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  • Sharing large objects between ruby processes without a performance hit

    - by Gdeglin
    I have a Ruby hash that reaches approximately 10 megabytes if written to a file using Marshal.dump. After gzip compression it is approximately 500 kilobytes. Iterating through and altering this hash is very fast in ruby (fractions of a millisecond). Even copying it is extremely fast. The problem is that I need to share the data in this hash between Ruby on Rails processes. In order to do this using the Rails cache (file_store or memcached) I need to Marshal.dump the file first, however this incurs a 1000 millisecond delay when serializing the file and a 400 millisecond delay when serializing it. Ideally I would want to be able to save and load this hash from each process in under 100 milliseconds. One idea is to spawn a new Ruby process to hold this hash that provides an API to the other processes to modify or process the data within it, but I want to avoid doing this unless I'm certain that there are no other ways to share this object quickly. Is there a way I can more directly share this hash between processes without needing to serialize or deserialize it? Here is the code I'm using to generate a hash similar to the one I'm working with: @a = [] 0.upto(500) do |r| @a[r] = [] 0.upto(10_000) do |c| if rand(10) == 0 @a[r][c] = 1 # 10% chance of being 1 else @a[r][c] = 0 end end end @c = Marshal.dump(@a) # 1000 milliseconds Marshal.load(@c) # 400 milliseconds

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  • Stored Procedure Hit Counter

    - by Tyler
    I have a table with 3 column's in a table on a MS SQL 2008 Database ID ToolID Count Can someone toss me a script that will create a stored procedure that accepts the param ToolID and increases its value by 1? All of my efforts have failed.

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  • How do I implement AABB ray cast hit checking for opengl es on the iPhone

    - by Big Fizzy
    Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched. I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5. Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d. // // GLViewController.h // NeHe Lesson 05 // // Created by Jeff LaMarche on 12/12/08. // Copyright Jeff LaMarche Consulting 2008. All rights reserved. // #import "GLViewController.h" #import "GLView.h" @implementation GLViewController - (void)drawBox { static const GLfloat cubeVertices[] = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f }; static const GLubyte cubeNumberOfIndices = 36; const GLubyte cubeVertexFaces[] = { 0, 1, 5, // Half of top face 0, 5, 4, // Other half of top face 4, 6, 5, // Half of front face 4, 6, 7, // Other half of front face 0, 1, 2, // Half of back face 0, 3, 2, // Other half of back face 1, 2, 5, // Half of right face 2, 5, 6, // Other half of right face 0, 3, 4, // Half of left face 7, 4, 3, // Other half of left face 3, 6, 2, // Half of bottom face 6, 7, 3, // Other half of bottom face }; const GLubyte cubeFaceColors[] = { 0, 255, 0, 255, 255, 125, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeVertices); int colorIndex = 0; for(int i = 0; i < cubeNumberOfIndices; i += 3) { glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]); int face = (i / 3.0); if (face%2 != 0.0) colorIndex+=4; glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]); } glDisableClientState(GL_VERTEX_ARRAY); } //move this to a data model later! - (GLfixed)floatToFixed:(GLfloat)aValue; { return (GLfixed) (aValue * 65536.0f); } - (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view; { glMatrixMode(GL_MODELVIEW); GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0, -25149, 26775,-54274, 0, -40303, 36435, 36650, 0, 0, 0, 0, 65536 }; /* GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65536 }; */ //glLoadIdentity(); //glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f); // Reset rotation system if (isFirstDrawing) { //glLoadIdentity(); glMultMatrixx(currentModelViewMatrix); [self configureLighting]; isFirstDrawing = NO; } // Scale the view to fit current multitouch scaling GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor]; glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor); // Perform incremental rotation based on current angles in X and Y glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation); glRotatex([self floatToFixed:totalRotation], (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8]) ); // Translate the model by the accumulated amount glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f)); xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor); yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor); // Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f); // Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f); // Black background, with depth buffer enabled glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [self drawBox]; } - (void)configureLighting; { const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535}; const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed matAmbient[] = {65535, 65535, 65535, 65535}; const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed lightPosition[] = {30535, -30535, 0, 0}; const GLfixed lightShininess = 20; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 60.0; GLfloat size; glMatrixMode(GL_PROJECTION); glEnable(GL_DEPTH_TEST); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glScissor(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, 0.0f, -6.0f); isFirstDrawing = YES; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end

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  • Sharepoint hit counter is not displayed.

    - by stckvrflw
    I followed the instructions here http://support.microsoft.com/kb/825532 After that when I preview my page, I can't see the hitcounter. I learned that it may be related to permissions of the site but I couldn't find how to do it. Is it realy related to permissions ? If so what should I do to ? And any external solution (except this one: http://hitcounter.codeplex.com/) would help, the one in pharanthesis, I couldn't make it work.

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  • "Priming" a whole database in MSSQL for first-hit speed

    - by David Spillett
    For a particular apps I have a set of queries that I run each time the database has been restarted for any reason (server reboot usually). These "prime" SQL Server's page cache with the common core working set of the data so that the app is not unusually slow the first time a user logs in afterwards. One instance of the app is running on an over-specced arrangement where the SQL box has more RAM than the size of the database (4Gb in the machine, the DB is under 1.5Gb currently and unlikely to grow too much relative to that in the near future). Is there a neat/easy way of telling SQL Server to go away and load everything into RAM? It could be done the hard way by having a script scan sysobjects & sysindexes and running SELECT * FROM <table> WITH(INDEX(<index_name>)) ORDER BY <index_fields> for every key and index found, which should cause every used page to be read at least once and so be in RAM, but is there a cleaner or more efficient way? All planned instances where the database server is stopped are out-of-normal-working-hours (all the users are at most one timezone away and unlike me none of them work at silly hours) so such a process (until complete) slowing down users more than the working set not being primed at all would is not an issue.

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  • asp:login form does not submit when you hit enter

    - by Ben Liyanage
    I am having an issues while using the <asp:login> tag. When a user clicks the "login" button, the form will process correctly. However, when the user hits the enter key, the form self submits and does not process the login, whether it was correct information or not. I am using a combination of MasterPages, and Umbraco. My aspx code looks like this: <%@ Master Language="C#" MasterPageFile="/masterpages/AccountCenter.master" CodeFile="~/masterpages/Login.master.cs" Inherits="LoginPage" AutoEventWireup="true" %> <asp:Content ContentPlaceHolderID="RunwayMasterContentPlaceHolder" runat="server"> <div class="loginBox"> <div class="AspNet-Login-TitlePanel">Account Center Login</div> <asp:label id="output" runat="server"></asp:label> <asp:GridView runat="server" id="GridResults" AutoGenerateColumns="true"></asp:GridView> <asp:Login destinationpageurl="~/dashboard.aspx" ID="Login1" OnLoggedIn="onLogin" runat="server" TitleText="" FailureText="The login/password combination you provided is invalid." DisplayRememberMe="false"></asp:Login> </div> </asp:Content> In the actual rendered page, I see this javascript on the form: <form method="post" action="/dashboard.aspx?" onsubmit="javascript:return WebForm_OnSubmit();" id="aspnetForm"> That javascript function is defined as: <script type="text/javascript"> //<![CDATA[ function WebForm_OnSubmit() { if (typeof(ValidatorOnSubmit) == "function" && ValidatorOnSubmit() == false) return false; return true; } //]]> </script> The javascript is always evaluating to True when it runs.

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  • Incremement Page Hit Count in Django

    - by Andrew C
    I have a table with an IntegerField (hit_count), and when a page is visited (ie. http://site/page/3) I want record id 3 'hit_count' column in the database to increment by 1. The query should be like: update table set hit_count = hit_count + 1 where id=3 Can I do this with the standard Django Model conventions? Or should I just write the query by hand? I'm starting a new project, so I am trying to avoid hacks. We'll see how long this lasts! Thanks!

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  • My Lucene queries only ever find one hit

    - by Bob
    I'm getting started with Lucene.Net (stuck on version 2.3.1). I add sample documents with this: Dim indexWriter = New IndexWriter(indexDir, New Standard.StandardAnalyzer(), True) Dim doc = Document() doc.Add(New Field("Title", "foo", Field.Store.YES, Field.Index.TOKENIZED, Field.TermVector.NO)) doc.Add(New Field("Date", DateTime.UtcNow.ToString, Field.Store.YES, Field.Index.TOKENIZED, Field.TermVector.NO)) indexWriter.AddDocument(doc) indexWriter.Close() I search for documents matching "foo" with this: Dim searcher = New IndexSearcher(indexDir) Dim parser = New QueryParser("Title", New StandardAnalyzer()) Dim Query = parser.Parse("foo") Dim hits = searcher.Search(Query) Console.WriteLine("Number of hits = " + hits.Length.ToString) No matter how many times I run this, I only ever get one result. Any ideas?

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  • Hit detection on non-transparent pixel

    - by Abie
    Given a PNG in a web context with some transparent pixels and some non-transparent pixels, is there a way in Javascript to determine if a user has clicked on a non-transparent pixel? A webkit-only solution would be perfectly acceptable.

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  • determine which value produced a hit in SOLR multivalued field type

    - by harschware
    If I have a multiValued field type of text, and I put values [cat,dog,green,blue] in it. Is there a way to tell when I execute a query against that field for dog, that it was in the 1st element position for that multiValued field? Assumption: client does not have any pre-knowledge of what the field type of the field being queried is. (i.e. Solr must provide the answer and the client can't post process the return doc to figure it out because it would not know how SOLR matched the query to the result). Disclosure: I posted to solr-user list and am getting no traction so I post here now.

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  • appengine_config.py middleware not hit

    - by jeremy
    using 1.3.4 - wsgi middleware is not being installed. i have appengine_config.py at the same level as app.yaml, with the following (for testing): """Configuration.""" raise Exception("hello") def webapp_add_wsgi_middleware(app): return app the exception is never raised. am i missing something?

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  • Hit external url from code-behind

    - by Steven
    I have a form on my site. The user enters their e-mail and selects a location from a dropdown. I then need to post that data to an external site by hitting a url with the user's location and e-mail in the query string. I'm doing this like so: string url = "http://www.site.com/page.aspx?location=" + location.Text + "&email=" + email.Text; HttpWebRequest request = (HttpWebRequest)WebRequest.Create(url); HttpWebResponse response = (HttpWebResponse)request.GetResponse(); My client says that I am not hitting their server, but when going through the debugger, I'm getting a response from their server. I also tried tracking what was happening by using Firebug, and I noticed that there was no POST made to that external site. What am I doing wrong here?

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  • How do I make good guy attacks only hit bad guys and vice versa?

    - by tieTYT
    My game has many different type of good guys and many different type of bad guys. They will all be firing projectiles at each other but I don't want any accidental collateral damage to occur for either alignment. So bad guys should not be able to hit/damage other bad guys and good guys should not be able to hit/damage other good guys. The way I'm thinking of solving this is by making it so that the Unit instance (this is javascript, btw), has an alignment property that can be either good or bad. And I'll only let collision happen if the class Attack boolean didAttackCollideWithTarget(target) return attack.source.alignment != target.alignment and collisionDetected(attack.source, target) This is pseudo-code, of course. But I'm asking this question because I get the sense that there might be a much more elegant way to design this besides adding yet another property to my Unit class.

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  • Are there any free hit counters that don't track users?

    - by David Englund
    Are there any free services that increment a simple hit counter without tracking the users of the site? I would like to know how many visitors there are to my site, excluding bots. I don't need detailed information like unique visitors or where the user is from (in fact, that's exactly what I don't want). I have been researching free hit counters, and it seems that most (all?) of them display advertisements and their terms of service indicate that they can use the data they collect from the client site however they want. Google Analytics also does this and tracks users across sites. The site is static HTML, so an external link or iframe of some sort is easiest for me to implement. I could switch to a Ruby or Node.js back-end, in which case lots of other options open up (like Ruby impressionist and more low-level implementations), but my hosting service is pretty limited. If the answer to my question is simply "no," what are my other options?

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  • What is the correct way to implement hit detection with non-rectangular sprites?

    - by hogni89
    What is the correct way to implement hit or touch detection for non-rectangular sprites in Cocos2d? I am working on a jigsaw puzzle, so our sprites have some strange forms (jigsaw puzzle bricks). As of now, we have implemented the "detection" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, or is it a limitation when using sprites based on .png's? If so, how should I proceed?

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • fread how to Count total from Counter text

    - by snikolov
    hey i have a counter text here and i need to know how to calculate the total this is my information $filename = "data.txt"; $handle = fopen($filename, "r"); $contents = fread($handle, filesize($filename)); $expode = explode("\n",$contents); /** output 1024 1024 1024 1024 1024 1024 1024 1024 1024 1024 1024 1024 1024 */ I i need to calculate the total by exploding "\n" so i will output 12288 need to understand how to do this i have done this foreach ($expode as $v) { $total = $total + $v; echo $total; } i did not get good results with this

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  • Debian keyring error: "No keyring installed"

    - by donatello
    I have a Debian Squeeze EC2 AMI. On booting up an instance with it and trying to install packages with apt-get I get errors saying there is no keyring installed. Here is the error with apt-get update: root@ip:~# apt-get update Get:1 http://ftp.us.debian.org squeeze Release.gpg [1672 B] Ign http://ftp.us.debian.org/debian/ squeeze/contrib Translation-en Ign http://ftp.us.debian.org/debian/ squeeze/main Translation-en Ign http://ftp.us.debian.org/debian/ squeeze/non-free Translation-en Get:2 http://security.debian.org squeeze/updates Release.gpg [836 B] Ign http://security.debian.org/ squeeze/updates/contrib Translation-en Ign http://security.debian.org/ squeeze/updates/main Translation-en Hit http://ftp.us.debian.org squeeze Release Ign http://ftp.us.debian.org squeeze Release Ign http://security.debian.org/ squeeze/updates/non-free Translation-en Ign http://ftp.us.debian.org squeeze/main Sources/DiffIndex Get:3 http://security.debian.org squeeze/updates Release [86.9 kB] Ign http://security.debian.org squeeze/updates Release Ign http://ftp.us.debian.org squeeze/contrib Sources/DiffIndex Ign http://ftp.us.debian.org squeeze/non-free Sources/DiffIndex Ign http://ftp.us.debian.org squeeze/main amd64 Packages/DiffIndex Ign http://ftp.us.debian.org squeeze/contrib amd64 Packages/DiffIndex Ign http://ftp.us.debian.org squeeze/non-free amd64 Packages/DiffIndex Ign http://security.debian.org squeeze/updates/main Sources/DiffIndex Hit http://ftp.us.debian.org squeeze/main Sources Hit http://ftp.us.debian.org squeeze/contrib Sources Hit http://ftp.us.debian.org squeeze/non-free Sources Hit http://ftp.us.debian.org squeeze/main amd64 Packages Hit http://ftp.us.debian.org squeeze/contrib amd64 Packages Ign http://security.debian.org squeeze/updates/contrib Sources/DiffIndex Ign http://security.debian.org squeeze/updates/non-free Sources/DiffIndex Ign http://security.debian.org squeeze/updates/main amd64 Packages/DiffIndex Ign http://security.debian.org squeeze/updates/contrib amd64 Packages/DiffIndex Ign http://security.debian.org squeeze/updates/non-free amd64 Packages/DiffIndex Hit http://ftp.us.debian.org squeeze/non-free amd64 Packages Get:4 http://backports.debian.org squeeze-backports Release.gpg [836 B] Ign http://backports.debian.org/debian-backports/ squeeze-backports/main Translation-en Hit http://security.debian.org squeeze/updates/main Sources Hit http://security.debian.org squeeze/updates/contrib Sources Hit http://security.debian.org squeeze/updates/non-free Sources Hit http://security.debian.org squeeze/updates/main amd64 Packages Hit http://security.debian.org squeeze/updates/contrib amd64 Packages Hit http://security.debian.org squeeze/updates/non-free amd64 Packages Get:5 http://backports.debian.org squeeze-backports Release [77.6 kB] Ign http://backports.debian.org squeeze-backports Release Hit http://backports.debian.org squeeze-backports/main amd64 Packages/DiffIndex Hit http://backports.debian.org squeeze-backports/main amd64 Packages Fetched 3346 B in 0s (5298 B/s) Reading package lists... Done W: GPG error: http://ftp.us.debian.org squeeze Release: No keyring installed in /etc/apt/trusted.gpg.d/. W: GPG error: http://security.debian.org squeeze/updates Release: No keyring installed in /etc/apt/trusted.gpg.d/. W: GPG error: http://backports.debian.org squeeze-backports Release: No keyring installed in /etc/apt/trusted.gpg.d/. Googling around didn't really help me fix this problem. I tried installing the packages "debian-keyring" and "debian-archive-keyring" but the error does not go away. I'd like to avoid installing unstrusted packages. Any help is appreciated! Why does this error happen and where can I learn more?

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  • how much more memcache memory do i need to get 95% hit ratio? [on hold]

    - by OneSolitaryNoob
    I have a memcache instance running that has a 90% hit ratio. How can I estimate how much more memory it needs to get to a 95% hit ratio? edit: This question was blocked, but I do not think this is impossible to answer. After all, anyone that's used a caching system HAS answered this question, most likely with trial&error&luck. I can look at my usage patterns. I can increase or decrease memory and see how hit rate changes. Both of these provide data that informs an estimate. But what's a good/better/best way to do this?

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  • Accidentally hit shortcut and lost text in web browser. Can it be disabled?

    - by uniomni
    I have noticed that I occasionally hit some shortcut while typing that either kills the browser or otherwise causes me to lose e.g. a post I am writing. This typically happens if I type while on a bumpy road or something like that. It also just happened to my eight year old daughter ;-( I think the shortcut in question is CTRL-w which (at least in Firefox) closes the current tab and consequently whatever content is being written. I would like to know if anyone has noticed this and if someone has a solution e.g. a way to disable "dangerous" shortcuts if at all possible. Many thanks Ole (uniomni)

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  • How to calculate shot angle and velocity to hit a moving target?

    - by Guen
    I am developing a 2D Android game and I am making an aiming algorithm for AI projectiles to hit enemies either following a path, or free moving. At the moment it just calculates where the target will be after a distance and fires a projectile to meet it at that distance. Of course this means varying the projectile speed to meet the target. Does anyone have any tips for a simple-ish algorithm (optimal-ish) to calculate when the projectile needs to fire and where it needs to aim if it can only travel at a constant velocity? Say the projectile goes twice the speed of the target? The only way I can think of involves searching and seems quite large.

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  • How to Make Sure Your Company Doesn't Go Underwater If Your Programmers Are Hit by a Bus

    - by Graviton
    I have a few programmers under me, they are all doing very great and very smart obviously. Thank you very much. But the problem is that each and every one of them is responsible for one core area, which no one else on the team have foggiest idea on what it is. This means that if anyone of them is taken out, my company as a business is dead because they aren't replaceable. I'm thinking about bringing in new programmers to cover them, just in case they are hit by a bus, or resign or whatever. But I afraid that The old programmers might actively resist the idea of knowledge transfer, fearing that a backup might reduce their value. I don't have a system to facilitate technology transfer between different developers, so even if I ask them to do it, I've no assurance that they will do it properly. My question is, How to put it to the old programmers in such they would agree What are systems that you use, in order to facilitate this kind of "backup"? I can understand that you can do code review, but is there a simple way to conduct this? I think we are not ready for a full blown, check-in by check-in code review.

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  • Why does my name resolution hit the DNS even with a hosts file entry?

    - by Volomike
    I'm running Ubuntu 10.04.2 LTS Desktop. Being a web developer, naturally I created a "me.com" in my /etc/hosts file. Unfortunately, my name resolution is going out to the DNS before first checking my local hosts entry and I can't figure out why. The end result is that if my /etc/resolv.conf contains "nameserver 127.0.0.1" in there first, then I get a response back in my web browser from me.com (local) within less than a second. But if I don't have that entry, then my response takes sometimes as much as 5 seconds if my ISP is a little slow. The problem was so troublesome that I actually had to file a question here (and someone resolved it) for how to automatically insert that entry into /etc/resolv.conf. But one of the users (@shellaholic) here highly recommended (and commented back and forth with me about it) that I should file this question. Do you know why my workstation's name resolution has to hit the DNS server first before hitting my /etc/hosts file entry? For now, I'm using the resolv.conf trick (see link above).

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