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  • Hot new GlassFish 3.1 bits released today

    - by pieter.humphrey
    Java EE 6 developers will wake up this morning and be able to experience a new, major release of the Oracle GlassFish Server and the companion GlassFish Server 3.1, Open Source Edition.  This release extends Java EE 6 Reference Implementation New Application Development Capabilities, Centralized Administration and High Availability Features.  IDE tool support will include NetBeans and Eclipse  (update center link is here), as well as the next release of Oracle Enterprise Pack for Eclipse will be updated to include the new GlassFish 3.1 Server Plug-in. Developers will be interested in the vastly improved OSGi support in GlassFish 3.1, as well as other developer friendly-features: - Enables hybrid application development Easily utilize OSGi services from Java EE Applications Easily utilize Java EE services from OSGi services - Updates the Apache Felix runtime to 3.0.6, including the Apache Gogo shell - OSGi Web Console integrated with GlassFish Admin Console (requires Update Center download, community supported) - Extends GlassFish Server 3.0 ActiveRedeploy feature to include Stateful EJBs. When applications are re-deployed, GlassFish maintains HTTP session and EJB state, enabling rapid iterative development - Application-scoped resources enable developers to limit the scope of resources to a deployed application - JDBC statement leak detection and reclaim automatically monitors, logs, and reclaims database cursors when applications fail to do so - Full EJB feature support in Embedded API Technorati Tags: OTN,Java EE6,Glassfish,Eclipse,Developer,OSGi,NetBeans,Oracle Enterprise Pack for Eclipse,clustering,high availablity,load balancing,failover,Oracle WebLogic Server del.icio.us Tags: OTN,Java EE6,Glassfish,Eclipse,Developer,OSGi,NetBeans,Oracle Enterprise Pack for Eclipse,clustering,high availablity,load balancing,failover,Oracle WebLogic Server

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  • can't use flash in ubuntu 13.10

    - by Orosjopie
    Since I upgraded to ubuntu 13.10, my flash isn't working anymore in firefox or opera. It only works in Google Chrome as it is included in the browser. I did check that I have flash plugin for firefox and so on installed. Everthing did work before the upgrade. When I try to install from adobe's website, it doens't pick up anymore the apt installer/ software center. You have to physically to go and look for the correct program to install flash, but I don't know where to look for it or choose it. Is there a other way like in terminal or somewhere else to reinstall it? Or what can I do?

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  • Big Data Appliance X4-2 Release Announcement

    - by Jean-Pierre Dijcks
    Today we are announcing the release of the 3rd generation Big Data Appliance. Read the Press Release here. Software Focus The focus for this 3rd generation of Big Data Appliance is: Comprehensive and Open - Big Data Appliance now includes all Cloudera Software, including Back-up and Disaster Recovery (BDR), Search, Impala, Navigator as well as the previously included components (like CDH, HBase and Cloudera Manager) and Oracle NoSQL Database (CE or EE). Lower TCO then DIY Hadoop Systems Simplified Operations while providing an open platform for the organization Comprehensive security including the new Audit Vault and Database Firewall software, Apache Sentry and Kerberos configured out-of-the-box Hardware Update A good place to start is to quickly review the hardware differences (no price changes!). On a per node basis the following is a comparison between old and new (X3-2) hardware: Big Data Appliance X3-2 Big Data Appliance X4-2 CPU 2 x 8-Core Intel® Xeon® E5-2660 (2.2 GHz) 2 x 8-Core Intel® Xeon® E5-2650 V2 (2.6 GHz) Memory 64GB 64GB Disk 12 x 3TB High Capacity SAS 12 x 4TB High Capacity SAS InfiniBand 40Gb/sec 40Gb/sec Ethernet 10Gb/sec 10Gb/sec For all the details on the environmentals and other useful information, review the data sheet for Big Data Appliance X4-2. The larger disks give BDA X4-2 33% more capacity over the previous generation while adding faster CPUs. Memory for BDA is expandable to 512 GB per node and can be done on a per-node basis, for example for NameNodes or for HBase region servers, or for NoSQL Database nodes. Software Details More details in terms of software and the current versions (note BDA follows a three monthly update cycle for Cloudera and other software): Big Data Appliance 2.2 Software Stack Big Data Appliance 2.3 Software Stack Linux Oracle Linux 5.8 with UEK 1 Oracle Linux 6.4 with UEK 2 JDK JDK 6 JDK 7 Cloudera CDH CDH 4.3 CDH 4.4 Cloudera Manager CM 4.6 CM 4.7 And like we said at the beginning it is important to understand that all other Cloudera components are now included in the price of Oracle Big Data Appliance. They are fully supported by Oracle and available for all BDA customers. For more information: Big Data Appliance Data Sheet Big Data Connectors Data Sheet Oracle NoSQL Database Data Sheet (CE | EE) Oracle Advanced Analytics Data Sheet

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Supporting copy 'n paste in your Windows Phone app

    - by Daniel Moth
    Some Windows Phone 7 owners already have the NoDo update, and others are getting it soon. This update brings, among other things, copy & paste support for text boxes. The user taps on a piece of text (and can drag in either direction to select more/less words), a popup icon appears that when tapped copies the text to the clipboard, and then at any app that shows the soft input panel there is an icon option to paste the copied text into the associated textbox. For more read this 'how to'. Note that there is no programmatic access to the clipboard, only the end user experience I just summarized, so there is nothing you need to do for your app's textboxes to support copy & paste: it just works. The only issue may be if in your app you use static TextBlock controls, for which the copy support will not appear, of course. That was the case with my Translator by Moth app where the translated text appears in a TextBlock. So, I wanted the user to be able to copy directly from the translated text (without offering an editable TextBox for an area where user input does not make sense). Take a look at a screenshot of my app before I made any changes to it. I then made changes to it preserving the look and feel, yet with additional copy support (see screenshot on the right)! So how did I achieve that? Simply by using my co-author's template (thanks Peter!): Copyable TextBlock for Windows Phone.   (aside: in my app even without this change there is a workaround, the user could use the "swap" feature to swap the source and target, so they can copy from the text box) Comments about this post welcome at the original blog.

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  • Updating physics for animated models

    - by Mathias Hölzl
    For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter) The problem is that the update process for the animated models takes too long. Thats what I do: Each character has ~30 bones and for every update tick the animation gets calculated and every bone fires a event with the new matrix. The physics receives the event with the new matrix and updates the collision shape for that bone. The time that it takes to build the animation isn't that bad (0.2ms for 30 Bones - 6ms for 30 models). But the main problem is that the physic engine (Bullet) uses a diffrent matrix for transformation and so its necessary to convert it. Code for matrix conversion: (~0.005ms) btTransform CLEAR_PHYSICS_API Mat_to_btTransform( Mat mat ) { btMatrix3x3 bulletRotation; btVector3 bulletPosition; XMFLOAT4X4 matData = mat.GetStorage(); // copy rotation matrix for ( int row=0; row<3; ++row ) for ( int column=0; column<3; ++column ) bulletRotation[row][column] = matData.m[column][row]; for ( int column=0; column<3; ++column ) bulletPosition[column] = matData.m[3][column]; return btTransform( bulletRotation, bulletPosition ); } The function for updating the transform(Physic): void CLEAR_PHYSICS_API BulletPhysics::VKinematicMove(Mat mat, ActorId aid) { if ( btRigidBody * const body = FindActorBody( aid ) ) { btTransform tmp = Mat_to_btTransform( mat ); body->setWorldTransform( tmp ); } } The real problem is the function FindActorBody(id): ActorIDToBulletActorMap::const_iterator found = m_actorBodies.find( id ); if ( found != m_actorBodies.end() ) return found->second; All physic actors are stored in m_actorBodies and thats why the updating process takes to long. But I have no idea how I could avoid this. Friendly greedings, Mathias

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  • How do I change a local apps locale in LTSP?

    - by Danil Zvyagintsev
    I'm wondering how to change locale (UI gtk) inside local apps to ru_RU for example instead of en_US. Ror example i install chromium-browser inside client image chroot /opt/ltsp/i386 apt-get -y install chromium-browser ltsp-update-image --arch=i386 booted from thin client i see LDM in ru_RU lang login to x session (gnome) everything is in ru_RU but trying run ltsp-localapps chromium-browser and see chromium with en_US interface...BUT i need in RUSSIAN i've added file on both host (/etc/default/locale) and thin client image (/opt/ltsp/i386/etc/default/locale) with LANG=ru_RU.UTF-8 LANGUAGE=ru_RU.UTF-8 LC_ALL=ru_RU.UTF-8 but nothing changed lts.conf also has LDM_LANG=ru_RU.utf-8 in it... Is it possible to change lang of localapps?

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  • Subdomains on WampServer

    - by MohamedKadri
    Hello, I'm working on WampServer for development, I've set up the domain tuniguide.local and it works fine with this configuration: DocumentRoot "D:\www\tuniguide" ServerName tuniguide.local But when I wanted to add a subdomain fr.tuniguide.local I get a 404 Not Found with this configuration: DocumentRoot "D:\www\tuniguide\fr" ServerName fr.tuniguide.local It gives me this message: The requested URL /www/tuniguide/index.php was not found on this server. Is there someting that I missed? Thanks.

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  • How to Back Up & Restore Your Installed Ubuntu Packages With APTonCD

    - by Chris Hoffman
    APTonCD is an easy way to back up your installed packages to a disc or ISO image. You can quickly restore the packages on another Ubuntu system without downloading anything. After using APTonCD, you can install the backed up packages with a single action, add the packages as a software source, or restore them to your APT cache. How to Own Your Own Website (Even If You Can’t Build One) Pt 1 What’s the Difference Between Sleep and Hibernate in Windows? Screenshot Tour: XBMC 11 Eden Rocks Improved iOS Support, AirPlay, and Even a Custom XBMC OS

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  • Load order in XNA?

    - by marc wellman
    I am wondering whether the is a mechanism to manually control the call-order of void Game.LoadContent() as it is the case with void Game.Draw(GameTime gt) by setting int DrawableGameComponent.DrawOrder ? except the order that results from adding components to the Game.Components container and maybe there exists something similar with Game.Update(GameTime gt) ? UPDATE To exemplify my issue consider you have several game components which do depends to each other regarding their instantiation. All are inherited from DrawableGameComponent. Now suppose that in one of these components you are loading a Model from the games content pipeline and add it to some static container in order to provide access to it for other game components. public override LoadContent() { // ... Model m = _contentManager.Load<Model>(@"content/myModel"); // GameComponents is a static class with an accessible list where game components reside. GameComponents.AddCompnent(m); // ... } Now it's easy to imagine that this components load method has to precede other game components that do want to access the model m in their own load method.

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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • Rhythmbox plugin radio-browser crashes

    - by Marco
    I have just installed the plugins package from fossfreedom repository on my Rhythmbox 2.96 running on 12.04 (64 bit). The radio-browser plugin crashes Rhythmbox after a few seconds of playing. When I restarted Rhythmbox after the crash, the plugin was marked as "error" and it is impossible to reinstall it. I've then manually removed (sudo apt-get remove ...) and reinstalled it but still I can't enable it. Unfortunately, radio-browser was the reason for me to install the plugin package, and I can't use it... Help please?

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  • Can't make updates with LDAP from Linux box to Windows AD

    - by amburnside
    I have a webapp (built using Zend Framework - PHP) that runs on a Linux environment which needs to authenticate against Active Directory on a Windows server. So far my webapp can authenticate with LDAPS, but cannot perform any kind of write operation (add/update/delete). It can only read. I have configured my server as follows: I have exported the CA Certificate from my Windows AD server to /etc/opendldap/certs I have created a pem file based on this certificate using openssl I have update /etc/openldap/ldap.conf so that it knows where to look for the pem certificate: TLS_CACERT /etc/openldap/certs/xyz.internal.pem When I run my script, I get the following error: 0x35 (Server is unwilling to perform; 0000209A: SvcErr: DSID-031A1021, problem 5003 (WILL_NOT_PERFORM), data 0 ): Have I missed something with my configuration, which is causing the server to reject making updates to AD?

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  • Example of DOD design (on a generic Zombie game)

    - by Jeffrey
    I can't seem to find a nice explanation of the Data Oriented Design for a generic zombie game (it's just an example, pretty common example). Could you make an example of the Data Oriented Design on creating a generic zombie class? Is the following good? Zombie list class: class ZombieList { GLuint vbo; // generic zombie vertex model std::vector<color>; // object default color std::vector<texture>; // objects textures std::vector<vector3D>; // objects positions public: unsigned int create(); // return object id void move(unsigned int objId, vector3D offset); void rotate(unsigned int objId, float angle); void setColor(unsigned int objId, color c); void setPosition(unsigned int objId, color c); void setTexture(unsigned int, unsigned int); ... void update(Player*); // move towards player, attack if near } Example: Player p; Zombielist zl; unsigned int first = zl.create(); zl.setPosition(first, vector3D(50, 50)); zl.setTexture(first, texture("zombie1.png")); ... while (running) { // main loop ... zl.update(&p); zl.draw(); // draw every zombie } Or would creating a generic World container that contains every action from bite(zombieId, playerId) to moveTo(playerId, vector) to createPlayer() to shoot(playerId, vector) to face(radians)/face(vector); and contains: std::vector<zombie> std::vector<player> ... std::vector<mapchunk> ... std::vector<vbobufferid> player_run_animation; ... be a good example? Whats the proper way to organize a game with DOD?

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  • cd command not working anymore

    - by dystroy
    I just did two things : install scm_breeze and mercurial : git clone git://github.com/ndbroadbent/scm_breeze.git ~/.scm_breeze ~/.scm_breeze/install.sh sudo apt-get install mercurial And now my cd command seems to be gone : dys@dys-tour:~/prog> cd ~ bash: /home/dys : is a folder dys@dys-tour:~/prog> cd .. .. : command not found The terminals I opened before installing scm_breeze and mercurial are fine. The terminals I open now have the problem. I uninstalled scm_breeze, with no result. What can I do to diagnose the problem and fix it ?

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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • How can I install an Apple Magic Trackpad on a PC without Boot Camp?

    - by rymo
    I have a Apple Magic Trackpad and I'd like to use it with my PC. I have no other Apple hardware besides the Trackpad. I do not have OSX and thus no Boot Camp CD. The Trackpad uses Bluetooth and will pair with Windows 7 without specific drivers (appears as an HID-Compliant Mouse), but all it will do is point and left click (physical click, no touch tap). With Apple's Windows driver update, I should be able to achieve: Tap to click Dragging Drag lock Secondary click Two-finger scrolling Two-finger secondary tap/click But how can I obtain this driver without Boot Camp installed? Apple's Boot Camp update EXE will not install on my PC (non-Apple hardware).

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  • Install wireless driver for an HP ProBook 4525s

    - by dotNET
    Hey, I need to install the wifi driver to ubuntu. so I downloaded the driver from hp website but the extension is .rpm, so I need to convert him to .deb so I can install it on ubuntu. The problem is I don't have internet connection on ubuntu to do this : sudo apt-get install alien how can convert the driver on windows for example, or how can I do download alien and place it under my usb to install it after booting on ubuntu. Thanks UPDATE: It's an HP ProBook 4525s with this two drivers : Pilote LAN sans fil Ralink Pilote LAN sans fil Broadcom http://h20000.www2.hp.com/bizsupport/TechSupport/DriverDownload.jsp?prodNameId=4173724&lang=en&cc=fr&prodTypeId=321957&prodSeriesId=4173615&taskId=135

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  • How to install an older version of Java

    - by Alex Spurling
    I updated my installation of the sun-java6-jdk package today to version 6.24-1build0.10.10.1 after being prompted by the update manager. However this now causes some compilation failures so I'd like to revert back to the previous version that I had installed. I've tried using Synaptic but the 'Force Version' menu command is disabled. I've tried the following command to install the previous version sudo apt-get install sun-java6-jdk=6.22-0ubuntu1~10.10 But I'm not sure that I have the correct version: Reading package lists... Done Building dependency tree Reading state information... Done E: Version ‘6.22-0ubuntu1~10.10’ for ‘sun-java6-jdk’ was not found I've taken this version number from this changelog: https://launchpad.net/ubuntu/+source/sun-java6/+changelog Is this the correct way to install a previous version of a package? Have I got the correct version from the sun-java6 change log?

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  • SQL 2000 and group names

    - by Nasa
    I have a SQL 2000 server which has databases, under user section of the database object, I have some NT 4.0 groups. These groups were migrated over to Active Directory some time ago using ADMT with SID history. The original source domain groups have since been deleted. The access shown is olddomain\groupname. I don't know why, if they were ntfs permissions they would update automatically to target\groupname. The users in the AD domain still have access to the database as they are a member of the migrated group (Target\groupname). I was wondering 1) Why does the old group (source\groupname) show up as it doesn't exist anymore. But access is still granted to the target group? 2) Is there any easy way to update the group name from source\groupname to target\groupname? Thanks for any help.

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  • Ubuntu Server Read-Only Filesystem Issue

    - by Scott Deutsch
    We are running a virtual machine server with multiple virtual machines with ubuntu server edition 12.04 and every so often (usually after updates via webmin it seems), the hard-drive turns into read-only filesystem. Only two of the virtual machines get affected by this problem (that I noticed so far). What could be causing this issue? What could we try to fix this problem? Has anyone else had this problem before? If so, what did you do to fix it? If I use Aptitude instead of webmin, it will not turn into into a read-only filesystem. Though this could be a coincidence. Could it be a webmin issue? Thanks. UPDATE 1 Looks like this is not an update/webmin issue at all. How I know this is because one of the virtual servers is a git server and it turned into a read-only filesystem out of the blue today. With this new info provided to you, what should I try? Thanks.

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  • Where can I download list of all .com domains registered in the world

    - by John
    I just need registered .com domain names. I know this list is available at: http://www.verisigninc.com/en_US/products-and-services/domain-name-services/grow-your-domain-name-business/tld-zone-access/index.xhtml ( looks like it could take 4 weeks for approval) http://www.premiumdrops.com/zones.html Also I can extract domain names using domain search API at domaintools.com Is there any other source where I can find this list?

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  • How to customize system preferences settings for all users

    - by user3215
    Does anybody know how to apply a customized user settings to other existing or new users?. Something like a customized preferences settings for system wide so that everybody posses those settings and below will explain in clear what I actually ment. On every machine I will install the following: Eclipse Mysql Query Browser and Admin Mysql Workbench Oracle VirtualBox Thunderbird ----------- ----------- ----------- If I install them by apt, this will automatically create shortcuts in Applications but when I build them from source or extract the tar ball, I will have to add New Item at it's relevant place going to System-->Preferences-->Main Menu to make them available as a shortcuts and this settings are applied only for the account I login and perform them. How could I make this preferences settings for complete system wide which applies for all users? or if there is a way to apply a customized user settings to other users will also be ok. Any hint please? Thank you!

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  • How can I mount an AFS filesystem?

    - by Ben
    My current method is to mount the filesystem via SSH using Nautilus's graphical interface, but I would much prefer to be able to use some tool that mounts the AFS filesystem and gives me access to AFS-specific features (permissions, etc.). I've tried installing OpenAFS via apt-get, but so far the kernel module has refused to compile. Also, assuming I get OpenAFS installed, I'm not quite sure how to actually mount the remote filesystem to, say, /media/afs or some directory. I'm running Maverick with the 2.6.36-020636-generic kernel from http://kernel.ubuntu.com/~kernel-ppa/mainline/ Thanks for the help!

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  • Nagios Woudn't Start, now won't Stop!

    - by Bart B
    I ran an update on a CentOS server running Nagios, after the update, Nagios failed to start. The error in the logs was: Failed to obtain lock on file /var/run/nagios.pid: Permission denied So, I checked and there was no pid file for Nagios in /var/run. I created one and gave it the following permissions: -rwxr--r-- 1 nagios nagios 6 May 31 11:58 nagios.pid Nagios then started and seems to be running normally. The only problem is, it refuses to stop now, so I can't re-start it to add new servers and services to be monitored! When I issue the command "service nagios stop", I get [FAILED], but nothing at all gets outputted to the log, and the service remains up. Any ideas on how I can get the service to stop now? I'm running the RPM version which was installed via yum from the RPMForge repositories. The server is CenotOS 5.5.

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