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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • Gett Tor and Irssi working together

    - by Joey Bagodonuts
    Hi I am trying to get Tor working with Irssi. The directions at the bottom of this page Freenode Install Link say to :~/.irssi$ tor MapAddress 10.40.40.40 p4fsi4ockecnea7l.onion Feb 12 04:26:51.101 [notice] Tor v0.2.1.29 (r318f470bc5f2ad43). This is experimental software. Do not rely on it for strong anonymity. (Running on Linux x86_64) Feb 12 04:26:51.101 [warn] Command-line option 'p4fsi4ockecnea7l.onion' with no value. Failing. Feb 12 04:26:51.101 [err] Reading config failed--see warnings above. Or add it to the torrc file and reload irssi .irssi$ cat /etc/tor/torrc |grep 10.40.40 mapaddress 10.40.40.40 p4fsi4ockecnea7l.onion This is a paste from within irssi after running $torify irssi [04:33] Math::BigInt: couldn't load specified math lib(s), fallback to Math::BigInt::FastCalc at /usr/local/share/perl/5.10.1/Crypt/DH.pm line 6 [04:33] [04:33] *** Irssi: Loaded script cap_sasl So I thought it was a CPAN module issue. cpan[1]> install Math::BigInt This was also done for FastCalc and retried with force install. What am I doing wrong? Thanks

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  • Box2d too much for Circle/Circle collision detection?

    - by Joey Green
    I'm using cocos2d to program a game and am using box2d for collision detection. Everything in my game is a circle and for some reason I'm having a problem with some times things are not being detected as a collision when they should be. I'm thinking of rolling up my own collision detection since I don't think it would be too hard. Questions are: Would this approach work for collision detection between circles? a. get radius of circle A and circle B. b. get distance of the center of circle A and circle B c. if the distance is greater than or equal to the sum of circle A radius and circle B radius then we have a hit Should box2d be used for such simple collision detection? There are no physics in this game.

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  • What is the purpose of the "non-endorsement clause" in the New BSD license?

    - by Joey Adams
    Note: This question is not about the "obnoxious BSD advertising clause". The New BSD license does not contain that clause, and is compatible with the GPL. I'm trying to pick between the New BSD license and the MIT license for my own projects. They are essentially identical, except the BSD license contains the following clause: Neither the name of the <organization> nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. Why would anyone want to use this clause? What's wrong with gaining some notoriety if someone makes a well-known piece of software using your code? Also, wouldn't dictating what users can and cannot do with your given name fall outside the domain of intellectual property?

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  • Cocos2d: Changing b2Body x val every frame causes jitter

    - by Joey Green
    So, I have a jumping mechanism similar to what you would see in doodle jump where character jumps and you use the accelerometer to make character change direction left or right. I have a player object with position and a box2d b2Body with position. I'm changing the player X position via the accelerometer and the Y position according to box2d. pseudocode for this is like so -----accelerometer acceleration------ player.position = new X -----world update--------- physicsWorld-step() //this will get me the new Y according to the physics similation //so we keep the bodys Y value but change x to new X according to accelerometer data playerPhysicsBody.position = new pos(player.position.x, keepYval) player.position = playerPhysicsBody.position Now this is simplifying my code, but I'm doing the position conversion back and forth via mult or divide by PTM_. Well, I'm getting a weird jitter effect after I get big jump in acceleration data. So, my questions are: 1) Is this the right approach to have the accelerometer control the x pos and box2d control the y pos and just sync everthing up every frame? 2) Is there some issue with updating a b2body x position every frame? 3) Any idea what might be creating this jitter effect? I've collecting some data while running the game. Pre-body is before I set the x value on the b2Body in my update method after I world-step(). Post of course is afterwards. As you can see there is definitively a pattern. 012-06-19 08:14:13.118 Game[1073:707] pre-body pos 5.518720~24.362963 2012-06-19 08:14:13.120 Game[1073:707] post-body pos 5.060156~24.362963 2012-06-19 08:14:13.131 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.133 Game[1073:707] delta 0.016669 2012-06-19 08:14:13.135 Game[1073:707] pre-body pos 5.060156~24.689455 2012-06-19 08:14:13.137 Game[1073:707] post-body pos 5.502138~24.689455 2012-06-19 08:14:13.148 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.150 Game[1073:707] delta 0.016667 2012-06-19 08:14:13.151 Game[1073:707] pre-body pos 5.502138~25.006948 2012-06-19 08:14:13.153 Game[1073:707] post-body pos 5.043575~25.006948 2012-06-19 08:14:13.165 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.167 Game[1073:707] delta 0.016644 2012-06-19 08:14:13.169 Game[1073:707] pre-body pos 5.043575~25.315441 2012-06-19 08:14:13.170 Game[1073:707] post-body pos 5.485580~25.315441 2012-06-19 08:14:13.180 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.182 Game[1073:707] delta 0.016895 2012-06-19 08:14:13.185 Game[1073:707] pre-body pos 5.485580~25.614935 2012-06-19 08:14:13.188 Game[1073:707] post-body pos 5.026768~25.614935 2012-06-19 08:14:13.198 Game[1073:707] player velocity x: -31.833529 2012-06-19 08:14:13.199 Game[1073:707] delta 0.016454 2012-06-19 08:14:13.207 Game[1073:707] pre-body pos 5.026768~25.905428 2012-06-19 08:14:13.211 Game[1073:707] post-body pos 5.469213~25.905428 2012-06-19 08:14:13.217 Game[1073:707] acceleration x -0.137421 2012-06-19 08:14:13.223 Game[1073:707] player velocity x: -65.022644 2012-06-19 08:14:13.229 Game[1073:707] delta 0.016603

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  • Configuring 12voip with a sip softphone in Ubuntu

    - by Joey
    I want to change my work PC to Ubuntu but one thing is in my way... We use 12voip since we didn't find lower calling rates in Europe. The thing is 12voip doesn't have a Linux program :-(. I tried to set it up with instructions from this page (under 'Software configuration') with almost all clients that the software center of Ubuntu offers, but the best results i got to had a lot of echo. Now i must admit this echo exists also with the Windows version of the program, but there- once you use headphones its gone, while on the Ubuntu sip phones it stays and its worst in general. I don't know if my problem has to do with codecs or something else, and i was hoping someone can help check it and tell me which sip phone i can work with, and instructions on how to configure it correctly. Btw i tried Google, and all i could find were questions like mine or similar, no good answers. Thanks!

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  • Software Architecture and Design vs Psychology of HCI class

    - by Joey Green
    I have two classes to choose from and I'm wanting to get an opinion from the more experienced game devs which might be better for someone who wants to be an indie game dev. The first is a Software Architecture and Design course and the second is a course titled Psychology of HCI. I've previously have taken a Software Design course that was focused only on design patterns. I've also taken an Introduction to HCI course. Software Architecture and Design Description Topics include software architectures, methodologies, model representations, component-based design ,patterns,frameworks, CASE-based desgins, and case studies. Psychology of HCI Description Exploration of psychological factors that interact with computer interface usablilty. Interface design techniques and usability evaluation methods are emphasized. I know I would find both interesting, but my concern is really which one might be easier to pick up on my own. I know HCI is relevant to game dev, but am un-sure if the topics in the Software Architecture class would be more for big software projects that go beyond the scope of games. Also, I'm not able to take both because the overlap.

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Mobile Apps for Hospitals?

    - by Joey Green
    I currently work for a pretty large hospital and have been dabbling in iPhone development for a couple years. The CEO is wanting to get together a group to see what mobile technology we could create. I was contacted to be the main developer. I wanted to gather some ideas of what kind of mobile apps people have seen deployed in hospitals. Not necessarily medical apps that you can get on the app store, but rather apps built specifically for a hospital. Any ideas? If this is not the appropriate forum for a question like this, can someone point me to a forum where it would be appropriate?

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • Do employers hiring for Software jobs care about the classes you took in CS masters program?

    - by Joey Green
    I'm torn between two classes right now for next semester( Software Design and Advanced Computer Graphics ). I would enjoy Advanced Computer Graphics more, but I feel the software design class would help me when approaching anything I ever build for the rest of my career. I feel though I could just buy the book( I already have both books actually ) of the Software Design class and go through it, if I wanted. But think it would be a bit tougher to pick up the Advanced Computer Graphics class on my own. So do employers look at the graduate classes you've taken to decide if you would be a good fit or not? I think more importantly what I'm wanting to know is if I wanted to work for a high-end software company like Apple or Google would a company like that be more impressed by someone that took software engineering classes or hardcore CS classes?

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  • Which data structure should I use for dynamically generated platforms?

    - by Joey Green
    I'm creating a platform type of game with various types of platforms. Platforms that move, shake, rotate, etc. Multiple types and multiple of each type can be on the screen at once. The platforms will be procedural generated. I'm trying to figure out which of the following would be a better platform system: Pre-allocate all platforms when the scene loads, storing each platform type into different platform type arrays( i.e. regPlatformArray ), and just getting one when I need one. The other option is to allocate and load what I need when my code needs it. The problem with 1 is keeping up with the indices that are in use on screen and which aren't. The problem with 2 is I'm having a hard time wrapping my head around how I would store these platforms so that I can call the update/draw methods on them and managing that data structure that holds them. The data structure would constantly be growing and shrinking. It seems there could be too much complexity. I'm using the cocos2d iPhone game engine. Anyways, which option would be best or is there a better option?

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  • Linking Libraries in iOS?

    - by Joey Green
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • When I update, It says I should check my internet and it says I should I should use apt-cdrom but I can't get onto it

    - by Joey
    W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/main/binary-amd64/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/restricted/binary-amd64/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/main/binary-i386/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , W:Failed to fetch cdrom://Ubuntu 12.10 _Quantal Quetzal_ - Release amd64 (20121017.5)/dists/quantal/restricted/binary-i386/Packages Please use apt-cdrom to make this CD-ROM recognized by APT. apt-get update cannot be used to add new CD-ROMs , E:Some index files failed to download. They have been ignored, or old ones used instead.

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  • What is the best way to learn Cocos2D?

    - by Joey Green
    I've messed around with iPhone development for a couple years now. I've done some contract work. I want to get into Cocos2D to develop a game idea that I have. I was wondering what might be the best/quickest way to get up in running in cocos2d? I've thought about a book, but I wondering if that is needed? I'm the type of guy that just wants to know what everything does and is suppose to be used for. Any ideas?

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  • Purchasing Visual Studio 2010 Ultimate and Professional version

    - by Don
    We are a small team with 5-7 developers. We are planning to purchase Visual Studio 2010, better with one or two Ultimate version, others with professional version. The suggestion from Microsoft is getting it from retail. We find we can get them from http://msdn.microsoft.com/en-us/subscriptions/buy.aspx or http://www.amazon.com/Visual-Studio-2010-Ultimate-MSDN/dp/B0038KNER0/ref=sr_1_fkmr3_2?ie=UTF8&qid=1296675635&sr=8-2-fkmr3. From Amazon, it will be lower cost. We wonder if we buy from Microsft directly we can get additional benefits like supports, which other retailers can not provide. Anyone has any ideas? What is the cost effient way? Thanks,

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  • When to roll your own game engine?

    - by Joey Green
    I've been a software developer for 5 years now and wanting to get into iOS game development. I've played around with the iOS SDK for about 2 years now, attending cocoaheads meetings and feel I have a good grasp on objective-c/cocoa and even c/c++. I have a game idea and know that I will use Box2D but I'm wondering if I should use cocos2D or not. The main reasons are: I may want to do things graphics wise that aren't available in cocos2d. If I roll my own game engine I'll have more control. Of course the main reason for using a already existing game engine is the time it saves and it makes the hard stuff easier, but for someone who has the technical chops to roll his own does it make sense?

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  • Coding Dynamic Events?

    - by Joey Green
    I have no idea what the title of this question should be so bare with me. My game has turns. On a turn a player does something and this can result in a random number of explosions that occur at different times. I know when the explosions are done. I need to know when ALL are done and then do some other action. Also, each explosion is the same amount of time, say 3 seconds.. Right now I'm thinking of using a counter to hold how many explosions are happening. Then once the explosion is finished decrement this counter. Once the counter is zero, do my action. This idea is inspired by objective-c memory management btw. Anyways, does this sound like a good approach or would there be another way. An alternative might be to figure out the explosion who happened last and let it be responsible for calling this subsequent action. I'm asking mostly, because I haven't done this before and am trying to figure out if there are bugs that may occur that I'm not foreseeing.

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  • Requirements Analysis in Game Development?

    - by Joey Green
    I'm a software engineering student with a focus on game development and am wondering how big of a part does requirement analysis play a part in game development? I'm asking because there is a class being offered and I could take it. It is all about requirements analysis. Here is a description: An in-depth study of current research and practice in requirements elicitation, requirements, analysis, requirements specification,requirements verification and validation, and requirements management. Would this type of knowledge be useful for an independent game developer?

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Changing Career to Game Development

    - by Don Carleone
    I m enthusiastic about and ready to shifting my career to Game Development sector, but before that I wonder some situations, I m now working as Senior .net programmer, i can only write code in c# right now, but i started to learn c++, I m computer engineer so before I know how to write in C but I didnt work with big projects, I wrote "Game of Life" before with C and used only Linked List DataStructure becouse of pushed my limits. But now I m thinking to shift Game Development, I love to play Console Games, I respect people who works about that business. But I just wonder, I see a lot of great developers who write codes with C++ and I ask myself that guys dont think to join Game Industry so why I think I can join! is that True? I dont live in USA or big country like. I live in a poor country, and here is no any Game Development Company, so I have to move to USA for working that job. So can you tell me if I start to learn something (c++,game enginees,physic enginees,3d math etc.) right now and working my usual job, after 7-8 month is it good time to move and finding a job about Game development in USA as junior game developer? is that possible? or is this just a dream? I realy need your advices. You can give down vote about that no problem, at least one advice can help me in my life.

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  • Do employers prefer software engineering over CS majors?

    - by Joey Green
    I'm in grad school at a university that was one of the first to have a software engineering accredited program. My undergrad is in CS. An employer recently recruited at our university and hired 5 SE majors. None of them were CS. Do employers prefer software engineering majors? The reason I ask is because I can focus on many different areas during my graduate studies and really want to take the classes that will help me land a great job. Right now I'm either going to use CUDA and parallelize an advanced ray-tracer for a graduate project or do research on non-photo-realistic rendering in augmented reality. Pursuing these would leave very little SE classes in my schedule. If I went the software engineering route, I would probably either do research into data-oriented programming or software design complexity. Sometimes I think when I'm 40 and look back will it matter at all? For some reason I'm thinking not.

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  • How to Never Use iTunes With Your iPhone, iPad, or iPod Touch

    - by Chris Hoffman
    iTunes isn’t an amazing program on Windows. There was a time when Apple device users had to plug their devices into their PCs or Macs and use iTunes for device activation, updates, and syncing, but iTunes is no longer necessary. Apple still allows you to use iTunes for these things, but you don’t have to. Your iOS device can function independently from iTunes, so you should never be forced to plug it into a PC or Mac. Device Activation When the iPad first came out, it was touted as a device that could replace full PCs and Macs for people who only needed to perform light computing tasks. Yet, to set up a new iPad, users had to plug it into a PC or Mac running iTunes and use iTunes to activate the device. This is no longer necessary. With new iPads, iPhones, and iPod Touches, you can simply go through the setup process after turning on your new device without ever having to plug it into iTunes. Just connect to a Wi-Fi or cellular data network and log in with your Apple ID when prompted. You’ll still see an option that allows you to activate the device via iTunes, but this should only be necessary if you don’t have a wireless Internet connection available for your device. Operating System Updates You no longer have to use Apple’s iTunes software to update to a new version of Apple’s iOS operating system, either. Just open the Settings app on your device, select the General category, and tap Software Update. You’ll be able to update right from your device without ever opening iTunes. Purchased iTunes Media Apple allows you to easily access content you’ve purchased from the iTunes Store on any device. You don’t have to connect your device to your computer and sync via iTunes. For example, you can purchase a movie from the iTunes Store. Then, without any syncing, you can open the iTunes Store app on any of your iOS devices, tap the Purchased section, and see stuff you’ve downloaded. You can download the content right from the store to your device. This also works for apps — apps you purchase from the App Store can be accessed in the Purchased section on the App Store on your device later. You don’t have to sync apps from iTunes to your device, although iTunes still allows you to. You can even set up automatic downloads from the iTunes & App Store settings screen. This would allow you to purchase content on one device and have it automatically download to your other devices without any hassle. Music Apple allows you to re-download purchased music from the iTunes Store in the same way. However, there’s a good chance you have your own music you didn’t purchase from iTunes. Maybe you spent time ripping it all from your old CDs and you’ve been syncing it to your devices via iTunes ever since. Apple’s solution for this is named iTunes Match. This feature isn’t free, but it’s not a bad deal at all. For $25 per year, Apple allows you to upload all your music to your iCloud account. You can then access all your music from any iPhone, IPad, or iPod Touch. You can stream all your music — perfect if you have a huge library and little storage on your device — and choose which songs you want to download to your device for offline use. When you add additional music to your computer, iTunes will notice it and upload it using iTunes Match, making it available for streaming and downloading directly from your iOS devices without any syncing. This feature is named iTunes Match because it doesn’t just upload music — if Apple already has a song you upload, it will “match” your song with Apple’s copy. This means you may get higher-quality versions of your songs if you ripped them from CD at a lower bitrate. Podcasts You don’t have to use iTunes to subscribe to podcasts and sync them to your devices. Even if you have a lowly iPod Touch, you can install APple’s Podcasts app from the app store. Use it to subscribe to podcasts and configure them to automatically download directly to your device. You can use other podcast apps for this, too. Backups You can continue backing up your device’s data through iTunes, generating local backups that are stored on your computer. However, new iOS devices are configured to automatically back up their data to iCloud. This happens automatically in the background without you even having to think about it, and you can restore such backups when setting up a device simply by logging in with your Apple ID. Personal Data In the days of PalmPilots, people would use desktop programs like iTunes to sync their email, contacts, and calendar events with their mobile devices. You probably shouldn’t have to sync this data form your computer. Just sign into your email account — for example, a Gmail account — on your device and iOS will automatically pull your email, contacts, and calendar events from your associated account. Photos Rather than connecting your iOS device to your computer and syncing photos from it, you can use an app that automatically uploads your photos to a web service. Dropbox, Google+, and even Flickr all have this feature in their apps. You’ll be able to access your photos from any computer and have a backup copy without any syncing required. You may still need to use iTunes if you want to sync local music without paying for iTunes Match or copy local video files to your device. Copying large local files over is the only real scenario where you’d need iTunes. If you don’t need to copy such files over, you can go ahead and uninstall iTunes from your Windows PC if you like. You shouldn’t need it.     

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  • Impossible to install Ubuntu 10.10 dual boot with Windows 7 on new Acer desktop computer

    - by Don Myers
    My brother has a brand new Acer Desktop with Windows 7. I have done many installs (40+) of Ubuntu starting with 8.10, and have never run into this. I've spent three hours trying to do a dual boot install of 10.10. When you get to the place where you normally would choose to install as a dual boot or overwrite the existing information on the hard drive, that block is just blank. Nothing. No choices even to do a manual partition setup. If you try to go on you get the message "No root file system is defined. Please correct this from the partitioning menu." but there is nothing in the partitioning menu. I tried a good 10.04 disc also. Same thing happens with it. I ran a gparted live cd, and it shows the hard drive as sda with 3 partitions on the original. sda1 is a small partition called PQService. sda2 is another small partition called System Reserved, and GParted says it is the boot partition. sda3 is the main partation with the operating system (Windows 7) and all of the empty space. There is a little unallocated space at the very beginning and very end of the hard drive. If I go to places in the Live CD, it shows a 640 gb hard disk called Acer, but it also shows a 640 gb hard disk called system reserved. They are the same disk. There is just one hard drive. If you click properties in the System Reserved 640 gb, it shows all information as unknown. I had to change the boot order in the bios in order to run the live cd. The hard drive instead of being listed as such is listed as Raid:Raid Ready. Something the way this computer is set up is preventing Ubuntu from being able to identify the hard drive partitions at all to do an install, even if you were not doing a dual boot and just wanted to overwrite Windows. Is this a bug that needs reported? This is a major problem for me and my brother, but also for Ubuntu if new users want to Ubuntu and find they cannot install it.

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