt read the specs i make for him, i code the feature, he than wants to change things, i tell him its not to the agreed spec and that that change will have to be postponed and possibly charged for, he gets upset and rants saying 'hes paid for the feature' and im not keeping to the agreement (<- misalignment of expectations) i think the root cause of the root cause is my clients failure to take my SDLC protocols seriously. i have a bug tracking system in place which he practically refuses to use (he still emails me bugs), he doesnt seem to care to much for the protocols i use for dealing with scope creep and change control the whole situation came to a head recently where he 'cracked it' (an aussie term for being fed-up). the more terms like 'postponed for post-launch implementation', 'costed feature addition', and 'not to agreed spec' i kept using, the worse it got finally, he began to bully me - basically insisting i shut-up and do the work im being paid for. i wrote a long-winded email explaining how wrong he was on all these different points, and explaining what all the SDLC protocols do to protect the success of the project. than i deleted that email and wrote a new one in the new email, i suggested as a solution i write up a list of grievances we both had. we than review the list and compromise on different points: he gets some things he wants, i get some things i want. sometimes youve got to give ground to get ground his response to this suggestion was flat-out refusal, and a restatement that i should just get on with the work ive been paid to do so there you have the very subjective short version. if you have the time and inclination, the long version may be a little less bias as it has the email communiques between me and my client the long version (with background) the long version works by me showing you the email communiques which lead to the situation coming to a head. so here it is, judge for yourself where the trouble started... 1. client asked me why something was missing from a feature i just uploaded, my response was to show him what was in the spec: it basically said the item he was looking for was never going to be included 2. [clients response...] Memo Louis, We are following your own title fields and keeping a consistent layout. Why the big fuss about not adding "Part". It simply replaces "model" and is consistent with your current title fields. 3. [my response...] hi [client], the 'part' field appeared to me as a redundancy / mistake. i requested clarification but never received any in a timely manner (about 2 weeks ago) the specification for this feature also indicated it wasnt going to be included: RE: "Why the big fuss about not adding "Part" " it may not appear so, but it would actually be a lot of work for me to now add a 'Part' field it could take me up to 15-20 minutes to properly explain why its such a big undertaking to do this, but i would prefer to use that time instead to work on completing your v1.1 features as a simplistic explanation - it connects to the change in paradigm from a 'generic classified ad' model to a 'specific attributes for specific categories' model basically, i am saying it is a big fuss, but i understand that it doesnt look that way - after all, it is just one ity-bitty field :) if you require a fuller explanation, please let me know and i will commit the time needed to write that out also, if you recall when we first started on the project, i said that with the effort/time required for features, you would likely not know off the top of your head. you may think something is really complex, but in reality its quite simple, you might think something is easy - but it could actually be a massive trauma to code (which is the case here with the 'Part' field). if you also recalled, i said the best course of action is to just ask, and i would let you know on a case-by-case basis 4. [email from me to client...] hi [client], the online catalogue page is now up live (see my email from a few days ago for information on how it works) note: the window of opportunity for input/revisions on what data the catalogue stores has now closed (as i have put the code up live now) RE: the UI/layout of the online catalogue page you may still do visual/ui tweaks to the page at the moment (this window for input/revisions will close in a couple of days time) 5. [email from client to me...] *(note: i had put up the feature & asked the client to review it, never heard back from them for a few days)* Memo Louis, Here you go again. CLOSED without a word of input from the customer. I don't think so. I will reply tomorrow regarding the content and functionality we require from this feature. 5. [from me to client...] hi [client]: RE: from my understanding, you are saying that the mini-sale yard control would change itself based on the fact someone was viewing for parts & accessories <- is that correct? this change is outside the scope of the v1.1 mini-spec and therefore will need to wait 'til post launch for costing/implementation 6. [email from client to me...] Memo Louis, Following your v1.1 mini-spec and all your time paid in full for the work selected. We need to make the situation clear. There will be no further items held for post-launch. Do not expect us to pay for any further items other than those we have agreed upon. You have undertaken to complete the Parts and accessories feature as follows. Obviously, as part of this process the "mini search" will be effected, and will require "adaption to make sense". 7. [email from me to client...] hi [client], RE: "There will be no further items held for post-launch. Do not expect us to pay for any further items other than those we have agreed upon." a few points to consider: 1) the specification for the 'parts & accessories' feature was as follows: (i.e. [what] "...we have agreed upon.") 2) you have received the 'parts & accessories' feature free of charge (you have paid $0 for it). ive spent two days coding that feature as a gesture of good will i would request that you please consider these two facts carefully and sincerely 8. [email from client to me...] Memo Louis, I don't see how you are giving us anything for free. From your original fee proposal you have deleted more than 30 hours of included features. Your title "shelved features". Further you have charged us twice by adding back into the site, at an addition cost, some of those "shelved features" features. See v1.1 mini-spec. Did include in your original fee proposal a change request budget but then charge without discussion items included in v1.1 mini-spec. Included a further Features test plan for a regression test, a fee of 10 hours that would not have been required if the "shelved features" were not left out of the agreed fee proposal. I have made every attempt to satisfy your your uneven business sense by offering you everything your heart desired, in the v1.1 mini-spec, to be left once again with your attitude of "its too hard, lets leave it for post launch". I am no longer accepting anything less than what we have contracted you to do. That is clearly defined in v1.1 mini-spec, and you are paid in advance for delivering those items as an acceptable function. a few notes about the above email... i had to cull features from the original spec because it didnt fit into the budget. i explained this to the client at the start of the project (he wanted more features than he had budget hours to do them all) nothing has been charged for twice, i didnt charge the client for culled features. im charging him to now do those culled features the draft version of the project schedule included a change request budget of 10 hours, but i had to remove that to meet the budget (the client may not have been aware of this to be fair to them) what the client refers to as my attitude of 'too hard/leave it for post-launch', i called a change request protocol and a method for keeping scope creep under control 9. [email from me to client...] hi [client], RE: "...all your grievances..." i had originally written out a long email response; it was fantastic, it had all these great points of how 'you were wrong' and 'i was right', you would of loved it (and by 'loved it', i mean it would of just infuriated you more) so, i decided to deleted it start over, for two reasons: 1) a long email is being disrespectful of your time (youre a busy businessman with things to do) 2) whos wrong or right gets us no closer to fixing the problems we are experiencing what i propose is this... i prepare a bullet point list of your grievances and my grievances (yes, im unhappy too about how things are going - and it has little to do with money) i submit this list to you for you to add to as necessary we then both take a good hard look at this list, and we decide which areas we are willing to give ground on as an example, the list may look something like this: "louis, you keep taking away features you said you would do" [your grievance 2] [your grievance 3] [your grievance ...] "[client], i feel you dont properly read the specs i prepare for you..." [my grievance 2] [my grievance 3] [my grievance ...] if you are willing to give this a try, let me know will it work? who knows. but if it doesnt, we can always go back to arguing some more :) obviously, this will only work if you are willing to give it a genuine try, and you can accept that you may have to 'give some ground to get some ground' what do you think? 10. [email from client to me ...] Memo Louis, Instead of wasting your time listing grievances, I would prefer you complete the items in v1.1 mini-spec, to a satisfactory conclusion. We almost had the website ready for launch until you brought the v1.1 mini-spec into the frame. Obviously I expected you could complete the v1.1 mini-spec in a two-week time frame as you indicated and give the site a more profession presentation. Most of the problems have been caused by you not following our instructions, but deciding to do what you feel like at the time. And then arguing with us how the missing information is not necessary. For instance "Parts and Accessories". Why on earth would you leave out the parts heading, when it ties-in with the fields you have already developed. It replaces "model" and is just as important in the context of information that appears in the "Details" panel. We are at a stage where the the v1.1 mini-spec needs to be completed without further time wasting and the site is complete (subject to all features working). We are on standby at this end to do just that. Let me know when you are back, working on the site and we will process and complete each v1.1 mini-spec, item by item, until the job is complete. 11. [last email from me to client...] hi [client], based on this reply, and your demonstrated unwillingness to compromise/give any ground on issues at hand, i have decided to place your project on-hold for the moment i will be considering further options on how to over-come our challenges over the next few days i will contact you by monday 17/may to discuss any new options i have come up with, and if i believe it is appropriate to restart work on your project at that point or not told you it was long... what do you think?

    Read the article

  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

    Read the article

  • Problems installing Memcache (PECL extension)

    - by Petrus
    I have installed memcached fine, and now I will need to install PECL extension memcache. Im running RedHat x86_64 es5. The installation gives me this: downloading memcache-2.2.6.tgz ... Starting to download memcache-2.2.6.tgz (35,957 bytes) ..........done: 35,957 bytes 11 source files, building running: phpize Configuring for: PHP Api Version: 20090626 Zend Module Api No: 20090626 Zend Extension Api No: 220090626 Enable memcache session handler support? [yes] : Notice: Use of undefined constant STDIN - assumed 'STDIN' in PEAR/Frontend/CLI.php on line 304 Warning: fgets() expects parameter 1 to be resource, string given in PEAR/Frontend/CLI.php on line 304 Warning: fgets() expects parameter 1 to be resource, string given in /usr/lib/php/PEAR/Frontend/CLI.php on line 304 building in /root/tmp/pear-build-root/memcache-2.2.6 running: /root/tmp/pear/memcache/configure --enable-memcache-session=yes checking for egrep... grep -E checking for a sed that does not truncate output... /bin/sed checking for cc... cc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether cc accepts -g... yes checking for cc option to accept ANSI C... none needed checking how to run the C preprocessor... cc -E checking for icc... no checking for suncc... no checking whether cc understands -c and -o together... yes checking for system library directory... lib checking if compiler supports -R... no checking if compiler supports -Wl,-rpath,... yes checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking target system type... x86_64-unknown-linux-gnu checking for PHP prefix... /usr checking for PHP includes... -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib checking for PHP extension directory... /usr/lib/php/extensions/no-debug-non-zts-20090626 checking for PHP installed headers prefix... /usr/include/php checking if debug is enabled... no checking if zts is enabled... no checking for re2c... re2c checking for re2c version... invalid configure: WARNING: You will need re2c 0.13.4 or later if you want to regenerate PHP parsers. checking for gawk... gawk checking whether to enable memcache support... yes, shared checking whether to enable memcache session handler support... yes checking for the location of ZLIB... no checking for the location of zlib... /usr checking for session includes... /usr/include/php checking for memcache session support... enabled checking for ld used by cc... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking for /usr/bin/ld option to reload object files... -r checking for BSD-compatible nm... /usr/bin/nm -B checking whether ln -s works... yes checking how to recognize dependent libraries... pass_all checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking dlfcn.h usability... yes checking dlfcn.h presence... yes checking for dlfcn.h... yes checking the maximum length of command line arguments... 98304 checking command to parse /usr/bin/nm -B output from cc object... ok checking for objdir... .libs checking for ar... ar checking for ranlib... ranlib checking for strip... strip checking if cc supports -fno-rtti -fno-exceptions... no checking for cc option to produce PIC... -fPIC checking if cc PIC flag -fPIC works... yes checking if cc static flag -static works... yes checking if cc supports -c -o file.o... yes checking whether the cc linker (/usr/bin/ld -m elf_x86_64) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... no creating libtool appending configuration tag "CXX" to libtool configure: creating ./config.status config.status: creating config.h running: make /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache.c -o memcache.lo mkdir .libs cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache.c -fPIC -DPIC -o .libs/memcache.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_queue.c -o memcache_queue.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_queue.c -fPIC -DPIC -o .libs/memcache_queue.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_standard_hash.c -o memcache_standard_hash.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_standard_hash.c -fPIC -DPIC -o .libs/memcache_standard_hash.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_consistent_hash.c -o memcache_consistent_hash.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_consistent_hash.c -fPIC -DPIC -o .libs/memcache_consistent_hash.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=compile cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_session.c -o memcache_session.lo cc -I/usr/include/php -I. -I/root/tmp/pear/memcache -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -c /root/tmp/pear/memcache/memcache_session.c -fPIC -DPIC -o .libs/memcache_session.o /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=link cc -DPHP_ATOM_INC -I/root/tmp/pear-build-root/memcache-2.2.6/include -I/root/tmp/pear-build-root/memcache-2.2.6/main -I/root/tmp/pear/memcache -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib -DHAVE_CONFIG_H -g -O2 -o memcache.la -export-dynamic -avoid-version -prefer-pic -module -rpath /root/tmp/pear-build-root/memcache-2.2.6/modules memcache.lo memcache_queue.lo memcache_standard_hash.lo memcache_consistent_hash.lo memcache_session.lo cc -shared .libs/memcache.o .libs/memcache_queue.o .libs/memcache_standard_hash.o .libs/memcache_consistent_hash.o .libs/memcache_session.o -Wl,-soname -Wl,memcache.so -o .libs/memcache.so creating memcache.la (cd .libs && rm -f memcache.la && ln -s ../memcache.la memcache.la) /bin/sh /root/tmp/pear-build-root/memcache-2.2.6/libtool --mode=install cp ./memcache.la /root/tmp/pear-build-root/memcache-2.2.6/modules cp ./.libs/memcache.so /root/tmp/pear-build-root/memcache-2.2.6/modules/memcache.so cp ./.libs/memcache.lai /root/tmp/pear-build-root/memcache-2.2.6/modules/memcache.la PATH="$PATH:/sbin" ldconfig -n /root/tmp/pear-build-root/memcache-2.2.6/modules ---------------------------------------------------------------------- Libraries have been installed in: /root/tmp/pear-build-root/memcache-2.2.6/modules If you ever happen to want to link against installed libraries in a given directory, LIBDIR, you must either use libtool, and specify the full pathname of the library, or use the `-LLIBDIR' flag during linking and do at least one of the following: - add LIBDIR to the `LD_LIBRARY_PATH' environment variable during execution - add LIBDIR to the `LD_RUN_PATH' environment variable during linking - use the `-Wl,--rpath -Wl,LIBDIR' linker flag - have your system administrator add LIBDIR to `/etc/ld.so.conf' See any operating system documentation about shared libraries for more information, such as the ld(1) and ld.so(8) manual pages. ---------------------------------------------------------------------- Build complete. Don't forget to run 'make test'. running: make INSTALL_ROOT="/root/tmp/pear-build-root/install-memcache-2.2.6" install Installing shared extensions: /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions/no-debug-non-zts-20090626/ running: find "/root/tmp/pear-build-root/install-memcache-2.2.6" | xargs ls -dils 361232 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6 361263 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr 361264 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib 361265 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php 361266 4 drwxr-xr-x 3 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions 361267 4 drwxr-xr-x 2 root root 4096 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions/no-debug-non-zts-20090626 361262 236 -rwxr-xr-x 1 root root 235575 Jan 28 10:47 /root/tmp/pear-build-root/install-memcache-2.2.6/usr/lib/php/extensions/no-debug-non-zts-20090626/memcache.so Build process completed successfully Installing '/usr/lib/php/extensions/no-debug-non-zts-20090626/memcache.so' install ok: channel://pecl.php.net/memcache-2.2.6 Extension memcache enabled in php.ini The memcache.so object is not in /usr/local/lib/php/extensions/no-debug-non-zts-20090626 I tried as well to install this extension "memcached 1.0.2 (PHP extension for interfacing with memcached via libmemcached library)" but it failed: downloading memcached-1.0.2.tgz ... Starting to download memcached-1.0.2.tgz (22,724 bytes) ........done: 22,724 bytes 4 source files, building running: phpize Configuring for: PHP Api Version: 20090626 Zend Module Api No: 20090626 Zend Extension Api No: 220090626 building in /root/tmp/pear-build-root/memcached-1.0.2 running: /root/tmp/pear/memcached/configure checking for egrep... grep -E checking for a sed that does not truncate output... /bin/sed checking for cc... cc checking for C compiler default output file name... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether cc accepts -g... yes checking for cc option to accept ANSI C... none needed checking how to run the C preprocessor... cc -E checking for icc... no checking for suncc... no checking whether cc understands -c and -o together... yes checking for system library directory... lib checking if compiler supports -R... no checking if compiler supports -Wl,-rpath,... yes checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking target system type... x86_64-unknown-linux-gnu checking for PHP prefix... /usr checking for PHP includes... -I/usr/include/php -I/usr/include/php/main -I/usr/include/php/TSRM -I/usr/include/php/Zend -I/usr/include/php/ext -I/usr/include/php/ext/date/lib checking for PHP extension directory... /usr/lib/php/extensions/no-debug-non-zts-20090626 checking for PHP installed headers prefix... /usr/include/php checking if debug is enabled... no checking if zts is enabled... no checking for re2c... re2c checking for re2c version... invalid configure: WARNING: You will need re2c 0.13.4 or later if you want to regenerate PHP parsers. checking for gawk... gawk checking whether to enable memcached support... yes, shared checking for libmemcached... yes, shared checking whether to enable memcached session handler support... yes checking whether to enable memcached igbinary serializer support... no checking for ZLIB... yes, shared checking for zlib location... /usr checking for session includes... /usr/include/php checking for memcached session support... enabled checking for memcached igbinary support... disabled checking for libmemcached location... configure: error: memcached support requires libmemcached. Use --with-libmemcached-dir= to specify the prefix where libmemcached headers and library are located ERROR: `/root/tmp/pear/memcached/configure' failed The memcached.so object is not in /usr/local/lib/php/extensions/no-debug-non-zts-20090626 Is there a kind soul out there that can solve this puzzle?

    Read the article

  • Configure Forms based authentication in SharePoint 2010

    - by sreejukg
      Configuring form authentication is a straight forward task in SharePoint. Mostly public facing websites built on SharePoint requires form based authentication. Recently, one of the WCM implementation where I was included in the project team required registration system. Any internet user can register to the site and the site offering them some membership specific functionalities once the user logged in. Since the registration open for all, I don’t want to store all those users in Active Directory. I have decided to use Forms based authentication for those users. This is a typical scenario of form authentication in SharePoint implementation. To implement form authentication you require the following A data store where you are storing the users – technically this can be active directory, SQL server database, LDAP etc. Form authentication will redirect the user to the login page, if the request is not authenticated. In the login page, there will be controls that validate the user inputs against the configured data store. In this article, I am going to use SQL server database with ASP.Net membership API’s to configure form based authentication in SharePoint 2010. This article assumes that you have SQL membership database available. I already configured the membership and roles database using aspnet_regsql command. If you want to know how to configure membership database using aspnet_regsql command, read the below blog post. http://weblogs.asp.net/sreejukg/archive/2011/06/16/usage-of-aspnet-regsql-exe-in-asp-net-4.aspx The snapshot of the database after implementing membership and role manager is as follows. I have used the database name “aspnetdb_claim”. Make sure you have created the database and make sure your database contains tables and stored procedures for membership. Create a web application with claims based authentication. This article assumes you already created a web application using claims based authentication. If you want to enable forms based authentication in SharePoint 2010, you must enable claims based authentication. Read this post for creating a web application using claims based authentication. http://weblogs.asp.net/sreejukg/archive/2011/06/15/create-a-web-application-in-sharepoint-2010-using-claims-based-authentication.aspx  You make sure, you have selected enable form authentication, and then selected Membership provider and Role manager name. To make sure you are done with the configuration, navigate to central administration website, from central administration, navigate to the Web Applications page, select the web application and click on icon, you will see the authentication providers for the current web application. Go to the section Claims authentication types, and make sure you have enabled forms based authentication. As mentioned in the snapshot, I have named the membership provider as SPFormAuthMembership and role manager as SPFormAuthRoleManager. You can choose your own names as you need. Modify the configuration files(Web.Config) to enable form authentication There are three applications that needs to be configured to support form authentication. The following are those applications. Central Administration If you want to assign permissions to web application using the credentials from form authentication, you need to update Central Administration configuration. If you do not want to access form authentication credentials from Central Administration, just leave this step.  STS service application Security Token service is the service application that issues security token when users are logging in. You need to modify the configuration of STS application to make sure users are able to login. To find the STS application, follow the following steps Go to the IIS Manager Expand the sites Node, you will see SharePoint Web Services Expand SharePoint Web Services, you can see SecurityTokenServiceApplication Right click SecuritytokenServiceApplication and click explore, it will open the corresponding file system. By default, the path for STS is C:\Program Files\Common Files\Microsoft Shared\Web Server Extensions\14\WebServices\SecurityToken You need to modify the configuration file available in the mentioned location. The web application that needs to be enabled with form authentication. You need to modify the configuration of your web application to make sure your web application identifies users from the form authentication.   Based on the above, I am going to modify the web configuration. At end of each step, I have mentioned the expected output. I recommend you to go step by step and after each step, make sure the configuration changes are working as expected. If you do everything all together, and test your application at the end, you may face difficulties in troubleshooting the configuration errors. Modifications for Central Administration Web.Config Open the web.config for the Central administration in a text editor. I always prefer Visual Studio, for editing web.config. In most cases, the path of the web.config for the central administration website is as follows C:\inetpub\wwwroot\wss\VirtualDirectories\<port number> Make sure you keep a backup copy of the web.config, before editing it. Let me summarize what we are going to do with Central Administration web.config. First I am going to add a connection string that points to the form authentication database, that I created as mentioned in previous steps. Then I need to add a membership provider and a role manager with the corresponding connectionstring. Then I need to update the peoplepickerwildcards section to make sure the users are appearing in search results. By default there is no connection string available in the web.config of Central Administration. Add a connection string just after the configsections element. The below is the connection string I have used all over the article. <add name="FormAuthConnString" connectionString="Initial Catalog=yourdatabasename;data source=databaseservername;Integrated Security=SSPI;" /> Once you added the connection string, the web.config look similar to Now add membership provider to the code. In web.config for CA, there will be <membership> tag, search for it. You will find membership and role manager under the <system.web> element. Under the membership providers section add the below code… <add name="SPFormAuthMembership" type="System.Web.Security.SqlMembershipProvider, System.Web, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" applicationName="FormAuthApplication" connectionStringName="FormAuthConnString" /> After adding memberhip element, see the snapshot of the web.config. Now you need to add role manager element to the web.config. Insider providers element under rolemanager, add the below code. <add name="SPFormAuthRoleManager" type="System.Web.Security.SqlRoleProvider, System.Web, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" applicationName="FormAuthApplication" connectionStringName="FormAuthConnString" /> After adding, your role manager will look similar to the following. As a last step, you need to update the people picker wildcard element in web.config, so that the users from your membership provider are available for browsing in Central Administration. Search for PeoplePickerWildcards in the web.config, add the following inside the <PeoplePickerWildcards> tag. <add key="SPFormAuthMembership" value="%" /> After adding this element, your web.config will look like After completing these steps, you can browse the users available in the SQL server database from central administration website. Go to the site collection administrator’s page from central administration. Select the site collection you have created for form authentication. Click on the people picker icon, choose Forms Auth and click on the search icon, you will see the users listed from the SQL server database. Once you complete these steps, make sure the users are available for browsing from central administration website. If you are unable to find the users, there must be some errors in the configuration, check windows event logs to find related errors and fix them. Change the web.config for STS application Open the web.config for STS application in text editor. By default, STS web.config does not have system.Web or connectionstrings section. Just after the System.Webserver element, add the following code. <connectionStrings> <add name="FormAuthConnString" connectionString="Initial Catalog=aspnetdb_claim;data source=sp2010_db;Integrated Security=SSPI;" /> </connectionStrings> <system.web> <roleManager enabled="true" cacheRolesInCookie="false" cookieName=".ASPXROLES" cookieTimeout="30" cookiePath="/" cookieRequireSSL="false" cookieSlidingExpiration="true" cookieProtection="All" createPersistentCookie="false" maxCachedResults="25"> <providers> <add name="SPFormAuthRoleManager" type="System.Web.Security.SqlRoleProvider, System.Web, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" applicationName="FormAuthApplication" connectionStringName="FormAuthConnString" /> </providers> </roleManager> <membership userIsOnlineTimeWindow="15" hashAlgorithmType=""> <providers> <add name="SPFormAuthMembership" type="System.Web.Security.SqlMembershipProvider, System.Web, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" applicationName="FormAuthApplication" connectionStringName="FormAuthConnString" /> </providers> </membership> </system.web> See the snapshot of the web.config after adding the required elements. After adding this, you should be able to login using the credentials from SQL server. Try assigning a user as primary/secondary administrator for your site collection from Central Administration and login to your site using form authentication. If you made everything correct, you should be able to login. This means you have successfully completed configuration of STS Configuration of Web Application for Form Authentication As a last step, you need to modify the web.config of the form authentication web application. Once you have done this, you should be able to grant permissions to users stored in the membership database. Open the Web.config of the web application you created for form authentication. You can find the web.config for the application under the path C:\inetpub\wwwroot\wss\VirtualDirectories\<port number> Basically you need to add connection string, membership provider, role manager and update the people picker wild card configuration. Add the connection string (same as the one you added to the web.config in Central Administration). See the screenshot after the connection string has added. Search for <membership> in the web.config, you will find this inside system.web element. There will be other providers already available there. You add your form authentication membership provider (similar to the one added to Central Administration web.config) to the provider element under membership. Find the snapshot of membership configuration as follows. Search for <roleManager> element in web.config, add the new provider name under providers section of the roleManager element. See the snapshot of web.config after new provider added. Now you need to configure the peoplepickerwildcard configuration in web.config. As I specified earlier, this is to make sure, you can locate the users by entering a part of their username. Add the following line under the <PeoplePickerWildcards> element in web.config. See the screenshot of the peoplePickerWildcards element after the element has been added. Now you have completed all the setup for form authentication. Navigate to the web application. From the site actions -> site settings -> go to peope and groups Click on new -> add users, it will popup the people picker dialog. Click on the icon, select Form Auth, enter a username in the search textbox, and click on search icon. See the screenshot of admin search when I tried searching the users If it displays the user, it means you are done with the configuration. If you add users to the form authentication database, the users will be able to access SharePoint portal as normal.

    Read the article

  • CodePlex Daily Summary for Sunday, June 03, 2012

    CodePlex Daily Summary for Sunday, June 03, 2012Popular ReleasesLiveChat Starter Kit: LCSK v1.5.2: New features: Visitor location (City - Country) from geo-location Pass configuration via javascript for the chat box New visitor identification (no more using the IP address as visitor identification) To update from 1.5.1 Run the /src/1.5.2-sql-updates.txt SQL script to update your database tables. If you have it installed via NuGet, simply update your package and the file will be included so you can run the update script. New installation The easiest way to add LCSK to your app is by...Prime Factorization: Prime Factorization V2: Download the installation package and run it, to install prime factorization on your computer.DNN Content Localization Tools: CLTools v0.4 (Beta4): 3th Beta release for DNN 6.1 and obove Bug corrections : - Copy module work againNTemplates: NTemplates full source code and examples: This release includes the following changes: - NTemplates code. More enhacements and bug fixing. Nested scans seems to be working ok now. New event: ScanStart. Very usuful for calculating totals (see the example) - Examples. 2 new examples on nested scans. One of them very simple I did just for debugging. The other one is a report of invoices grouped by vendor, including totals calculations. Planned Roadmap: - Work on fixing performance bottlenecek: Try to compile the expression...ZXMAK2: Version 2.6.2.3: - add support for ZIP files created on UNIX system; - improve WAV support (fixed PCM24, FLOAT32; added PCM32, FLOAT64); - fix drag-n-drop on modal dialogs; - tape AutoPlay feature (thanks to Woody for algorithm).Net Code Samples: Full WCF Duplex Service Example: Full WCF Duplex Service ExampleKendo UI ASP.NET Sample Applications: Sample Applications (2012-06-01): Sample application(s) demonstrating the use of Kendo UI in ASP.NET applications.Better Explorer: Better Explorer Beta 1: Finally, the first Beta is here! There were a lot of changes, including: Translations into 10 different languages (the translations are not complete and will be updated soon) Conditional Select new tools for managing archives Folder Tools tab new search bar and Search Tab new image editing tools update function many bug fixes, stability fixes, and memory leak fixes other new features as well! Please check it out and if there are any problems, let us know. :) Also, do not forge...myManga: myManga v1.0.0.3: Will include MangaPanda as a default option. ChangeLog Updating from Previous Version: Extract contents of Release - myManga v1.0.0.3.zip to previous version's folder. Replaces: myManga.exe BakaBox.dll CoreMangaClasses.dll Manga.dll Plugins/MangaReader.manga.dll Plugins/MangaFox.manga.dll Plugins/MangaHere.manga.dll Plugins/MangaPanda.manga.dllPlayer Framework by Microsoft: Player Framework for Windows 8 Metro (Preview 3): Player Framework for HTML/JavaScript and XAML/C# Metro Style Applications. Additional DownloadsIIS Smooth Streaming Client SDK for Windows 8 Microsoft PlayReady Client SDK for Metro Style Apps Release notes:Support for Windows 8 Release Preview (released 5/31/12) Advertising support (VAST, MAST, VPAID, & clips) Miscellaneous improvements and bug fixesMicrosoft Ajax Minifier: Microsoft Ajax Minifier 4.54: Fix for issue #18161: pretty-printing CSS @media rule throws an exception due to mismatched Indent/Unindent pair.Silverlight Toolkit: Silverlight 5 Toolkit Source - May 2012: Source code for December 2011 Silverlight 5 Toolkit release.Windows 8 Metro RSS Reader: RSS Reader release 6: Changed background and foreground colors Used VariableSizeGrid layout to wrap blog posts with images Sort items with Images first, text-only last Enabled Caching to improve navigation between framesJson.NET: Json.NET 4.5 Release 6: New feature - Added IgnoreDataMemberAttribute support New feature - Added GetResolvedPropertyName to DefaultContractResolver New feature - Added CheckAdditionalContent to JsonSerializer Change - Metro build now always uses late bound reflection Change - JsonTextReader no longer returns no content after consecutive underlying content read failures Fix - Fixed bad JSON in an array with error handling creating an infinite loop Fix - Fixed deserializing objects with a non-default cons...DotNetNuke® Community Edition CMS: 06.02.00: Major Highlights Fixed issue in the Site Settings when single quotes were being treated as escape characters Fixed issue loading the Mobile Premium Data after upgrading from CE to PE Fixed errors logged when updating folder provider settings Fixed the order of the mobile device capabilities in the Site Redirection Management UI The User Profile page was completely rebuilt. We needed User Profiles to have multiple child pages. This would allow for the most flexibility by still f...????: ????2.0.1: 1、?????。WiX Toolset: WiX v3.6 RC: WiX v3.6 RC (3.6.2928.0) provides feature complete Burn with VS11 support. For more information see Rob's blog post about the release: http://robmensching.com/blog/posts/2012/5/28/WiX-v3.6-Release-Candidate-availableJavascript .NET: Javascript .NET v0.7: SetParameter() reverts to its old behaviour of allowing JavaScript code to add new properties to wrapped C# objects. The behavior added briefly in 0.6 (throws an exception) can be had via the new SetParameterOptions.RejectUnknownProperties. TerminateExecution now uses its isolate to terminate the correct context automatically. Added support for converting all C# integral types, decimal and enums to JavaScript numbers. (Previously only the common types were handled properly.) Bug fixe...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (May 2012): Fixes: unserialize() of negative float numbers fix pcre possesive quantifiers and character class containing ()[] array deserilization when the array contains a reference to ISerializable parsing lambda function fix round() reimplemented as it is in PHP to avoid .NET rounding errors filesize bypass for FileInfo.Length bug in Mono New features: Time zones reimplemented, uses Windows/Linux databaseSharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.1): New fetures:Admin enable / disable match Hide/Show Euro 2012 SharePoint lists (3 lists) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...New ProjectsAFS.PhonePusherConnectorVX: pusher for phone vxApache: this is the Apache project.Apple: this is the Apple project.CUARTOAZZJL: HURRA!!Designing Windows 8 Applications with C# and XAML: This project hosts the source code used in the example projects for the book, Designing Windows 8 Metro Applications with C# and XAML.Easy Internet: CyberWeb ist ein einfacher Webbrowser für PC Neulinge. Ideal für Leute, die noch keine PC-Erfahrung haben.Easy Outlook Backup: Beschreibung: Easy Outlook Backup ist ein Programm das alle Daten von Outlook sichert. Ideal für Leute, die noch keine PC-Erfahrung haben. Easy Realtime Start: Beschreibung: Easy Realtime Start ist ein Programm das einen Prozess in höchster Priorität startet. Und das ganz bequem Per drag & drop. Ideal für Leute, die aufwendige Programme starten müssen. (zB.: “Blender” Free 3D Designer)eStock: eStock ist ein Verwaltungstool für Elektroniker um Bauteile im "Lager" sowie Projekte zu verwalten. Es bietet eine Möglichkeit festzulegen, um welche Art von Bauteil es sich handelt und wo sich dieses im Lager bzw. Regal befindet. Die Projektverwaltung ermöglicht es, Bauteile einem Projekt hinzuzufügen und eine Bestellliste / Einkaufsliste von Bauteilen, die nicht mehr im Lager vorhanden sind, zu erstellen. FuTTY: FireEgl's PuTTY -- FuTTY! FuTTY is a fork of PuTTY and PuTTYTray.GeometryWorld: To Do...Google: this is the Google project.Google Advance Search: An easy way to create documents search at Google and read your emails and Much moregoogle maps viewer for dynamics crm 2011: Easy google maps viewer for dynamics CRM 2011GPS Status - (GPS tool für GPS-Dongles und Mäuse) - GPS-Empfänger: Mein Programm verbindet sich mit dem externen GPS über einen Com-Port und bietet verschiedene Tools.Harmony Text Editor: Harmony is a ridiculously simple text editor for code and poetry.Hi! Football: .Goal / Objective -> To help friends gather for enjoying watching football together. .How it works -> To basically choose your favorite team, choose one of the matches fetched for his team, our app will generate a list of popular restraunts, cafes where he can watch the chosen match, the user can select one of the generated locations around his area, and create an event inviting his friends to join him and he can also join other friends' events.Java: this is the Java project.LevelUp Serializer: LevelUp Serializer is a small and simple serialize library.It can help developer to serialize and deserialize data more convenient. Feature: - Ease of use - Supports almost all serializer, like Binary、Xml、Soap、Json、DataContract. - Support serialize to file、serialize to stream、deserialize from file、deserialize from stream. - Support Xml encryption. - Support accelerated through the XML the serialization assemble.LFormatConvert: ????Linux???????????????????????,??ffmpeg????Machine QA Manager: Machine QA Manager is intended to save and help trend results from radiation therapy equipment testing. The program will be made as generic as possible from a initial setup to enable it's use for other types of routine testing activities (for example factory equipment) but preconfigured templates for radiation therapy will be supplied for the convenience of people working in that domain.maven-asbuild-plugin: maven-asbuild-plugin incorporates the adobe flash/flex based artifacts like swc or swf into the maven methology.Midnight Peach - C# framework generator for LINQ: C# framework generator for LINQMiku???????: ????????,????????!?????????????,??????????。?????????????????!MIKU????????????,??!????????????、????。 This program used to detect music beat.You can listen to music while press button,and it can display the BPM of the song.Miku will wave to you.MyTestingStudy: my personal testing studyNameless Sprite Editor: Nameless Sprite Editor is a tool used to thoroughly edit the graphics in ALL Game Boy Advance games. [ UNDER CONSTRUCTION ]NeoModulus Business Rules Builder: A windows form application that allows non-programmers to build strict definitions of a business domain. Once the definition is complete the program will build out object oriented C# files and a .net DLL. My test business domain is the open SRD, basically Dungeons and Dragons 3.5 edition.NodeJs: this is the NodeJs projectNoSQL: this is the Nosql project.OmniKassa for NopCommerce: OmniKassa payment module plugin for nopCommerceOn-Line Therapy: testOpen School: This project is about to create an open platform for all the academic institutions, so that they can manage all of their work. Our efforts will be for every kind of institution who are currently struggling with different kind of systems in place which are not collaborating with each other. This project will provide a common platform to all these kind of systems and provide them a better solution which actually works. Oracle: this is the Oracle project.Orchard Web Services: RESTful web services to expose interaction with Orchard content management.Personal Social Network using asp.net mvc and mongodb: FirstRooster is a network platform that let user create their own social network of interest to connect and share with like minded people anywhere.peshop: E-Commerce application , separated by DAl,BLL and Presentation layersPHP: this is the PHP project.Prime Factorization: Factoring trinomials using the ac method can be made easier through the use of Prime Factorization. Prime Factorization is a program that can assist you in the factoring of numbers in Algebra, namely trinomials using the AC Method. It can also find all the factors of any number.PromedioNotas: El programa trata de promediar 3 nostas y mostrar y si pasaba de año o no por medio de un mensajeProyecto Tarea: Este proyecto esta hecho con el objetivo de aprender sobre TFSProyectotarea1: Sotfware de terminal aéreo de Guayaquil, donde se encuentran el nombre de las aerolíneas y las rutas de vuelo a nivel nacional.Python: this is the Python project.Ruby: this is the Ruby project.tedplay: tedplay is your media player of choice for playing Commodore 264 music format files similar to SIDplay. It is basically a stripped down Commodore plus/4 emulator without video output and peripherals based on the SDL build of the Commodore 264 family emulator YAPE. tedplay is released under version 2 of the GNU Generic Public License and can be built for both Windows and Unix or actually any platform that has a C++ compiler and SDL support.test1: This is a test projectwin-x264: A port of the x264-codebase into a VisualStudio-project. Compilation requires Intel-compiler and Yasm.XDA ROM Hub: Xperia 2011 line toolkit.znvicente_cuartoc: Poyecto Vicente Eduardo Zambrano Navarrete??Win7?????: ??????? *.theme ???????(??,??,??,???)。????VSB???*.msstyles??,????????,????????????????????????!????????????,?????????????。???,????????! ?????????,?????????,????????,??????!?????????????,?????????????????,?????????,???Aero??,??????~?????????????!??,?????????theme??,?????????,??????,????,??????。 This program used to create .theme file and the relevant documents (wallpaper, pointer, ICONS, sounds, etc.). As long as you use VSB ready . msstyles files, chosen the icon wallpaper, etc, an...

    Read the article

  • When I shutdown the computer, it restarts

    - by Prabu
    I am unable to shutdown. Whenever I try to shutdown, it reboots. I am running Ubuntu 12.10. I have run the boot-repair and this is the result: Boot Info Script 0.61.full + Boot-Repair extra info [Boot-Info November 20th 2012] ============================= Boot Info Summary: =============================== => Grub2 (v2.00) is installed in the MBR of /dev/sda and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for (,msdos1)/boot/grub. sda1: __________________________________________________________________________ File system: ext4 Boot sector type: - Boot sector info: Operating System: Ubuntu 12.10 Boot files: /boot/grub/grub.cfg /etc/fstab /boot/grub/i386-pc/core.img sda2: __________________________________________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: sda5: __________________________________________________________________________ File system: swap Boot sector type: - Boot sector info: ============================ Drive/Partition Info: ============================= Drive: sda _____________________________________________________________________ Disk /dev/sda: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sda1 * 2,048 1,936,809,983 1,936,807,936 83 Linux /dev/sda2 1,936,812,030 1,953,523,711 16,711,682 5 Extended /dev/sda5 1,936,812,032 1,953,523,711 16,711,680 82 Linux swap / Solaris "blkid" output: ________________________________________________________________ Device UUID TYPE LABEL /dev/loop0 squashfs /dev/sda1 229a5484-7659-4ce1-98ce-2f05f61a1ffa ext4 /dev/sda5 6c6dca25-ab67-4de4-8602-26fdb6154781 swap /dev/sr0 iso9660 Ubuntu 12.10 amd64 ================================ Mount points: ================================= Device Mount_Point Type Options /dev/loop0 /rofs squashfs (ro,noatime) /dev/sr0 /cdrom iso9660 (ro,noatime) =========================== sda1/boot/grub/grub.cfg: =========================== -------------------------------------------------------------------------------- # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="0" if [ x"${feature_menuentry_id}" = xy ]; then menuentry_id_option="--id" else menuentry_id_option="" fi export menuentry_id_option if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { if [ x$feature_all_video_module = xy ]; then insmod all_video else insmod efi_gop insmod efi_uga insmod ieee1275_fb insmod vbe insmod vga insmod video_bochs insmod video_cirrus fi } if [ x$feature_default_font_path = xy ] ; then font=unicode else insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi font="/usr/share/grub/unicode.pf2" fi if loadfont $font ; then set gfxmode=auto load_video insmod gfxterm set locale_dir=$prefix/locale set lang=en_US insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=10 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### function gfxmode { set gfxpayload="${1}" if [ "${1}" = "keep" ]; then set vt_handoff=vt.handoff=7 else set vt_handoff= fi } if [ "${recordfail}" != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "${linux_gfx_mode}" != "text" ]; then load_video; fi menuentry 'Ubuntu' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-simple-229a5484-7659-4ce1-98ce-2f05f61a1ffa' { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi linux /boot/vmlinuz-3.5.0-19-generic root=UUID=229a5484-7659-4ce1-98ce-2f05f61a1ffa ro quiet splash acpi=force $vt_handoff initrd /boot/initrd.img-3.5.0-19-generic } submenu 'Advanced options for Ubuntu' $menuentry_id_option 'gnulinux-advanced-229a5484-7659-4ce1-98ce-2f05f61a1ffa' { menuentry 'Ubuntu, with Linux 3.5.0-19-generic' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.5.0-19-generic-advanced-229a5484-7659-4ce1-98ce-2f05f61a1ffa' { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi echo 'Loading Linux 3.5.0-19-generic ...' linux /boot/vmlinuz-3.5.0-19-generic root=UUID=229a5484-7659-4ce1-98ce-2f05f61a1ffa ro quiet splash acpi=force $vt_handoff echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.5.0-19-generic } menuentry 'Ubuntu, with Linux 3.5.0-19-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.5.0-19-generic-recovery-229a5484-7659-4ce1-98ce-2f05f61a1ffa' { recordfail insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi echo 'Loading Linux 3.5.0-19-generic ...' linux /boot/vmlinuz-3.5.0-19-generic root=UUID=229a5484-7659-4ce1-98ce-2f05f61a1ffa ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.5.0-19-generic } menuentry 'Ubuntu, with Linux 3.5.0-17-generic' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.5.0-17-generic-advanced-229a5484-7659-4ce1-98ce-2f05f61a1ffa' { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi echo 'Loading Linux 3.5.0-17-generic ...' linux /boot/vmlinuz-3.5.0-17-generic root=UUID=229a5484-7659-4ce1-98ce-2f05f61a1ffa ro quiet splash acpi=force $vt_handoff echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.5.0-17-generic } menuentry 'Ubuntu, with Linux 3.5.0-17-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.5.0-17-generic-recovery-229a5484-7659-4ce1-98ce-2f05f61a1ffa' { recordfail insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi echo 'Loading Linux 3.5.0-17-generic ...' linux /boot/vmlinuz-3.5.0-17-generic root=UUID=229a5484-7659-4ce1-98ce-2f05f61a1ffa ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.5.0-17-generic } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod part_msdos insmod ext2 set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 229a5484-7659-4ce1-98ce-2f05f61a1ffa else search --no-floppy --fs-uuid --set=root 229a5484-7659-4ce1-98ce-2f05f61a1ffa fi linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/30_uefi-firmware ### ### END /etc/grub.d/30_uefi-firmware ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f ${config_directory}/custom.cfg ]; then source ${config_directory}/custom.cfg elif [ -z "${config_directory}" -a -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### -------------------------------------------------------------------------------- =============================== sda1/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> # / was on /dev/sda1 during installation UUID=229a5484-7659-4ce1-98ce-2f05f61a1ffa / ext4 errors=remount-ro 0 1 # swap was on /dev/sda5 during installation UUID=6c6dca25-ab67-4de4-8602-26fdb6154781 none swap sw 0 0 -------------------------------------------------------------------------------- =================== sda1: Location of files loaded by Grub: ==================== GiB - GB File Fragment(s) 200.155235291 = 214.915047424 boot/grub/grub.cfg 1 40.280788422 = 43.251167232 boot/initrd.img-3.5.0-17-generic 1 2.468288422 = 2.650304512 boot/initrd.img-3.5.0-19-generic 1 200.149234772 = 214.908604416 boot/vmlinuz-3.5.0-17-generic 1 1.990135193 = 2.136891392 boot/vmlinuz-3.5.0-19-generic 1 2.468288422 = 2.650304512 initrd.img 1 1.990135193 = 2.136891392 vmlinuz 1 1.990135193 = 2.136891392 vmlinuz.old 1 =============================== StdErr Messages: =============================== cat: write error: Broken pipe File descriptor 8 (/proc/6297/mounts) leaked on lvscan invocation. Parent PID 13390: bash No volume groups found ADDITIONAL INFORMATION : =================== log of boot-repair 2012-12-17__01h53 =================== boot-repair version : 3.197~ppa1~quantal boot-sav version : 3.197~ppa1~quantal glade2script version : 3.2.2~ppa45~quantal boot-sav-extra version : 3.197~ppa1~quantal boot-repair is executed in live-session (Ubuntu 12.10, quantal, Ubuntu, x86_64) CPU op-mode(s): 32-bit, 64-bit file=/cdrom/preseed/ubuntu.seed boot=casper initrd=/casper/initrd.lz quiet splash -- maybe-ubiquity =================== os-prober: /dev/sda1:Ubuntu 12.10 (12.10):Ubuntu:linux =================== blkid: /dev/loop0: TYPE="squashfs" /dev/sr0: LABEL="Ubuntu 12.10 amd64" TYPE="iso9660" /dev/sda1: UUID="229a5484-7659-4ce1-98ce-2f05f61a1ffa" TYPE="ext4" /dev/sda5: UUID="6c6dca25-ab67-4de4-8602-26fdb6154781" TYPE="swap" 1 disks with OS, 1 OS : 1 Linux, 0 MacOS, 0 Windows, 0 unknown type OS. Warning: extended partition does not start at a cylinder boundary. DOS and Linux will interpret the contents differently. =================== sda1/etc/default/grub : # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi=force" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" =================== sda1/etc/grub.d/ : drwxr-xr-x 2 root root 4096 Oct 17 14:59 grub.d total 72 -rwxr-xr-x 1 root root 7541 Oct 14 17:36 00_header -rwxr-xr-x 1 root root 5488 Oct 4 09:30 05_debian_theme -rwxr-xr-x 1 root root 10891 Oct 14 17:36 10_linux -rwxr-xr-x 1 root root 10258 Oct 14 17:36 20_linux_xen -rwxr-xr-x 1 root root 1688 Oct 11 14:10 20_memtest86+ -rwxr-xr-x 1 root root 10976 Oct 14 17:36 30_os-prober -rwxr-xr-x 1 root root 1426 Oct 14 17:36 30_uefi-firmware -rwxr-xr-x 1 root root 214 Oct 14 17:36 40_custom -rwxr-xr-x 1 root root 216 Oct 14 17:36 41_custom -rw-r--r-- 1 root root 483 Oct 14 17:36 README =================== UEFI/Legacy mode: This live-session is not in EFI-mode. SecureBoot maybe enabled. =================== PARTITIONS & DISKS: sda1 : sda, not-sepboot, grubenv-ok grub2, grub-pc , update-grub, 64, with-boot, is-os, not--efi--part, fstab-without-boot, fstab-without-efi, no-nt, no-winload, no-recov-nor-hid, no-bmgr, notwinboot, apt-get, grub-install, with--usr, fstab-without-usr, not-sep-usr, standard, farbios, /mnt/boot-sav/sda1. sda : not-GPT, BIOSboot-not-needed, has-no-EFIpart, not-usb, has-os, 2048 sectors * 512 bytes =================== parted -l: Model: ATA ST1000DM003-1CH1 (scsi) Disk /dev/sda: 1000GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 992GB 992GB primary ext4 boot 2 992GB 1000GB 8556MB extended 5 992GB 1000GB 8556MB logical linux-swap(v1) Warning: Unable to open /dev/sr0 read-write (Read-only file system). /dev/sr0 has been opened read-only. Error: Can't have a partition outside the disk! =================== parted -lm: BYT; /dev/sda:1000GB:scsi:512:4096:msdos:ATA ST1000DM003-1CH1; 1:1049kB:992GB:992GB:ext4::boot; 2:992GB:1000GB:8556MB:::; 5:992GB:1000GB:8556MB:linux-swap(v1)::; Warning: Unable to open /dev/sr0 read-write (Read-only file system). /dev/sr0 has been opened read-only. Error: Can't have a partition outside the disk! =================== mount: /cow on / type overlayfs (rw) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) /dev/sr0 on /cdrom type iso9660 (ro,noatime) /dev/loop0 on /rofs type squashfs (ro,noatime) none on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) tmpfs on /tmp type tmpfs (rw,nosuid,nodev) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) none on /run/user type tmpfs (rw,noexec,nosuid,nodev,size=104857600,mode=0755) gvfsd-fuse on /run/user/ubuntu/gvfs type fuse.gvfsd-fuse (rw,nosuid,nodev,user=ubuntu) /dev/sda1 on /mnt/boot-sav/sda1 type ext4 (rw) =================== ls: /sys/block/sda (filtered): alignment_offset bdi capability dev device discard_alignment events events_async events_poll_msecs ext_range holders inflight power queue range removable ro sda1 sda2 sda5 size slaves stat subsystem trace uevent /sys/block/sr0 (filtered): alignment_offset bdi capability dev device discard_alignment events events_async events_poll_msecs ext_range holders inflight power queue range removable ro size slaves stat subsystem trace uevent /dev (filtered): alarm ashmem autofs binder block bsg btrfs-control bus cdrom cdrw char console core cpu cpu_dma_latency disk dri dvd dvdrw ecryptfs fb0 fd full fuse fw0 hidraw0 hidraw1 hpet input kmsg kvm log mapper mcelog mei mem net network_latency network_throughput null oldmem port ppp psaux ptmx pts random rfkill rtc rtc0 sda sda1 sda2 sda5 sg0 sg1 shm snapshot snd sr0 stderr stdin stdout uinput urandom usb vga_arbiter vhost-net zero ls /dev/mapper: control =================== df -Th: Filesystem Type Size Used Avail Use% Mounted on /cow overlayfs 3.9G 100M 3.8G 3% / udev devtmpfs 3.9G 12K 3.9G 1% /dev tmpfs tmpfs 1.6G 864K 1.6G 1% /run /dev/sr0 iso9660 763M 763M 0 100% /cdrom /dev/loop0 squashfs 717M 717M 0 100% /rofs tmpfs tmpfs 3.9G 32K 3.9G 1% /tmp none tmpfs 5.0M 4.0K 5.0M 1% /run/lock none tmpfs 3.9G 176K 3.9G 1% /run/shm none tmpfs 100M 52K 100M 1% /run/user /dev/sda1 ext4 910G 26G 838G 3% /mnt/boot-sav/sda1 =================== fdisk -l: Disk /dev/sda: 1000.2 GB, 1000204886016 bytes 255 heads, 63 sectors/track, 121601 cylinders, total 1953525168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x000da1e9 Device Boot Start End Blocks Id System /dev/sda1 * 2048 1936809983 968403968 83 Linux /dev/sda2 1936812030 1953523711 8355841 5 Extended Partition 2 does not start on physical sector boundary. /dev/sda5 1936812032 1953523711 8355840 82 Linux swap / Solaris Partition outside the disk detected. =================== Recommended repair Recommended-Repair This setting will reinstall the grub2 of sda1 into the MBR of sda. Additional repair will be performed: unhide-bootmenu-10s Unhide GRUB boot menu in sda1/etc/default/grub grub-install (GRUB) 2.00-7ubuntu11,grub-install (GRUB) 2. Reinstall the GRUB of sda1 into the MBR of sda Installation finished. No error reported. grub-install /dev/sda: exit code of grub-install /dev/sda:0 chroot /mnt/boot-sav/sda1 update-grub Generating grub.cfg ... Found linux image: /boot/vmlinuz-3.5.0-19-generic Found initrd image: /boot/initrd.img-3.5.0-19-generic Found linux image: /boot/vmlinuz-3.5.0-17-generic Found initrd image: /boot/initrd.img-3.5.0-17-generic Found memtest86+ image: /boot/memtest86+.bin Unhide GRUB boot menu in sda1/boot/grub/grub.cfg Boot successfully repaired. You can now reboot your computer.

    Read the article

  • Designing for the future

    - by Dennis Vroegop
    User interfaces and user experience design is a fast moving field. It’s something that changes pretty quick: what feels fresh today will look outdated tomorrow. I remember the day I first got a beta version of Windows 95 and I felt swept away by the user interface of the OS. It felt so modern! If I look back now, it feels old. Well, it should: the design is 17 years old which is an eternity in our field. Of course, this is not limited to UI. Same goes for many industries. I want you to think back of the cars that amazed you when you were in your teens (if you are in your teens then this may not apply to you). Didn’t they feel like part of the future? Didn’t you think that this was the ultimate in designs? And aren’t those designs hopelessly outdated today (again, depending on your age, it may just be me)? Let’s review the Win95 design: And let’s compare that to Windows 7: There are so many differences here, I wouldn’t even know where to start explaining them. The general feeling however is one of more usability: studies have shown Windows 7 is much easier to understand for new users than the older versions of Windows did. Of course, experienced Windows users didn’t like it: people are usually afraid of changes and like to stick to what they know. But for new users this was a huge improvement. And that is what UX design is all about: make a product easier to use, with less training required and make users feel more productive. Still, there are areas where this doesn’t hold up. There are plenty examples of designs from the past that are still fresh today. But if you look closely at them, you’ll notice some subtle differences. This differences are what keep the designs fresh. A good example is the signs you’ll find on the road. They haven’t changed much over the years (otherwise people wouldn’t recognize them anymore) but they have been changing gradually to reflect changes in traffic. The same goes for computer interfaces. With each new product or version of a product, the UI and UX is changed gradually. Every now and then however, a bigger change is needed. Just think about the introduction of the Ribbon in Microsoft Office 2007: the whole UI was redesigned. A lot of old users (not in age, but in times of using older versions) didn’t like it a bit, but new users or casual users seem to be more efficient using the product. Which, of course, is exactly the reason behind the changes. I believe that a big engine behind the changes in User Experience design has been the web. In the old days (i.e. before the explosion of the internet) user interface design in Windows applications was limited to choosing the margins between your battleship gray buttons. When the web came along, and especially the web 2.0 where the browsers started to act more and more as application platforms, designers stepped in and made a huge impact. In the browser, they could do whatever they wanted. In the beginning this was limited to the darn blink tag but gradually people really started to think about UX. Even more so: the design of the UI and the whole experience was taken away from the developers and put into the hands of people who knew what they were doing: UX designers. This caused some problems. Everyone who has done a web project in the early 2000’s must have had the same experience: the designers give you a set of Photoshop files and tell you to translate it to HTML. Which, of course, is very hard to do. However, with new tooling and new standards this became much easier. The latest version of HTML and CSS has taken the responsibility for the design away from the developers and placed them in the capable hands of the designers. And that’s where that responsibility belongs, after all, I don’t want a designer to muck around in my c# code just as much as he or she doesn’t want me to poke in the sites style definitions. This change in responsibilities resulted in good looking but more important: better thought out user interfaces in websites. And when websites became more and more interactive, people started to expect the same sort of look and feel from their desktop applications. But that didn’t really happen. Most business applications still have that battleship gray look and feel. Ok, they may use a different color but we’re not talking colors here but usability. Now, you may not be able to read the Dutch captions, but even if you did you wouldn’t understand what was going on. At least, not when you first see it. You have to scan the screen, read all the labels, see how they are related to the other elements on the screen and then figure out what they do. If you’re an experienced user of this application however, this might be a good thing: you know what to do and you get all the information you need in one single screen. But for most applications this isn’t the case. A lot of people only use their computer for a limited time a day (a weird concept for me, but it happens) and need it to get something done and then get on with their lives. For them, a user interface experience like the above isn’t working. (disclaimer: I just picked a screenshot, I am not saying this is bad software but it is an example of about 95% of the Windows applications out there). For the knowledge worker, this isn’t a problem. They use one or two systems and they know exactly what they need to do to achieve their goal. They don’t want any clutter on their screen that distracts them from their task, they just want to be as efficient as possible. When they know the systems they are very productive. The point is, how long does it take to become productive? And: could they be even more productive if the UX was better? Are there things missing that they don’t know about? Are there better ways to achieve what they want to achieve? Also: could a system be designed in such a way that it is not only much more easy to work with but also less tiring? in the example above you need to switch between the keyboard and mouse a lot, something that we now know can be very tiring. The goal of most applications (being client apps or websites on any kind of device) is to provide information. Information is data that when given to the right people, on the right time, in the right place and when it is correct adds value for that person (please, remember that definition: I still hear the statement “the information was wrong” which doesn’t make sense: data can be wrong, information cannot be). So if a system provides data, how can we make sure the chances of becoming information is as high as possible? A good example of a well thought-out system that attempts this is the Zune client. It is a very good application, and I think the UX is much better than it’s main competitor iTunes. Have a look at both: On the left you see the iTunes screenshot, on the right the Zune. As you notice, the Zune screen has more images but less chrome (chrome being visuals not part of the data you want to show, i.e. edges around buttons). The whole thing is text oriented or image oriented, where that text or image is part of the information you need. What is important is big, what’s less important is smaller. Yet, everything you need to know at that point is present and your attention is drawn immediately to what you’re trying to achieve: information about music. You can easily switch between the content on your machine and content on your Zune player but clicking on the image of the player. But if you didn’t know that, you’d find out soon enough: the whole UX is designed in such a way that it invites you to play around. So sooner or later (probably sooner) you’d click on that image and you would see what it does. In the iTunes version it’s harder to find: the discoverability is a lot lower. For inexperienced people the Zune player feels much more natural than the iTunes player, and they get up to speed a lot faster. How does this all work? Why is this UX better? The answer lies in a project from Microsoft with the codename (it seems to be becoming the official name though) “Metro”. Metro is a design language, based on certain principles. When they thought about UX they took a good long look around them and went out in search of metaphors. And they found them. The team noticed that signage in streets, airports, roads, buildings and so on are usually very clear and very precise. These signs give you the information you need and nothing more. It’s simple, clearly understood and fast to understand. A good example are airport signs. Airports can be intimidating places, especially for the non-experienced traveler. In the early 1990’s Amsterdam Airport Schiphol decided to redesign all the signage to make the traveller feel less disoriented. They developed a set of guidelines for signs and implemented those. Soon, most airports around the world adopted these ideas and you see variations of the Dutch signs everywhere on the globe. The signs are text-oriented. Yes, there are icons explaining what it all means for the people who can’t read or don’t understand the language, but the basic sign language is text. It’s clear, it’s high-contrast and it’s easy to understand. One look at the sign and you know where to go. The only thing I don’t like is the green sign pointing to the emergency exit, but since this is the default style for emergency exits I understand why they did this. If you look at the Zune UI again, you’ll notice the similarities. Text oriented, little or no icons, clear usage of fonts and all the information you need. This design language has a set of principles: Clean, light, open and fast Content, not chrome Soulful and alive These are just a couple of the principles, you can read the whole philosophy behind Metro for Windows Phone 7 here. These ideas seem to work. I love my Windows Phone 7. It’s easy to use, it’s clear, there’s no clutter that I do not need. It works for me. And I noticed it works for a lot of other people as well, especially people who aren’t as proficient with computers as I am. You see these ideas in a lot other places. Corning, a manufacturer of glass, has made a video of possible usages of their products. It’s their glimpse into the future. You’ll notice that a lot of the UI in the screens look a lot like what Microsoft is doing with Metro (not coincidentally Corning is the supplier for the Gorilla glass display surface on the new SUR40 device (or Surface v2.0 as a lot of people call it)). The idea behind this vision is that data should be available everywhere where you it. Systems should be available at all times and data is presented in a clear and light manner so that you can turn that data into information. You don’t need a lot of fancy animations that only distract from the data. You want the data and you want it fast. Have a look at this truly inspiring video that made: This is what I believe the future will look like. Of course, not everything is possible, or even desirable. But it is a nice way to think about the future . I feel very strongly about designing applications in such a way that they add value to the user. Designing applications that turn data into information. Applications that make the user feel happy to use them. So… when are you going to drop the battleship-gray designs? Tags van Technorati: surface,design,windows phone 7,wp7,metro

    Read the article

  • CodePlex Daily Summary for Wednesday, May 26, 2010

    CodePlex Daily Summary for Wednesday, May 26, 2010New Projects3D File Manager: 3D File manager is an application that aims to show how could look file manager in 3D. It´s developed in C# and XNA frameworkAcies: Acies is a dungeon crawler game done with C# and XNA.ActiveWinery: The open source winery and vineyard application.CC.Yacht: CC.Yacht is a client/server yacht dice game written in C# .NET. It utilizes a net.tcp WCF duplex service for client/server communication.Community Forums NNTP bridge: Community project for accessing the MS Web-Forums via an open source NNTP newsserver (bridge).Dojo Timer: WPF timer for Coding Dojo meetings. Timer feito em WPF para Coding Dojo.GameFX - The Game Development Framework: The Game Development Framework (GameFX) is simply a set of libraries to be used as the foundation for any simple 2D tile-based game. It can be used...Greg Roberts MVC Extensions: Asp.Net MVC Extensions including JSONP ActionResult. Targeted for MVC 2 and .NET 4.0.IIS Deploy: Project to develop a tool that automates the deploy Web sites and WCF services in single server environments and clustered.MarkLogic Sample Authoring App for Word: The MarkLogic Authoring Sample App for Word lets authors enrich Word documents using Content Controls, associate and manage metadata with those Con...Mono.Addins: Mono.Addins is a framework for creating extensible applications, and for creating add-ins which extend applications.MPCLI: MPCLI is a library that brings the power of the GNU MP big numbers library to those who use CLS-compliant languages such as C#, F#, and Visual Basi...NTFS parser classes: This is a C++ library to help parsing an NTFS volume, as well as file records and attributes. It will facilitate much when handling NTFS filesystem...Oddworld Level Gen: A 2D platform game, with Oddworld : Abe's Oddysee asset. The game introduce a dynamic system to generate the next level according to the previous l...Page Action Web Part for SharePoint 2007: This Web Part for SharePoint 2007 allows you to perform actions (such as causing an "Access is denied", redirect to another web page, view content ...Piggy Bank: Piggy Bank is a web-based financial application targetted towards kids.Productivity Hub Solutions: The Productivity Hub 2010 is a customizable, on-premise training solution for technology products. Developed by RedTech for Microsoft, the Producti...PyQt port of TortoiseHg: PyQt port of TortoiseHg (aka TortoiseHg 2.0)Releaser™: This is my private project. Currently, I'm not going to support it publicly.SLManagers: SLManagers 用于动态加载组件 实现对程序不同的的管理Smith Async .NET Memcached Client: Async .NET Memcached Client is a fully asynchronous implementation of a memcached client. The advantage of a fully asynchronous client is that you...Tauck Public API: Tauck's public API allows for travel agencies and other parterners to use Tauck's product information in their websites and other systems. Virtualizing WrapPanel: Virtualizing WrapPanel improves performance when binding a ListBox/ListView to a large amount of data. It is written in C#New Releases3D File Manager: 3D File manager: 3D File managerAragon Online Client: Aragon Online Client: The executable version of the Aragon Online Client can be installed from the Aragon Online page: http://aragon-online.net/aoclient/publish.phpASP.NET MVC CMS ( Using CommonLibrary.NET ): CommonLibrary CMS Alpha 2: CommonLibrary CMSA simple yet powerful CMS system in ASP.NET MVC 2 using C# 3.5. ActiveRecord based support for Blogs, Widgets, Pages, Parts, Ev...BFBC2 PRoCon: PRoCon 0.5.1.8: It's not even funny anymore =\Code for Rapid C# Windows Development eBook: LLBLGen LINQPad Data Context Driver Ver 1.0.0.3: Second release of a Static LLBLGen Pro Data Context Driver for LINQPad For LLBLGen Pro versions 2.6 and 3.0 beta. Fixed 'connection string not ini...Community Forums NNTP bridge: Community Forums NNTP Bridge V01: This is the first release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open sourcen NNTP Bridge.Community Forums NNTP bridge: Community Forums NNTP Bridge V02: This is the second release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open sourcen NNTP Bridge. ...DDDSample.Net: 0.9: Release 0.9 contains two major improvements: Vanilla version (both Synch and Asynch) has been updated so its model more closely resembles Java orig...DEWD: DEWD for Umbraco: Alpha release of the package. Usable for simple SQL editing, but lacking some core features such as validation, user friendly error handling, confi...Dojo Timer: Dojo Timer v1: Primeira versão Dojo Timer.eXpress Persistent Objects (XPO) Toolkit: Samples: Video Channel Channel.zip sample shows how to build a video site using XPO and WCF Data Services. DevExpress Channel DevExpress Channel Browse ...F# Project Extender: V0.9.2.1 (VS2008,VS2010): F# project extender for Visual Studio 2008 and Visual Studio 2010. Fixed bugs: -Project extender 0.9.2.0 can't be loaded in VS2008 without SDKFeedback Form: Feedback Application: Installer of the projectFeedback Form: Feedback Form: .sln for Feedback Form ApplicationGameFX - The Game Development Framework: Version 1.0 (Beta): Project is Visual Studio 2008 solution. GameFX Source code and sample program. The sample program allows you to create maps of any size, and drop ...MarkLogic Sample Authoring App for Word: MarkLogic Sample Authoring App for Word 1.0-1: Initial release of the MarkLogic Sample Authoring App for Word. See the home page for an overview on functionality. Within the release you'll ...MarkLogic Toolkit for Word: MarkLogic Toolkit for Word 1.2-1: Release built in support of the MarkLogic Sample Authoring App for Word. Updates include: update to XQuery API to expose functions for working w...Microsoft SQL Server Community & Samples: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release contains sample code for Microsoft SQL Server 2008R2. For many of these samples you will also need...Microsoft SQL Server Product Samples: Analysis Services: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Data Programming: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Database: AdventureWorks 2008R2 RTM: Sample Databases for Microsoft SQL Server 2008R2 (RTM)This release is dedicated to the sample databases that ship for Microsoft SQL Server 2008R2. ...Microsoft SQL Server Product Samples: End to End: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Engine: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Integration Services: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Replication: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Reporting Services: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Scripts: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: Service Broker: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...Microsoft SQL Server Product Samples: XML: SQL Server 2008R2 RTM: Microsoft SQL Server 2008R2 (RTM) This release is dedicated to the samples that ship for Microsoft SQL Server 2008R2. For many of these samples y...NLog - Advanced .NET Logging: Nightly Build 2010.05.25.001: Changes since the last build:2010-05-24 23:08:47 Jarek Kowalski Fixed base constructor invocation to ensure consistency. Added tests for common wra...NTFS parser classes: NTFS parser lib 0.55: 0.55openrs: Revision 3: Things that have been added since last release: Vector expanding Dynamic vectors Vector put method chaining Basic ISAAC implementation Wor...Page Action Web Part for SharePoint 2007: Page Action Web Part v1.0.0.0: First release of the Page Action Web Part v1.0.0.0.Productivity Hub Solutions: Silverlight Bookshelf: The Silverlight Bookshelf component of the 2010 Productivity Hub provides 4 accordion-style vertical tabs dispalying Featured Video, Featured Conte...Productivity Hub Solutions: Silverlight Product Carousel: The Product Carousel Silverlight component provides a rich navigation experience to the home page of the 2010 Productivity Hub - presenting the pro...Rawr: Rawr 2.3.18: >Rawr3 Public Beta has been released! Click here for details.< - Fix for bug in parsing characters with certain abnormal characters in their data. ...Runtime Intelligence Data Visualizer: RI Data Visualizer Release 1: This release of the RI Data Visualizer contains both a WPF client that displays application usage data and a Silverlight client that displays featu...sGSHOPedit: sGSHOPedit v1.1a: Fixed: bug in parsing description from "itemextdesc.txt" Fixed: surface change event Fixed: range for numeric values Added: search featureSLManagers: SlManagers: 实现简单的组件动态下载 使用Mef技术Sudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.1.0 program: Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The basic idea of algorithm is from http://www.ac...Sudoku (Multiplayer in RnD): Sudoku (Multiplayer in RnD) 1.0.1.0 source: user-interface, multi-threading, formatting Sudoku project was to practice on C# by making a desktop application using some algorithm Idea: The...Tauck Public API: XML Package 1.0: Current Release of XML dataTeach.Net: Teach.Net 1.0 Alpha: First alpha version. It should work, but there's gonna be bugs. Also, no intellisense documentation (or any other sort of documentation) yet. I'm w...VCC: Latest build, v2.1.30525.0: Automatic drop of latest buildVista Media Center TCP/IP Controller: Win7 64 and 32 bit Alpha - button command fix: button command fix , button-play, button-pause, button-skip back, button-skip fwd. Confirmed works on x64. Has not been tested on x32XsltDb - DotNetNuke Module Universal Building Block: 01.01.21: ASP.NET controls TreeView and TextEditor usage Live demo site Attention This release requires DNN 5.2 or higher as it using Telerik classes.in...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsAStar.netpatterns & practices – Enterprise Librarypatterns & practices: Windows Azure Security GuidanceRawrSqlServerExtensionsMono.AddinsBlogEngine.NETGMap.NET - Great Maps for Windows Forms & PresentationCodeReviewCaliburn: An Application Framework for WPF and Silverlight

    Read the article

  • CodePlex Daily Summary for Tuesday, October 25, 2011

    CodePlex Daily Summary for Tuesday, October 25, 2011Popular ReleasesScrum Task Board Card Creator: TaskCardCreator 2.5.0.0: What's New: UX improvement: Loading of work items is done in a worker thread Use memory, not the file system, when creating reports for better performance UI improvement: Better parent/child relation between the TeamProjectPicker and MainWindow Microsoft Visual Studio Scrum 1.0: Dedicated Impediment card added Supported Templates: Microsoft Visual Studio Scrum 1.0 Product Backlog Item, Task, Impediment, and Bug MSF for Agile Software Development v5.0 User Story, Task, and BugSubtitleTools: SubtitleTools 1.9: - Improved: Some DVD players need a mandatory UTF8-BOM (http://en.wikipedia.org/wiki/Byteordermark) at the beginning of the file to show RTL subtitles correctly.THE NVL Maker: The NVL Maker Ver 3.06: 3.06 ??? ??3.04,???CG MODE?? ??3.05—— ??????????????????????????????? ?????????config.tjs????????(??????????????????????????) ????config.tjs???,????????????,????????????Config.tjs。(???????,?????????,???KAGConfig??) ???????“????”??,??????????????????(Data) ??????????????????? ???????????,????????,??????????? ?fadeoutbgm?????????,???????????????,?????????? ????????,???“??????”??。(??????????macro_edu.ks??) ????????,????????A??????,???“??????”。 ?????????????,???????B??????,???“...Xomega Framework: Xomega.Framework 1.2: Release 1.2 of Xomega Framework refactors projects to allow generating assemblies for different target frameworks and profiles and allows deploying it as a NuGet package. It also includes some small fixes to the service and presentation layer classes.People's Note: People's Note 0.31: Added note tag editing. Changed note edit conflict resolution to keep the latest version. To install: copy the appropriate CAB file onto your WM device and run it.Windows Azure Toolkit for Windows Phone: Windows Azure Toolkit for Windows Phone v1.3.1: Upgraded Windows Azure projects to Windows Azure Tools for Microsoft Visual Studio 2010 1.5 – September 2011 Upgraded the tools tools to support the Windows Phone Developer Tools RTW Update SQL Azure only scenarios to use ASP.NET Universal Providers (through the System.Web.Providers v1.0.1 NuGet package) Changed Shared Access Signature service interface to support more operations Refactored Blobs API to have a similar interface and usage to that provided by the Windows Azure SDK Stor...xUnit.net Contrib: xunitcontrib-resharper 0.4.4 (dotCover): xunitcontrib release 0.4.4 (ReSharper runner) This release provides a test runner plugin for Resharper 6.0 RTM, targetting all versions of xUnit.net. (See the xUnit.net project to download xUnit.net itself.) This release addresses the following issues:Support for dotCover code coverage 4132 Note that this build work against ALL VERSIONS of xunit. The files are compiled against xunit.dll 1.8 - DO NOT REPLACE THIS FILE. Thanks to xunit's version independent runner system, this package can r...BookShop: BookShop: BookShop WP7 clientRibbon Editor for Microsoft Dynamics CRM 2011: Ribbon Editor (0.1.2122.266): Added CodePlex and PayPal links New icon Bug fix: can't connect to an IFD deployment when the discovery service url has been customizedDotNet.Framework.Common: DotNet.Framework.Common 4.0: ??????????,????????????XML Explorer: XML Explorer 4.0.5: Changes in 4.0.5: Added 'Copy Attribute XPath to Address Bar' feature. Added methods for decoding node text and value from Base64 encoded strings, and copying them to the clipboard. Added 'ChildNodeDefinitions' to the options, which allows for easier navigation of parent-child and ID-IDREF relationships. Discovery happens on-demand, as nodes are expanded and child nodes are added. Nodes can now have 'virtual' child nodes, defined by an xpath to select an identifier (usually relative to ...Media Companion: MC 3.419b Weekly: A couple of minor bug fixes, but the important fix in this release is to tackle the extremely long load times for users with large TV collections (issue #130). A note has been provided by developer Playos: "One final note, you will have to suffer one final long load and then it should be fixed... alternatively you can delete the TvCache.xml and rebuild your library... The fix was to include the file extension so it doesn't have to look for the video file (checking to see if a file exists is a...CODE Framework: 4.0.11021.0: This build adds a lot of our WPF components, including our MVVC and MVC components as well as a "Metro" and "Battleship" style.GridLibre para Visual FoxPro: GridLibre para Visual FoxPro v3.5: GridLibre Para Visual FoxPro: esta herramienta ayudara a los usuarios y programadores en los manejos de los datos, como Filtrar, multiseleccion y el autoformato a las columnas como la asignacion del controlsource.WiX Toolset: WiX v3.6 Beta: First beta release of WiX v3.6. The primary focus is on Burn but there are also many small bug fixes to the core toolset. For more information see: http://robmensching.com/blog/posts/2011/10/24/WiX-v3.6-Beta-releasedUmbraco CMS: Umbraco 5.0 CMS Alpha 3: Umbraco 5 Alpha 3Umbraco 5 (aka Jupiter) will be the next version of everyone's favourite, friendly ASP.NET CMS that already powers over 100,000 websites worldwide. Try out the Alpha of v5 today! If you're new to Umbraco and would like to get a low-down on our popular and easy-to-learn approach to content management, check out our intro video. What's Alpha 3?This is our third Alpha release. It's intended for developers looking to become familiar with the codebase & architecture, or for thos...Vkontakte WP: Vkontakte: source codeWay2Sms Applications for Android, Desktop/Laptop & Java enabled phones: Way2SMS Desktop App v2.0: 1. Fixed issue with sending messages due to changes to Way2Sms site 2. Updated the character limit to 160 from 140GART - Geo Augmented Reality Toolkit: 1.0.1: About Release 1.0.1 Release 1.0.1 is a service release that addresses several issues and improves performance. As always, check the Documentation tab for instructions on how to get started. If you don't have the Windows Phone SDK yet, grab it here. Breaking Change Please note: There is a breaking change in this release. As noted below, the WorldCalculationMode property of ARItem has been replaced by a user-definable function. ARItem is now automatically wired up with a function that perform...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.32: Fix for issue #16710 - string literals in "constant literal operations" which contain ASP.NET substitutions should not be considered "constant." Move the JS1284 error (Misplaced Function Declaration) so it only fires when in strict mode. I got a couple complaints that people didn't like that error popping up in their existing code when they could verify that the location of that function, although not strict JS, still functions as expected cross-browser.New ProjectsApiDiff.Net: API Difference/Reporting project written in C# using the wonderful Cecil engine (http://www.mono-project.com/Cecil) to show differences between versions of a public API. Something like the unsupported MS tool "libcheck"Aspect Oriented Programming with .Net: Demo project using PostSharp for AOP in .Net.CCBBAA: CCBBAACdf.Iris.MiniProjetCalculateur: Application Client / Serveur calculateur en langage CCmjSiverlight: a silverlight libraryCSharpKaartSpel: Super Kaart Spel.Developer Team Article System Management: Developer Team Article System Management Makes it easier for Authors to publish their articles . It developed in VB.NET .DirectoryMonitor: DirectoryMonitorDNN Administrador de Tareas: Un Proyecto de codigo abierto Domek: Taki sobie domekEDXGraphics: This is Edward(Shiqiu) Liu's personal code repository. Projects here are primarily about Graphics, AI and Algorithms. For more introduction, please visit [url:www.edxgraphics.com] Enterprise SSIS Framework: The Enterprise SSIS Framework is a project intended to simplify the management of an organization’s administration and ETL assets by abstracting the coordination and control flow into metadata. This project consists of the four parts: - Core SSIS Packages: A set of packages that are responsible for workflow within the framework - SQL Server 2008 DB: Holds all the metadata necessary to drive the application - Administration App: A web-based front end to facilitate managing assets running ...FIM Task Sequencer "RunJob": Runjob is a simple batch controller for FIM (MIIS and ILM) for starting and monitoring the execution of FIM Run Profiles that allows for complex (looping and branching) sequences to be put together with a simple XML 'task' file. Key features include: * Works with MIIS / ILM / FIM * Optionally Connects to the SQL database to verify that run profiles exist * Can execute arbitrary tasks via a command line. * Based on the results of command line or previous run history can loop and jump ...Ham Bone Soup amateur radio software and electronic log: Ham Bone Soup is a open source software written for satisfying the needs of Amateur Radio operators. The central feature is an especially flexible logging system for acommodating contests and general purpose logs, but will grow to include many other vital Amateur radio features. It doesn't do anything yet, we are just geting started.H? th?ng qu?n lý chi tiêu - windows phone: H? th?ng qu?n lý chi tiêu - windows phoneJavascript Editor for SharePoint: Javascript Editor for SharePoint is a lightweight, in-browser editor that lets you quickly prototype and test custom javascript code in SharePointLegoWeb: Open source Web CMS base on ASP.NET Webparts + MARCXML metadata: LegoWeb is an open source web content management solution developed base on combination of ASP.NET 2.0 Webparts and MARCXML Metadata. It is very simple and very flexible. LuaXna: An simple engine that allow to devolop in LUA for XNA. It have logging feature and cycles.Manager Game: Student project for game developement course. Using XNA 4.0 for Windows platform.Metroed: A Metro version of the PhoneyTools (a WP7 toolkit) for use with C#/VB WinRT applications.My Masters Sample Project for Sharepoint 2010: The feature stabling example project which is provide to deploy custom master page to personel sites on Sharepoint 2010 The solution is anwering fallowing questions : * How to deploy a custom master page ? * How to customize a masterpage ? * How to attach custom master page to personal sites using stabling feature ? NDepend TFS 2010 integration: NDepend TFS 2010 integration provides build activities, a build report customization addin, and extends the TFS Warehouse in order to leverage NDepend quality statistics for your projects. Open Source Renderer: Open Source RendererPearTunes: Peartunes is a university project.Plugin Framework Web: Lighweight plugin framework for web applicationsQTP TFS Generic Test Integration: In Microsoft Visual Studio 2010 there is a Generic Test type that allows you to integrate with automation tools like QTP. I have created a pretty simple solution that allows you to use your existing QTP automation scripts within the Microsoft Visual Studio testing framework and here's a sample below. The key part of this solution is transforming HP's QTP format to Microsoft’s Generic Test format so that you can publish the results to TFS. The added benefit of this integration is that you c...RequiemDream: the project for manage workflow records reexecute to helping developers for debugging.Rift Addon Studio 2010: Rift AddOn Studio (AOS) is an open source development environment designed to bring a Visual Studio-like experience to building Rift AddOns. For more information on exactly what AOS does, check out the list of features below. Small Database Tools: This is a project for me to create small tools I created for database related functions.SQL Azure Membership, Profile, Role provider starter kit for MVC3 project: When you use out of box MVC 3 site template the Membership, Profile and Role provider DB is created as attached MDF file by the name AspNetDB.mdf. This project has needed steps to easily migrate this DB into SQL Azure. This is a complete MVC3 Starter site project and could be used for your next 'Big Thing' as soon as properly setup. Enjoy :)SQL Server BareMetal Hands-on-Labs: The SQL Server BareMetal Hands-on-Labs project allows you to build a SQL Server Hands-on-Lab Enviroment from scratch, using Windows Server 2008 R2 SP1 Hyper-V. State Theater Website: Building a website designed to provide information about live theater throughout a state. Basically, it a port of NJTheater.com from classic ASP to Asp.Net making it customizable to any state along the way.Static web generator: Zoltar let you generate your website (blog, personl website,etc) from a set of md files. Ukulele Chord Finder: Ukulele Chord FinderUser Profile Cleaner: This application allows you to manage via GUI or command line user profiles, removed the profiles no longer used by a number of days. The application allows you to set a list of profiles that can be excluded from deletion. Virtual Visit: This project have made the virtual visite for your siteWP7 Open source project collection by eLite: ??Windows Phone????????zebrawebservice: ??AWB,??OPS??

    Read the article

< Previous Page | 380 381 382 383 384 385 386 387 388 389 390 391  | Next Page >