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  • Problems with mounting .ISO files

    - by user89599
    I'm using Precise, with GNOME. I've attempted to install some retro, multi-cd games (KOTOR1) via .ISO images and WINE, but I can't get the ISO's to mount correctly. First I tried GMountISO, which showed a read-only warning but worked - until I went to unmount. When the installation program asked for CD 2 I couldn't unmount from the /cdrom folder because neither GMountISO or umount from terminal could detect the mount. After a reboot, I changed to GISOMount (different somehow, I guess?), but when I attempt to mount the ISO I get an error window explaining the syntax of the mount command and, which is also what I get when I attempt to use mount from terminal. After checking /media from terminal on a lark I see the disc mounted there twice over, but umount won't recognize it, even when I specify the full path sudo umount /media/KOTOR_1.iso. It cleared up upon reboot. Can someone please assist? UPDATE :: Thanks for the quick response. What's weird, is the images are like stuck in limbo... I'll show you: sc@sc-HP-110-3700:/media$ ls cdrom KOTOR_1(0)(vcd) KOTOR_1(vcd) sc@sc-HP-110-3700:/media$ cd cdrom sc@sc-HP-110-3700:/media/cdrom$ ls sc@sc-HP-110-3700:/media/cdrom$ cd .. sc@sc-HP-110-3700:/media$ umount KOTOR_1(vcd) bash: syntax error near unexpected token `(' sc@sc-HP-110-3700:/media$ umount KOTOR_1.ISO umount: KOTOR_1.ISO is not mounted (according to mtab) sc@sc-HP-110-3700:/media$ sudo umount -a umount: /run/shm: device is busy. (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1)) umount: /run: device is busy. (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1)) umount: /dev: device is busy. (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1)) umount: /: device is busy. (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1)) sc@sc-HP-110-3700:/media$

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  • How to install vmware in Ubuntu 10.04

    - by piemesons
    I need to install minix3 in vmware. I m using ubuntu 10.04. i downlaoded vmware and now i am trying to install it using:-- sudo apt-get install build-essential linux-headers-`uname -r` chmod +x VMware-Player*.bundle gksudo bash ./VMware-Player*.bundle VM Player Installer window popped up Clicked on the ‘Install’ button The progress bar started going; above the bar, it says that the installer is ‘Configuring’ This is was more than 15 minutes ago and still going. Nothing else is running on the system (consuming CPU, mem, …) Is the ‘Configuring’ step supposed to take this long? Seems to me it might be hung. Question: Did i do something wrong? Is there a log some place that can help me to debug this?

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  • Installing Windows 7 on a BSOD Windows Vista (ASAP)

    - by anonymous
    On a previous question i posted, i asked for help on fixing my windows vista box because it keeps going to blue screen. No one seems to have the answer, so now i want to install Windows 7. I want to know if i can install 7 without having to reformat my hard drive and having to lose all my files. I've already confirmed the hardware is working because i installed Ubuntu 9.10 on my external hard drive and it runs on my system fine. I tested the memory using vista's memory test and Ubuntu's memory test. here's the previous post: http://superuser.com/questions/125897/i-really-need-help-resolving-a-window-vista-bsod-blue-screen-crash-on-my-deskto

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  • How to update Preview.app from the command line without losing focus on Mac OS X?

    - by snies
    I want to update Preview.app in the background from the command line without losing focus of my current window. I know that I can use the following to open/update the view of a file, but then I lose focus to the Preview.app. open -a Preview foo.pdf I guess there might be some clever AppleScript commands to do so but so far I didn't find the right one. Alternatively I would be interested into transfering the focus back to my current application directly after the update. I need this in order to update Preview.app's view of a PDF file through a vi autocmd after I update the PDF file according to changes in a TeX file I am editing. Here is an example of what I want to achieve but using Ubuntu and evince.

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  • Restricting joystick within a radius of center

    - by Phil
    I'm using Unity3d iOs and am using the example joysticks that came with one of the packages. It works fine but the area the joystick moves in is a rectangle which is unintuitive for my type of game. I can figure out how to see if the distance between the center and the current point is too far but I can't figure out how to constrain it to a certain distance without interrupting the finger tracking. Here's the relevant code: using UnityEngine; using System.Collections; public class Boundary { public Vector2 min = Vector2.zero; public Vector2 max = Vector2.zero; } public class Joystick : MonoBehaviour{ static private Joystick[] joysticks; // A static collection of all joysticks static private bool enumeratedJoysticks=false; static private float tapTimeDelta = 0.3f; // Time allowed between taps public bool touchPad; // Is this a TouchPad? public Rect touchZone; public Vector2 deadZone = Vector2.zero; // Control when position is output public bool normalize = false; // Normalize output after the dead-zone? public Vector2 position; // [-1, 1] in x,y public int tapCount; // Current tap count private int lastFingerId = -1; // Finger last used for this joystick private float tapTimeWindow; // How much time there is left for a tap to occur private Vector2 fingerDownPos; private float fingerDownTime; private float firstDeltaTime = 0.5f; private GUITexture gui; // Joystick graphic private Rect defaultRect; // Default position / extents of the joystick graphic private Boundary guiBoundary = new Boundary(); // Boundary for joystick graphic public Vector2 guiTouchOffset; // Offset to apply to touch input private Vector2 guiCenter; // Center of joystick private Vector3 tmpv3; private Rect tmprect; private Color tmpclr; public float allowedDistance; public enum JoystickType { movement, rotation } public JoystickType joystickType; public void Start() { // Cache this component at startup instead of looking up every frame gui = (GUITexture) GetComponent( typeof(GUITexture) ); // Store the default rect for the gui, so we can snap back to it defaultRect = gui.pixelInset; if ( touchPad ) { // If a texture has been assigned, then use the rect ferom the gui as our touchZone if ( gui.texture ) touchZone = gui.pixelInset; } else { // This is an offset for touch input to match with the top left // corner of the GUI guiTouchOffset.x = defaultRect.width * 0.5f; guiTouchOffset.y = defaultRect.height * 0.5f; // Cache the center of the GUI, since it doesn't change guiCenter.x = defaultRect.x + guiTouchOffset.x; guiCenter.y = defaultRect.y + guiTouchOffset.y; // Let's build the GUI boundary, so we can clamp joystick movement guiBoundary.min.x = defaultRect.x - guiTouchOffset.x; guiBoundary.max.x = defaultRect.x + guiTouchOffset.x; guiBoundary.min.y = defaultRect.y - guiTouchOffset.y; guiBoundary.max.y = defaultRect.y + guiTouchOffset.y; } } public void Disable() { gameObject.active = false; enumeratedJoysticks = false; } public void ResetJoystick() { if (joystickType != JoystickType.rotation) { //Don't do anything if turret mode // Release the finger control and set the joystick back to the default position gui.pixelInset = defaultRect; lastFingerId = -1; position = Vector2.zero; fingerDownPos = Vector2.zero; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } else { //gui.pixelInset = defaultRect; lastFingerId = -1; position = position; fingerDownPos = fingerDownPos; if ( touchPad ){ tmpclr = gui.color; tmpclr.a = 0.025f; gui.color = tmpclr; } } } public bool IsFingerDown() { return (lastFingerId != -1); } public void LatchedFinger( int fingerId ) { // If another joystick has latched this finger, then we must release it if ( lastFingerId == fingerId ) ResetJoystick(); } public void Update() { if ( !enumeratedJoysticks ) { // Collect all joysticks in the game, so we can relay finger latching messages joysticks = (Joystick[]) FindObjectsOfType( typeof(Joystick) ); enumeratedJoysticks = true; } //CHeck if distance is over the allowed amount //Get centerPosition //Get current position //Get distance //If over, don't allow int count = iPhoneInput.touchCount; // Adjust the tap time window while it still available if ( tapTimeWindow > 0 ) tapTimeWindow -= Time.deltaTime; else tapCount = 0; if ( count == 0 ) ResetJoystick(); else { for(int i = 0;i < count; i++) { iPhoneTouch touch = iPhoneInput.GetTouch(i); Vector2 guiTouchPos = touch.position - guiTouchOffset; bool shouldLatchFinger = false; if ( touchPad ) { if ( touchZone.Contains( touch.position ) ) shouldLatchFinger = true; } else if ( gui.HitTest( touch.position ) ) { shouldLatchFinger = true; } // Latch the finger if this is a new touch if ( shouldLatchFinger && ( lastFingerId == -1 || lastFingerId != touch.fingerId ) ) { if ( touchPad ) { tmpclr = gui.color; tmpclr.a = 0.15f; gui.color = tmpclr; lastFingerId = touch.fingerId; fingerDownPos = touch.position; fingerDownTime = Time.time; } lastFingerId = touch.fingerId; // Accumulate taps if it is within the time window if ( tapTimeWindow > 0 ) { tapCount++; print("tap" + tapCount.ToString()); } else { tapCount = 1; print("tap" + tapCount.ToString()); //Tell gameobject that player has tapped turret joystick if (joystickType == JoystickType.rotation) { //TODO: Call! } tapTimeWindow = tapTimeDelta; } // Tell other joysticks we've latched this finger foreach ( Joystick j in joysticks ) { if ( j != this ) j.LatchedFinger( touch.fingerId ); } } if ( lastFingerId == touch.fingerId ) { // Override the tap count with what the iPhone SDK reports if it is greater // This is a workaround, since the iPhone SDK does not currently track taps // for multiple touches if ( touch.tapCount > tapCount ) tapCount = touch.tapCount; if ( touchPad ) { // For a touchpad, let's just set the position directly based on distance from initial touchdown position.x = Mathf.Clamp( ( touch.position.x - fingerDownPos.x ) / ( touchZone.width / 2 ), -1, 1 ); position.y = Mathf.Clamp( ( touch.position.y - fingerDownPos.y ) / ( touchZone.height / 2 ), -1, 1 ); } else { // Change the location of the joystick graphic to match where the touch is tmprect = gui.pixelInset; tmprect.x = Mathf.Clamp( guiTouchPos.x, guiBoundary.min.x, guiBoundary.max.x ); tmprect.y = Mathf.Clamp( guiTouchPos.y, guiBoundary.min.y, guiBoundary.max.y ); //Check distance float distance = Vector2.Distance(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); float angle = Vector2.Angle(new Vector2(defaultRect.x, defaultRect.y), new Vector2(tmprect.x, tmprect.y)); if (distance < allowedDistance) { //Ok gui.pixelInset = tmprect; } else { //This is where I don't know what to do... } } if ( touch.phase == iPhoneTouchPhase.Ended || touch.phase == iPhoneTouchPhase.Canceled ) ResetJoystick(); } } } if ( !touchPad ) { // Get a value between -1 and 1 based on the joystick graphic location position.x = ( gui.pixelInset.x + guiTouchOffset.x - guiCenter.x ) / guiTouchOffset.x; position.y = ( gui.pixelInset.y + guiTouchOffset.y - guiCenter.y ) / guiTouchOffset.y; } // Adjust for dead zone float absoluteX = Mathf.Abs( position.x ); float absoluteY = Mathf.Abs( position.y ); if ( absoluteX < deadZone.x ) { // Report the joystick as being at the center if it is within the dead zone position.x = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.x = Mathf.Sign( position.x ) * ( absoluteX - deadZone.x ) / ( 1 - deadZone.x ); } if ( absoluteY < deadZone.y ) { // Report the joystick as being at the center if it is within the dead zone position.y = 0; } else if ( normalize ) { // Rescale the output after taking the dead zone into account position.y = Mathf.Sign( position.y ) * ( absoluteY - deadZone.y ) / ( 1 - deadZone.y ); } } } So the later portion of the code handles the updated position of the joystick thumb. This is where I'd like it to track the finger position in a direction it still is allowed to move (like if the finger is too far up and slightly to the +X I'd like to make sure the joystick is as close in X and Y as allowed within the radius) Thanks for reading!

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  • Unable to create context rendering error whet run OpenGL application

    - by Rodnower
    Hello, I try to run Mesa gears example and I get following error: freeglut (./gears): Unable to create direct context rendering for window 'Gears' This may hurt performance. though the application runs successfully, but I guess that in future I will have much problems with productivity. I run Linux CentOS 5 on WMvare 7. Mesa's version is 6.5 Relevant output of lspci -v gives: 00:0f.0 VGA compatible controller: VMware SVGA II Adapter (prog-if 00 [VGA controller]) Subsystem: VMware SVGA II Adapter Flags: bus master, medium devsel, latency 64, IRQ 9 I/O ports at 10d0 [size=16] Memory at d0000000 (32-bit, non-prefetchable) [size=128M] Memory at d8000000 (32-bit, non-prefetchable) [size=8M] [virtual] Expansion ROM at 30000000 [disabled] [size=32K] Capabilities: [40] Vendor Specific Information Any one have idea? There is driver of vmvare for CentOS? Thank you for ahead.

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  • Have VIM jump to a ctag in an existing tab

    - by Adrian Petrescu
    I have ctags configured with my vim installation. My habit is to usually have all of the relevant files I'm working on open in tabs in vim all at once. The "problem" is that if I use Ctrl+] to jump to a ctag in a file I'm editing, it will replace the buffer in that tab, even though I have another tab already open containing that symbol. It would be much better if it just switched to that tab and jumped to the symbol there instead. This way I would always have a 1-to-1 tab-to-file ratio. I noticed in the Changenotes for the taglist.vim plugin (which I also use) has an entry that says 1. Added support for jumping to a tag/file in a new or existing tab from the taglist window (works only with Vim7 and above). However, I couldn't find anything in the documentation for Taglist (or Ctags) about how to actually do this. Can any vim gurus fill me in? Thanks!

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  • Where can I collaborate with my friend on source code in real time?

    - by Carson Myers
    I mean, other than a conference room :) Using google docs, I can upload any kind of file and view it with other people, watch them edit it in real time, with a live chat happening in the same window. This is awesome. How can I do the same thing with source code? I'm looking for a web application where I can upload source files that will be displayed in some kind of editor, with syntax highlighting, and allow others to view it and edit it in real time. Preferably with a live chat also, but not necessary. Does anybody know where I can find this?

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  • Want an iPad? How-To Geek is Giving One Away!

    - by The Geek
    That’s right. All you have to do to enter is become a fan of our Facebook page, and we’ll pick a random fan to win the prize. Once we’ve got 10,000 fans, we’ll change the prize from an iPod Touch to an iPad 16GB (typo in the image above). Everybody who is already a fan is already automatically entered in the contest!  (there’s no country restriction). So to make sure we upgrade the prize, make sure to share the How-To Geek Facebook Fan page with your friends that might be interested (don’t mindlessly spam everybody, of course). We’ve already got the iPad sitting here. Win an iPad on the How-To Geek Facebook Fan Page Similar Articles Productive Geek Tips Why Wait? Amazing New Add-on Turns Your iPhone into an iPad! [Comic]Win a Free iPod Touch in the How-To Geek Facebook Giveaway!Geek Software: Use DeliCount to Get Site-wide del.icio.us Bookmark CountsFix for Problems with How-To Geek Sidebar GadgetSet Gmail as Default Mail Client in Ubuntu 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Will it Blend? iPad Edition Penolo Lets You Share Sketches On Twitter Visit Woolyss.com for Old School Games, Music and Videos Add a Custom Title in IE using Spybot or Spyware Blaster When You Need to Hail a Taxi in NYC Live Map of Marine Traffic

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  • Touchpad hardware button disables keyboard too

    - by jjg
    I have an old but nice Samsung X50 running MM which has a key between the touchpad buttons which disables the touchpad. Very nice, no-one like to brush against the touchpad while typing. It seems to be a hardware feature -- a BIOS style window appears at the top left of the screen when you press it saying "touchpad off"; and when you press it again it says "touchpad on", and so it is, but now the keyboard has no effect in X, I can type nothing except to meta-ctl F1 to the console. After a reboot the problem persists; and the only way I have found to fix it is to blow away .gconf are replace it with a copy I made in happier times. Deleting/modifying .gconf/desktop/gnome/peripherals/touchpad/%gconf.xml does not fix the problem. There is no way to turn off the switch in BIOS without losing the touchpad. I would prise the thing out with a screwdriver if I could, but it's a work machine. This button is the bane of my life, hanging over me like a sword of Damocles.

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  • How to structure game states in an entity/component-based system

    - by Eva
    I'm making a game designed with the entity-component paradigm that uses systems to communicate between components as explained here. I've reached the point in my development that I need to add game states (such as paused, playing, level start, round start, game over, etc.), but I'm not sure how to do it with my framework. I've looked at this code example on game states which everyone seems to reference, but I don't think it fits with my framework. It seems to have each state handling its own drawing and updating. My framework has a SystemManager that handles all the updating using systems. For example, here's my RenderingSystem class: public class RenderingSystem extends GameSystem { private GameView gameView_; /** * Constructor * Creates a new RenderingSystem. * @param gameManager The game manager. Used to get the game components. */ public RenderingSystem(GameManager gameManager) { super(gameManager); } /** * Method: registerGameView * Registers gameView into the RenderingSystem. * @param gameView The game view registered. */ public void registerGameView(GameView gameView) { gameView_ = gameView; } /** * Method: triggerRender * Adds a repaint call to the event queue for the dirty rectangle. */ public void triggerRender() { Rectangle dirtyRect = new Rectangle(); for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); dirtyRect.add(graphicsComponent.getDirtyRect()); } gameView_.repaint(dirtyRect); } /** * Method: renderGameView * Renders the game objects onto the game view. * @param g The graphics object that draws the game objects. */ public void renderGameView(Graphics g) { for (GameObject object : getRenderableObjects()) { GraphicsComponent graphicsComponent = object.getComponent(GraphicsComponent.class); if (!graphicsComponent.isVisible()) continue; GraphicsComponent.Shape shape = graphicsComponent.getShape(); BoundsComponent boundsComponent = object.getComponent(BoundsComponent.class); Rectangle bounds = boundsComponent.getBounds(); g.setColor(graphicsComponent.getColor()); if (shape == GraphicsComponent.Shape.RECTANGULAR) { g.fill3DRect(bounds.x, bounds.y, bounds.width, bounds.height, true); } else if (shape == GraphicsComponent.Shape.CIRCULAR) { g.fillOval(bounds.x, bounds.y, bounds.width, bounds.height); } } } /** * Method: getRenderableObjects * @return The renderable game objects. */ private HashSet<GameObject> getRenderableObjects() { return gameManager.getGameObjectManager().getRelevantObjects( getClass()); } } Also all the updating in my game is event-driven. I don't have a loop like theirs that simply updates everything at the same time. I like my framework because it makes it easy to add new GameObjects, but doesn't have the problems some component-based designs encounter when communicating between components. I would hate to chuck it just to get pause to work. Is there a way I can add game states to my game without removing the entity-component design? Does the game state example actually fit my framework, and I'm just missing something? EDIT: I might not have explained my framework well enough. My components are just data. If I was coding in C++, they'd probably be structs. Here's an example of one: public class BoundsComponent implements GameComponent { /** * The position of the game object. */ private Point pos_; /** * The size of the game object. */ private Dimension size_; /** * Constructor * Creates a new BoundsComponent for a game object with initial position * initialPos and initial size initialSize. The position and size combine * to make up the bounds. * @param initialPos The initial position of the game object. * @param initialSize The initial size of the game object. */ public BoundsComponent(Point initialPos, Dimension initialSize) { pos_ = initialPos; size_ = initialSize; } /** * Method: getBounds * @return The bounds of the game object. */ public Rectangle getBounds() { return new Rectangle(pos_, size_); } /** * Method: setPos * Sets the position of the game object to newPos. * @param newPos The value to which the position of the game object is * set. */ public void setPos(Point newPos) { pos_ = newPos; } } My components do not communicate with each other. Systems handle inter-component communication. My systems also do not communicate with each other. They have separate functionality and can easily be kept separate. The MovementSystem doesn't need to know what the RenderingSystem is rendering to move the game objects correctly; it just need to set the right values on the components, so that when the RenderingSystem renders the game objects, it has accurate data. The game state could not be a system, because it needs to interact with the systems rather than the components. It's not setting data; it's determining which functions need to be called. A GameStateComponent wouldn't make sense because all the game objects share one game state. Components are what make up objects and each one is different for each different object. For example, the game objects cannot have the same bounds. They can have overlapping bounds, but if they share a BoundsComponent, they're really the same object. Hopefully, this explanation makes my framework less confusing.

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  • MacVim + tmux or: The Copy Paste Riddle

    - by Konzepz
    Now this is weird. Copied a chunk of a text from somewhere into clipboard. Ran mvim from a tmux buffer. Opened a file in MacVim. Pasted the text. MacVim results with the error: E353: Nothing to register + Nothing gets pasted. The plot thickens: I try to copy this error -- paste fails. I go over the same steps, this time running MacVim from a regular Terminal window (without tmux) -- Everything is in its right place. Whaa?

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  • Is there any way to use the xscreensaver gltext to monitor system information?

    - by Shane
    I am trying to get the X screensaver gltext to monitor my system temp and maybe some other stats. Writing a script that puts together the stats periodically is no problem, but the main thing I'm running into is that gltext doesn't refresh - whatever text I feed it stays there. So, for example, I run this command: $ /usr/lib/xscreensaver/gltext -text "`cat /proc/acpi/thermal_zone/THRM/temperature`" and get a gltext window showing: temperature: 60 C I can manipulate it and format it as necessary, but as my CPU heats up and cools down, it doesn't update, even if I include time variables that do. I have a script that feeds gltext the time as the first line and the temp as the second line - and although the time updates continuously as the time changes, the temperature value remains the same as whenever the screensaver started. Is it possible to do what I want, which is change the text every 60 seconds if the temperature changes?

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  • How to take a screenshot on Windows 7 and auto create screenshot file on desktop like Mac?

    - by Ali
    I'm trying to find information how do we take a screenshot on Windows 7 that will actually create a screenshot file like .png in to your desktop like on mac where you can do it by press Command+Control+Shift+4. In windows all I know is that I can do it by press press = Windows captures the entire screen and copies it to the clipboard. or for the Active windows I can just do hold and press = Windows captures only the currently active window and copies it to the clipboard. Right now I'm using maComFort which it gives me functionality of Mac like keyboard that I can take screenshot in such the same way with Mac OS X but really it changes many of the key in my keyboard in the way I don't like. So I wonder if there is a better way?

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  • Lightest weight ubuntu desktop for text editing in big terminal windows?

    - by Kevin Pauli
    I have an older windows laptop onto which I'm installing ubuntu within a VM. My goal is just to use terminal-based linux tools such as vim and shell scripting. I don't give a hoot about any gui for this box. So I first installed ubuntu minimalcd and chose "Basic Ubuntu Server". Upon boot, the text-based terminal came up and I logged in, but the problem is it only gives me 80 columns. I want to do terminal mode vim but have a couple hundred columns to take advantage of my large monitor. If you happen to know how to do that, please see my question here . This post is assuming that the other question is not answerable, and that I will need a desktop to get more than 80 columns in a terminal window. So if that is the case, I want the lightest weight one possible, because this is older hardware and all I want is the ability to have nice big text-based terminal windows for editing text. From the ubuntu minimal CD, I see options for Edubuntu, Kubuntu, etc. Which one of the available desktops would be a good choice for my needs?

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  • Set Up Anti-Brick Protection to Safeguard and Supercharge Your Wii

    - by Jason Fitzpatrick
    We’ve shown you how to hack your Wii for homebrew software, emulators, and DVD playback, now it’s time to safeguard your Wii against bricking and fix some annoyances—like that stupid “Press A” health screen. The thing about console modding and jailbreaking—save for the rare company like Amazon that doesn’t seem to care—is companies will play a game of cat and mouse to try and knock modded console out of commission, undo your awesome mods, or even brick your device. Although extreme moves like bricktacular-updates are rare once you modify your device you have to be vigilante in protecting it against updates that could hurt your sweet setup. Today we’re going to walk you through hardening your Wii and giving it the best brick protection available Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Snowy Christmas House Personas Theme for Firefox The Mystic Underground Tunnel Wallpaper Ubunchu! – The Ubuntu Manga Available in Multiple Languages Breathe New Life into Your PlayStation 2 Peripherals by Hooking Them Up to Your Computer Move the Window Control Buttons to the Left Side in Windows Fun and Colorful Firefox Theme for Windows 7

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  • Add a Real-Time Earth Wallpaper App to Ubuntu with xplanetFX

    - by Asian Angel
    Are you tired of the same old wallpaper on your Ubuntu desktop? Now you can go from blah to literally spacious, real-time styled views of Earth with the xplanetFX Wallpaper App for Linux. You can conveniently access the “file type” downloads, screenshots, and jump-to links all on the front page. For our example we downloaded the .deb setup file on our system. The setup file will need to download three additional files to complete the setup process. After those are downloaded all dependencies will have been met and you can complete the installation process. Once that is done you can find xplanetFX by going to the Accessories Section of your Ubuntu Menu. This is what the main control window looks like when you start xplanetFX for the first time. You should take a few moments to look through the various tabs and tweak the settings for items like location, screen resolution, timing, auto-start, etc. When you are done click on Execute and within a few moments your desktop will have a fresh new look! Note: It took ~30 seconds for the display to activate on our system. Have fun with xplanetFX! xplanetFX Homepage [via OMG! Ubuntu!] Latest Features How-To Geek ETC How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware Add a Real-Time Earth Wallpaper App to Ubuntu with xplanetFX The Citroen GT – An Awesome Video Game Car Brought to Life [Video] Final Man vs. Machine Round of Jeopardy Unfolds; Watson Dominates Give Chromium-Based Browser Desktop Notifications a Native System Look in Ubuntu Chrome Time Track Is a Simple Task Time Tracker Google Sky Map Turns Your Android Phone into a Digital Telescope

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  • Day 6 - Game Menuing Woes and Future Screen Sneak Peeks

    - by dapostolov
    So, after my last post on Day 5 I dabbled with my game class design. I took the approach where each game objects is tightly coupled with a graphic. The good news is I got the menu working but not without some hard knocks and game growing pains. I'll explain later, but for now...here is a class diagram of my first stab at my class structure and some code...   Ok, there are few mistakes, however, I'm going to leave it as is for now... As you can see I created an inital abstract base class called GameSprite. This class when inherited will provide a simple virtual default draw method:        public virtual void DrawSprite(SpriteBatch spriteBatch)         {             spriteBatch.Draw(Sprite, Position, Color.White);         } The benefits of coding it this way allows me to inherit the class and utilise the method in the screen draw method...So regardless of what the graphic object type is it will now have the ability to render a static image on the screen. Example: public class MyStaticTreasureChest : GameSprite {} If you remember the window draw method from Day 3's post, we could use the above code as follows...         protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             foreach(var gameSprite in ListOfGameObjects)            {                 gameSprite.DrawSprite(spriteBatch);            }             spriteBatch.End();             base.Draw(gameTime);         } I have to admit the GameSprite object is pretty plain as with its DrawSprite method... But ... we now have the ability to render 3 static menu items on the screen ... BORING! I want those menu items to do something exciting, which of course involves animation... So, let's have a peek at AnimatedGameSprite in the above game diagram. The idea with the AnimatedGameSprite is that it has an image to animate...such as ... characters, fireballs, and... menus! So after inheriting from GameSprite class, I added a few more options such as UpdateSprite...         public virtual void UpdateSprite(float elapsed)         {             _totalElapsed += elapsed;             if (_totalElapsed > _timePerFrame)             {                 _frame++;                 _frame = _frame % _framecount;                 _totalElapsed -= _timePerFrame;             }         }  And an overidden DrawSprite...         public override void DrawSprite(SpriteBatch spriteBatch)         {             int FrameWidth = Sprite.Width / _framecount;             Rectangle sourcerect = new Rectangle(FrameWidth * _frame, 0, FrameWidth, Sprite.Height);             spriteBatch.Draw(Sprite, Position, sourcerect, Color.White, _rotation, _origin, _scale, SpriteEffects.None, _depth);         } With these two methods...I can animate and image, all I had to do was add a few more lines to the screens Update Method (From Day 3), like such:             float elapsed = (float) gameTime.ElapsedGameTime.TotalSeconds;             foreach (var item in ListOfAnimatedGameObjects)             {                 item.UpdateSprite(elapsed);             } And voila! My images begin to animate in one spot, on the screen... Hmm, but how do I interact with the menu items using a mouse...well the mouse cursor was easy enough... this.IsMouseVisible = true; But, to have it "interact" with an image was a bit more tricky...I had to perform collision detection!             mouseStateCurrent = Mouse.GetState();             var uiEnabledSprites = (from s in menuItems                                    where s.IsEnabled                                    select s).ToList();             foreach (var item in uiEnabledSprites)             {                 var r = new Rectangle((int)item.Position.X, (int)item.Position.Y, item.Sprite.Width, item.Sprite.Height);                 item.MenuState = MenuState.Normal;                 if (r.Intersects(new Rectangle(mouseStateCurrent.X, mouseStateCurrent.Y, 0, 0)))                 {                     item.MenuState = MenuState.Hover;                     if (mouseStatePrevious.LeftButton == ButtonState.Pressed                         && mouseStateCurrent.LeftButton == ButtonState.Released)                     {                         item.MenuState = MenuState.Pressed;                     }                 }             }             mouseStatePrevious = mouseStateCurrent; So, basically, what it is doing above is iterating through all my interactive objects and detecting a rectangle collision and the object , plays the state animation (or static image).  Lessons Learned, Time Burned... So, I think I did well to start, but after I hammered out my prototype...well...things got sloppy and I began to realise some design flaws... At the time: I couldn't seem to figure out how to open another window, such as the character creation screen Input was not event based and it was bugging me My menu design relied heavily on mouse input and I couldn't use keyboard. Mouse input, is tightly bound with graphic rendering / positioning, so its logic will have to be in each scene. Menu animations would stop mid frame, then continue when the action occured again. This is bad, because...what if I had a sword sliding onthe screen? Then it would slide a quarter of the way, then stop due to another action, then render again mid-slide... it just looked sloppy. Menu, Solved!? To solve the above problems I did a little research and I found some great code in the XNA forums. The one worth mentioning was the GameStateManagementSample. With this sample, you can create a basic "text based" menu system which allows you to swap screens, popup screens, play the game, and quit....basic game state management... In my next post I'm going to dwelve a bit more into this code and adapt it with my code from this prototype. Text based menus just won't cut it for me, for now...however, I'm still going to stick with my animated menu item idea. A sneak peek using the Game State Management Sample...with no changes made... Cool Things to Mention: At work ... I tend to break out in random conversations every-so-often and I get talking about some of my challenges with this game (or some stupid observation about something... stupid) During one conversation I was discussing how I should animate my images; I explained that I knew I had to use the Update method provided, but I didn't know how (at the time) to render an image at an appropriate "pace" and how many frames to use, etc.. I also got thinking that if a machine rendered my images faster / slower, that was surely going to f-up my animations. To which a friend, Sheldon,  answered, surely the Draw method is like a camera taking a snapshot of a scene in time. Then it clicked...I understood the big picture of the game engine... After some research I discovered that the Draw method attempts to keep a framerate of 60 fps. From what I understand, the game engine will even leave out a few calls to the draw method if it begins to slow down. This is why we want to put our sprite updates in the update method. Then using a game timer (provided by the engine), we want to render the scene based on real time passed, not framerate. So even the engine renders at 20 fps, the animations will still animate at the same real time speed! Which brings up another point. Why 60 fps? I'm speculating that Microsoft capped it because LCD's dont' refresh faster than 60 fps? On another note, If the game engine knows its falling behind in rendering...then surely we can harness this to speed up our games. Maybe I can find some flag which tell me if the game is lagging, and what the current framerate is, etc...(instead of coding it like I did last time) Sheldon, suggested maybe I can render like WoW does, in prioritised layers...I think he's onto something, however I don't think I'll have that many graphics to worry about such a problem of graphic latency. We'll see. People to Mention: Well,as you are aware I hadn't posted in a couple days and I was surprised to see a few emails and messenger queries about my game progress (and some concern as to why I stopped). I want to thank everyone for their kind words of support and put everyone at ease by stating that I do intend on completing this project. Granted I only have a few hours each night, but, I'll do it. Thank you to Garth for mailing in my next screen! That was a nice surprise! The Sneek Peek you've been waiting for... Garth has also volunteered to render me some wizard images. He was a bit shocked when I asked for them in 2D animated strips. He said I was going backward (and that I have really bad Game Development Lingo). But, I advised Garth that I will use 3D images later...for now...2D images. Garth also had some great game design ideas to add on. I advised him that I will save his ideas and include them in the future design document (for the 3d version?). Lastly, my best friend Alek, is going to join me in developing this game. This was a project we started eons ago but never completed because of our careers. Now, priorities change and we have some spare time on our hands. Let's see what trouble Alek and I can get into! Tonight I'll be uploading my prototypes and base game to a source control for both of us to work off of. D.

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  • CodePlex Daily Summary for Wednesday, February 29, 2012

    CodePlex Daily Summary for Wednesday, February 29, 2012Popular ReleasesZXing.Net: ZXing.Net 0.4.0.0: sync with rev. 2196 of the java version important fix for RGBLuminanceSource generating barcode bitmaps Windows Phone demo client (only tested with emulator, because I don't have a Windows Phone) Barcode generation support for Windows Forms demo client Webcam support for Windows Forms demo clientOrchard Project: Orchard 1.4: Please read our release notes for Orchard 1.4: http://docs.orchardproject.net/Documentation/Orchard-1-4-Release-NotesFluentData -Micro ORM with a fluent API that makes it simple to query a database: FluentData version 1.2: New features: - QueryValues method - Added support for automapping to enumerations (both int and string are supported). Fixed 2 reported issues.NetSqlAzMan - .NET SQL Authorization Manager: 3.6.0.15: 3.6.0.15 28-Feb-2012 • Fix: The communication object, System.ServiceModel.Channels.ServiceChannel, cannot be used for communication because it is in the Faulted state. Work Item 10435: http://netsqlazman.codeplex.com/workitem/10435 • Fix: Made StorageCache thread safe. Thanks to tangrl. • Fix: Members property of SqlAzManApplicationGroup is not functioning. Thanks to tangrl. Work Item 10267: http://netsqlazman.codeplex.com/workitem/10267 • Fix: Indexer are making database calls. Thanks to t...SCCM Client Actions Tool: Client Actions Tool v1.1: SCCM Client Actions Tool v1.1 is the latest version. It comes with following changes since last version: Added stop button to stop the ongoing process. Added action "Query update status". Added option "saveOnlineComputers" in config.ini to enable saving list of online computers from last session. Default value for "LatestClientVersion" set to SP2 R3 (4.00.6487.2157). Wuauserv service manual startup mode is considered healthy on Windows 7. Errors are now suppressed in checkReleases...Document.Editor: 2012.1: Whats new for Document.Editor 2012.1: Improved Recent Documents list Improved Insert Shape Improved Dialogs Minor Bug Fix's, improvements and speed upsKinect PowerPoint Control: Kinect PowerPoint Control v1.1: Updated for Kinect SDK 1.0.SharpCompress - a fully native C# library for RAR, 7Zip, Zip, Tar, GZip, BZip2: SharpCompress 0.8: API Updates: SOLID Extract Method for Archives (7Zip and RAR). ExtractAllEntries method on Archive classes will extract archives as a streaming file. This can offer better 7Zip extraction performance if any of the entries are solid. The IsSolid method on 7Zip archives will return true if any are solid. Removed IExtractionListener was removed in favor of events. Unit tests show example. Bug fixes: PPMd passes tests plus other fixes (Thanks Pavel) Zip used to always write a Post Descri...Social Network Importer for NodeXL: SocialNetImporter(v.1.3): This new version includes: - Download new networks for Facebook fan pages. - New options for downloading more posts - Bug fixes To use the new graph data provider, do the following: Unzip the Zip file into the "PlugIns" folder that can be found in the NodeXL installation folder (i.e "C:\Program Files\Social Media Research Foundation\NodeXL Excel Template\PlugIns") Open NodeXL template and you can access the new importer from the "Import" menuASP.NET REST Services Framework: Release 1.1 - Standard version: Beginning from v1.1 the REST-services Framework is compatible with ASP.NET Routing model as well with CRUD (Create, Read, Update, and Delete) principle. These two are often important when building REST API functionality within your application. It also includes ability to apply Filters to a class to target all WebRest methods, as well as some performance enhancements. New version includes Metadata Explorer providing ability exploring the existing services that becomes essential as the number ...SQL Live Monitor: SQL Live Monitor 1.31: A quick fix to make it this version work with SQL 2012. Version 2 already has 2012 working, but am still developing the UI in version 2, so this is just an interim fix to allow user to monitor SQL 2012.DotNet.Highcharts: DotNet.Highcharts 1.1 with Examples: Fixed small bug in JsonSerializer about the numbers represented as string. Fixed Issue 310: decimal values don't work Fixed Issue 345: Disable Animation Refactored Highcharts class. Implemented Issue 341: More charts on one page. Added new class Container which can combine and display multiple charts. Usage: new Container(new[] { chart1, chart2, chart3, chart4 }) Implemented Feature 302: Inside an UpdatePanel - Added method (InFunction) which create the Highchart inside JavaScript f...Content Slider Module for DotNetNuke: 01.02.00: This release has the following updates and new features: Feature: One-Click Enabling of Pager Setting Feature: Cache Sliders for Performance Feature: Configurable Cache Setting Enhancement: Transitions can be Selected Bug: Secure Folder Images not Viewable Bug: Sliders Disappear on Postback Bug: Remote Images Cause Error Bug: Deleted Images Cause Error System Requirements DotNetNuke v06.00.00 or newer .Net Framework v3.5 SP1 or newer SQL Server 2005 or newerImage Resizer for Windows: Image Resizer 3 Preview 3: Here is yet another iteration toward what will eventually become Image Resizer 3. This release is stable. However, I'm calling it a preview since there are still many features I'd still like to add before calling it complete. Updated on February 28 to fix an issue with installing on multi-user machines. As usual, here is my progress report. Done Preview 3 Fix: 3206 3076 3077 5688 Fix: 7420 Fix: 7527 Fix: 7576 7612 Preview 2 6308 6309 Fix: 7339 Fix: 7357 Preview 1 UI...Finestra Virtual Desktops: 2.5.4500: This is a bug fix release for version 2.5. It fixes several things and adds a couple of minor features. See the 2.5 release notes for more information on the major new features in that version. Important - If Finestra crashes on startup for you, you must install the Visual C++ 2010 runtime from http://www.microsoft.com/download/en/details.aspx?id=5555. Fixes a bug with window animations not refreshing the screen on XP and with DWM off Fixes a bug with with crashing on XP due to a bug in t...AutoExpandOver - Show popup on mouseover, focus, click in Silverlight: AutoExpandOver 2.1: Many fixes. All leaks are gone. Features added.FileSquirrel: FileSquirrel Alpha 1.2.1 32bit and x64: FileSquirrel Alpha 1.2.1Publishing SCSM Work Item to a Sharepoint Calendar: PublishWI command line tool (Updated): Updated for SCSM 2012 (RC) PublishWI command line tool Usage: PublishWI.exe WIID URL CalendarName WIID: ID of the Work Item to publish (for example, CR3333) URL: URL of the SharePoint site, such as http://www.sharepoint.com CalendarName: The name of the sharepoint calendar to publish WI to.HttpRider - Tool for Web Site Performance and Stress Tests: HttpRider 1.0: Please let me know any issues you face. ThanksMedia Companion: MC 3.432b Release: General Now remembers window location. Catching a few more exceptions when an image is blank TV A couple of UI tweaks Movies Fixed the actor name displaying HTML Fixed crash when using Save files as "movie.nfo", "movie.tbn", & "fanart.jpg" New CSV template for HTML output function Added <createdate> tag for HTML output A couple of UI tweaks Known Issues Multiepisodes are not handled correctly in MC. The created nfo is valid, but they are not displayed in MC correctly & saving the...New Projects.NET Implementation of Extensions for Financial Services: NXFS is planned to be a compliant .Net implementation of CEN/XFS (currently version 3.20) to overcome some deficits of native implementation such as not supporting highly productive programming languages (like C#) and supporting only Windows XP and x86 platform.BigCoder WebMaster Tools: BigCoder WebMaster ToolsBigCoder Whois Program: BigCoder Whois ProgrambiscuitCMS: biscuitCMS makes it easier for <target user group> to <activity>. You'll no longer have to <activity>. It's developed in <programming language>. BridgeSeismic: BridgeSeismicData Normilizer: Decomposer for SQL fact tables, for BI projectsDownload Indexed Cache: "Download Indexed Cache" implements the Bing API Version 2 to retrieve content indexed within the Bing Cache to support the "Search Engine Reconnaissance" section of the OWASP Testing Guide v3. FITSExplorer: FITS Explorer is designed to allow astronomers to quickly and easily browse and preview the image and metadata stored in FITS files. The application was developed using primarily WPF and C#, with some low-level data manipulation routines written in C++ for high-performance.ICalSync: icalsyncLeague Manager: Nosso gerenciador de campeonatosLemcube SISTRI: interfacciamento ai servizi di Interoperabilità SIS.: Lemcube SISTRI: interfacciamento ai servizi di Interoperabilità SIS.LittlePluginLib: A small plugin system based on the .net framework 3.5Log reading: Reading and parsing huge log files, download from ftp server and upload to msql database.Mail Aggregator Service: To address the problem of being 'spammed' by your own alert emails this service was created to group/batch mail messages sent to the same 'to' address. It can integrate into QuickMon or even be used as a stand-alone tool to send out alert notifications. MangoTicTacToe: Demo application of a simple Silverlight game for Windows Phone 7. This tictactoe game features some of the most basics requirements for making a Silverlight game for Windows Phone 7.MonkeyButt: Web alternatives to commercial software like Facebook and Google.PizzaSoft: PizzaSoftproject: project demoSharePoint 2010 Automatically Generated Solution Demo: In this demo project I show how to generate Sandboxed Solutions by code at runtime.SoftService: Software ServiceSPAdmin: SharePoint WarmUp ToolSSASNet: SSASNetSSIS Data Masker: A SSIS Data Flow Transformation Component To Provide Basic Data Masking Capabilities.UpiGppf: This is a high shcool projectXMPP/Media Library for .NET and Windows Phone 7.5: .NET libraries for XMPP, TLS, RTP, STUN, SOCKS and more for windows and windows phone.

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  • Why do funky characters show up in these Microsoft Word equations?

    - by mipadi
    A colleague sent me a document created with Microsoft Office 2007 that contains equations. On her end, the document looks fine; however, on my end, the equations show up with these funky characters overlaid on them: Why do these weird characters show up, and how do I fix it? The equations appear like this in both .doc and .docx documents. Additionally, when I double-click on the equations to edit them, I get a warning that the equations were created with a newer version of the equation editor, and when I close the editing window, the equations are gone completely. I think this might indicate a compatibility problem, but I am not sure of a solution.

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  • Toggle between open Tabs in Internet Explorer

    - by Kanini
    I have multiple tabs open in IE 8 (OS is Windows 7 Home Premium). Let us name the tabs as T1, T2, T3, ... , T7 I am currently on T7. What do I do if I want to toggle between Tab T4 and T7? Alt + Tab - Switches between different apps that are open. Ctrl + Tab - Cycles through the different tabs that are open in the current Window. What I want is something like we have in Visual Studio. Irrespective of how the documents are opened, a Ctrl + Tab always toggles between the last two files opened. Is it possible in IE 8.0?

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  • What is the list of special variables available when writing a shell command for a context menu

    - by giovanni.pellicciotta
    When extending the Windows' shell context menu (e.g. for adding an 'Open command here' prompt on directories), a 'command' key needs to be created in the registry. The value of this 'command' key apparently can be any valid command line. I want to know which 'special variables' are available for use inside this command line. For example, I use following command for opening and cmd window from within a directory's context menu (*): cmd.exe /e:on /f:on /s /k pushd "%V" I cannot find any reference to what %V actually means or what the full list of such variables is. (*) Following registry keys are created for this: [HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Directory\shell\cmdshell] @=Open Command Prompt Here" HKEY_LOCAL_MACHINE\SOFTWARE\Classes\Directory\shell\cmdshell\command] @="cmd.exe /e:on /f:on /s /k pushd \"%V\""

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  • Multi-monitor aterm transparency

    - by Bryan Ward
    I have 3 monitors which I set the background with using xpmroot my-5760x1200bg.png I then setup aterm to use transparency by adding the following to my ~/.Xdefaults file. aterm*transparent:true aterm*shading:60 aterm*background:Black aterm*foreground:White aterm*scrollBar:true aterm*scrollBar_right:true aterm*transpscrollbar:true aterm*saveLines:32767 aterm*font:*-*-fixed-medium-r-normal--*-140-*-*-*-*-iso8859-1 aterm*boldFont:*-*-fixed-bold-r-normal--*-*-140-*-*-*-*-iso8859-1 I am getting transparency on my aterm windows, but the image that is coming through with the transparency isn't correct. On the left monitor things are fine, but the middle and right monitors both seem to use the leftmost 1920x1200 of the background image as what is behind the terminal window. It would be as if every screen had the same background as the monitor on the left. Is this something that can be configured to be correct, or is this a bug? I'm running Gentoo Linux with Xmonad.

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  • Dual boot Windows 7 with Windows 8- Dynamic Disk

    - by MeetM
    Its a long explanation. I have a HP Pavilion dm4 notebook. It has pre installed Windows 7 Home Pre. Recently, I tried to install Windows 8 developer preview on my notebook, but while installing, it only allowed me to insatll it on my primary Windows 7 drive I.e. drive C. I had kept 1 empty partition for Windows 8 but when I selectced that option, the next button at the bottom of the window just grey with some error saying Windows cannot boot from this drive....blah blah blah So I googled and found another way of doing it by VHD(virtual hard disk). This seemed to work but on restarting gave me "VHD_BOOT_INITIALIZATION_FAILED" error. After trying all possible ways for around 10 times, I gave up. I noticed that d only thing difference in d tutorials and my notebook is the Disk type. They all had Basic and I have Dynamic. Is that the reason m not able to boot Windows 8? Any suggestions?

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  • Silverlight Cream for May 24, 2010 -- #868

    - by Dave Campbell
    In this Issue: Victor Gaudioso, Weidong Shen, SilverLaw, Alnur Ismail, Damon Payne, and Karl Erickson. Shoutout: Tim Greenfield posted his slides and materials (not the padlock yet) from Portland Code Camp: Rx for Silverlight at Portland CodeCamp András Velvárt posted his material from his User Group talk: 20 Silverlight 4 demos in one zip file From SilverlightCream.com: New Silverilght Video Tutotial: How to Build Your Very Own Tutorial Cam Do you like the video Victor Gaudioso has of himself in his tutorials? well... in this one, he explains how to go about doing just that for yourself! A Sample Silverlight 4 Application Using MEF, MVVM, and WCF RIA Services - Part 1 Weidong Shen has part 1 of a new series up on Code Project about Siverlight, MVVM, MEF, and WCF RIA Services. Silver Spot Light - Silverlight 4 SilverLaw posted a control to the Expression Gallery and I have to agree with his comment "You' ll love to switch it on and off & on and off & on and off ... ;-)" A Distributable (.exe) Silverlight OOB Application Alnur Ismail has a step-by-step post up on building an OOB app deployable in an exe file. You'll need a file from a post by Tim, but there's a link in the post. DataContract based Binary Serialization for Silverlight Damon Payne serves up on a promise to post about a subject he's been discussing: DataContract based Binary Serialization for Silverlight... and he's writing about the process he followed, plus all the code is available. Creating a Custom Out-of-Browser Window in Silverlight 4 Karl Erickson at the Silverlight SDK blog discusses OOB visualization effects... what you can and can't do, and what limitations you're up against. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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