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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Creating a two-way Forest trust with Powershell

    - by Michel Klomp
    Here is a small Powershell script for creating a two-way forest trust. $localforest = [System.DirectoryServices.ActiveDirectory.Forest]::getCurrentForest() $strRemoteForest = ‘domain.local’ $strRemoteUser = ‘administrator’ $strRemotePassword = ‘P@ssw0rd’ $remoteContext = New-Object System.DirectoryServices.ActiveDirectory.DirectoryContext(‘Forest’, $strRemoteForest,$strRemoteUser,$strRemotePassword) $remoteForest = [System.DirectoryServices.ActiveDirectory.Forest]::getForest($remoteContext) $localForest.CreateTrustRelationship($remoteForest,’Bidirectional’)

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  • European Companies Can Now Subscribe to Oracle CRM on Demand Locally

    - by divya.malik
    Here is some important news that was announced by our colleagues in Oracle EMEA last week. Joining our other data centers in Austin, Colorado Springs and Sydney-Australia, Oracle announced a new data center in Europe. Oracle CRM On Demand customers can now have their content securely hosted locally in the region. Here is the press release, and to learn more about Oracle's CRM On Demand offering click here.

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  • Facebook Comments and page SEO

    - by Gaurav Gupta
    Facebook's recently launched commenting system for blogs loads comments in an iframe, instead of loading them inline. Since blog comments can often contribute significantly to the page's SEO, is it a good idea to use Facebook's system on my blog? Or, does Google recognize iframe content as a part of the page and treats it as such? (It's noteworthy that Disqus.com does not use iframes and loads all comments inline)

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  • #MDX in London and speculation about future books

    - by Marco Russo (SQLBI)
    Chris Webb, who wrote the Expert Cube Development with Microsoft SQL Server 2008 Analysis Services book with me and Alberto , is preparing another Introduction to MDX course in London, this time from October 26th to 28th. It is now a three day course (previously it was two day) and you can find every other detail here . You might be wondering whether we are writing something else... well, we don't have plan to release a new edition of the Analysis Services book - after all, all the content of the...(read more)

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  • Ed Burns' Servlet 4/HTTP 2 Session at JavaOne

    - by Yolande Poirier
    By Guest Blogger Reza Rahman For the Java EE track at JavaOne 2014 we are highlighting some key sessions and speakers to better inform you of what you can expect, right up until the start of the conference. To this end we recently interviewed Ed Burns. Ed is a veteran of Sun and now Oracle. He has been and is instrumental in pushing the JSF ecosystem forward as specification lead. Besides his specification lead work Ed is well regarded as an author and speaker on his own right. In addition to carrying the JSF torch Ed will be co-leading the key Servlet 4 specification for Java EE 8, along with Servlet specification guru Shing Wai Chan. The primary goal of Servlet 4 is to enable the fundamentally important changes in HTTP 2 for the entire server-side Java ecosystem. We wanted to talk to Ed about his Servlet 4 session at JavaOne 2014 and HTTP 2 generally: The details for the Servlet 4 session can be found here. Ed has several other key sessions on the track that we hope to talk to him about separately in the near future: What’s Next for JSF?: In this key session, Ed will be sharing the next steps for the continued evolution of the JSF specification in Java EE 8. Where’s My UI? The 2014 JavaOne Web App UI Smackdown: The UI space for web applications, especially in the Java ecosystem continues to be as hotly contested as ever. This is especially true with the (re)introduction of JavaScript based rich client frameworks like AngularJS. This lively panel brings together experts representing the diverse schools of thought for web UIs. Ed will be representing JSF of course. Neal Ford will moderate the panel as an independent and hopefully reasonably neutral party. Adopt-a-JSR for Java EE 7 and Java EE 8: Adopt-a-JSR has been a reasonable success for Java EE 7. With Java EE 8 we are planning to strengthen it far more as away of getting grassroots level participation in the specification efforts. This session will introduce Adopt-a-JSR, share how it worked for Java EE 7 and what we plan to do with it in Java EE 8. Ed will be sharing his perspectives on Adopt-a-JSR for both Java EE 7 and Java EE 8. Besides Ed's sessions, we have a very strong program for the Java EE track and JavaOne overall - just explore the content catalog. If you can't make it, you can be assured that we will make key content available after the conference just as we have always done.

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  • As webdevelopment is it same to legal issues to make a sex dating sites?

    - by YumYumYum
    Like i have created many other normal sites which are not related to any dating/sexual content. Is it for a developer same rules and regulation while making a sex related dating sites? where people meet together, learn each others, for having a sex relaionship (you know what i mean), having also a feature of webcam sex but not explicitly a porno sites. Does those sites have any special legal terms and condition's for the developers comparing with non sexual/dating sites legal terms and conditions?

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  • Submitting a sitemap to take care of inherited Google crawler errors

    - by leeand00
    I have an awful lot of Google Crawler errors (1000 or so) after I inherited a site that the previous owner migrated without moving much of their content. Would generating a map of the current site and submitting it to Google help fix this? Is there any quicker, automated way to eliminate errors other than clicking each and every site error? Note: I have already tried automating this on my own.

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  • Unable to open the physical file - Access is denied

    - by rachitp
    I’m an using Admin account on Windows 7 and try to attach umbraco database to my local SQL 2008 R2 instance. I’m getting the following error: Unable to open the physical file "D:\Tech\umbraco\build\App_Data\umbraco.mdf". Operating system error 5: "5(Access is denied.)". (Microsoft SQL Server, Error: 5120) What the heck? I tried to brainstorm what the issue is and found out that I didn’t open my SSMS with “Run As Administrator” (although I’m using Admin account in Win7 and the...(read more)

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  • Save the date! Manageability Partner Community Forum at Oracle Openworld - Oct. 1st

    - by Javier Puerta
    The Exadata & Manageability Partner Communities will be celebrating a Community Forum in San Francisco during Oracle Openworld. The session will take place on Monday, October 1st, from 4:00 - 6:00 pm local time.If you would like to present an experience around a customer project or sales best practice in the Manageability or Quality & Testing areas, please contact [email protected] with a short description of your proposal.

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  • how can I disable ssh prompt from kvm remote

    - by kamil
    when I upgraded my KVM virtual machine manager to the latest version I got a question prompt every time I try to connect remotely to my machines: The authenticity of host 'kvm.local (ip address)' can't be established. ECDSA key fingerprint is b5:fa:0a:d0:39:af:0a:60:fa:04:87:6c:31:1d:13:15. Are you sure you want to continue connecting (yes/no)? And when changing any setting on a VM I was obliged to type yes and then type the root password in another dialog using ubuntu 12.04 64bit

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  • Generating a Google Drive Hosted Website with tools you have lying around in your kitchen

    Generating a Google Drive Hosted Website with tools you have lying around in your kitchen Now that you can host web content in Google Drive, Ali will take a look at writing some code to generate a website from files stored in Google Drive. This should be a fun session, and as will all live coding, totally able to fail in about a million ways. From: GoogleDevelopers Views: 0 0 ratings Time: 03:30:00 More in Science & Technology

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  • execute script with sudo after login

    - by Kalamalka Kid
    i need to execute the following commands AFTER login. sudo hdparm -y /dev/disk/by-uuid/443AFBAD7FE50945 sudo hdparm -y /dev/disk/by-uuid/7ABB49654B799D40 (trying to edit rc.local does not work nor does using hdparm.conf because as soon as I log in the disks start up again). I have tried numerous things like bash files and autossh entries in the startup applications with no luck because sudo is involved.

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  • Open Source AI Bot interfaces

    - by David Young
    What are some open source AI Bot interfaces? Similar to Pogamut 3 GameBots2004 for custom Unreal Tournament bots or Brood Wars API for Starcraft bots etc. If you could please post one AI bot interface per answer (make sure to provide a link) and give a brief summary as to the content of the blog posts. Please include what type of bot interface structure it is, client/server, server/server, etc e.g. BWAPI is client/server which emulates a real player

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  • Video stutter when using external drive

    - by psion
    When using boxee to play video files off of an external western digital 1TB drive formatted NTFS, I notice a slight stutter in the video every 5-10 seconds. When using mplayer, it doesn't stutter as often, but it still stutters occasionally. If I play the video off of the local sata drive, it plays fine even in boxee. I use this computer as my HTPC and I just switched from windows to linux on it. In windows, I never had any sort of stutter playing movies from the drive. I am using the latest intel graphics drivers (for the intel GMA 950) root@eee-htpc:/home/htpc# grep wd /etc/mtab /dev/sdb1 /mnt/wd2 fuseblk rw,nosuid,nodev,allow_other,blksize=512 0 0 I notice that despite trying to use ntfs or ntfs-3g, ubuntu uses ntfs-fuse which I've heard is slower. /dev/sdb1: Timing buffered disk reads: 80 MB in 3.07 seconds = 26.08 MB/sec root@eee-htpc:/mnt/wd2# dd if=/dev/zero of=./120mb bs=1024 count=120000 root@eee-htpc:/mnt/wd2# time mv ./120mb /home/htpc real 0m2.095s user 0m0.016s sys 0m0.736s Even though fuse has a reputation for being slow, it should easily be fast enough for playing standard definition video files. So why the video stutter? edit: The issue seems to be overhead cpu usage from either playing off of a usb device or ntfs/fuse. Watching CPU usage with top, local files use 10-40% CPU. Watching the same video on the external formatted ntfs, it spikes to 170% (over 100% because of hyperthreading). To me it seems like it must be overhead from the fuse driver, though I don't know if it has more or less overhead than ntfs-3g. It's a EEEBox B202 that has an atom 270, so not exactly the most powerful out there. edit2: I believe the solution would be to use non-fuse drivers or different fuse drivers. so far I have not been able to. edit3: I've probably edited this more times than I should, but as an update I have upgraded ntfs drivers to ntfs-3g 2010.8.8 external FUSE 28 - Third Generation NTFS Driver using the following PPA - ppa:x3lectric/team-iquik-releases. When first opening a video file in boxee that's on ntfs there's still the same amount of lag. After a few minutes of video, the lag seems to go away and the cpu usage comes down to 10-40%. Every so often though, it begins to stutter again. Also, if I skip ahead/back in the file, it begins to stutter a lot.

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  • Fujitsu LifeBook T4010D Laptop CPU Fan from Pcpartsltd.com

    - by pcpartsltd
    est and 100% work perfectly Fujitsu LifeBook T4010D Laptop CPU Cooling Fan MCF-S4512AM05 Features: * MODEL:MCF-S4512AM05. * Package Content: 1x CPU Cooling Fan * Condition: New * Warranty: 3 Months Warranty Compatible Model: Fujitsu LifeBook T4010D Laptop Pcpartsltd.com limited is a direct Exporter of high quality pc part notebooks, laptop power adapters, laptop batteries, laptop keyboards, laptop Inverters, laptop Hinges, laptop CPU Fan, laptop driver, laptop MotherBoards, Samsung Wall Mount, laptop LCD Bezel/ LCD lid, laptop lcd/led panel and Laptop LCD Video Cable. We are Laptop Parts experts.

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  • Even More Storage Options in VDI 3.4.1

    - by mprove
    Oracle Virtual Desktop Infrastructure 3.4.1 has been released to complete the storage matrix below. Storage Type VirtualBox on Solaris VirtualBox on Enterprise Linux Sun ZFS yes yes Sun ZFS (pool on Solaris) yes yes iSCSI - new in VDI 3.4 Network File System new in VDI 3.4.1 new in VDI 3.4 Local Storage new in VDI 3.4.1 new in VDI 3.4

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  • Oracle Data Warehouse and Big Data Magazine MAY Edition for Customers + Partners

    - by KLaker
    Follow us on The latest edition of our monthly data warehouse and big data magazine for Oracle customers and partners is now available. The content for this magazine is taken from the various data warehouse and big data Oracle product management blogs, Oracle press releases, videos posted on Oracle Media Network and Oracle Facebook pages. Click here to view the May Edition Please share this link http://flip.it/fKOUS to our magazine with your customers and partners This magazine is optimized for display on tablets and smartphones using the Flipboard App which is available from the Apple App store and Google Play store

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  • What is TYPO3 Template?

    The so-called template (TYPO3 template) is the heart of a CMS website. It consists of several files (HTML, CSS, images) to determine the basic structure and layout of the page. It will put special markings, which are later filled automatically by the CMS with the appropriate content.

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  • INETA Speaking engagement, July 14, Ft. Wayne, IN.

    - by Enrique Lima
    A while back I decided to get back to speaking engagements and such. For the most part I had kept that to some local User Groups and some conferences like TechEd. I decided to sign up for the INETA Speaker program. Well my first gig came through. I will be speaking at the SharePoint Users of Ft. Wayne, Indiana meeting on July 14th. The topic is on Building Solutions for SharePoint using Visual Studio LightSwitch.

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  • ArchBeat Link-o-Rama Top 10 for November 1, 2012

    - by Bob Rhubart
    Hurricane Sandy Edition Power outages in the Cleveland area made it impossible to publish posts on Tuesday and Wednesday. In my neighborhood most are still without power. The sound of howling winds that dominated on Monday and Tuesday has been replaced by the sound of of portable generators. My internet connection was restored only after AT&T U-Verse crewmen hooked up a portable generator to power the relay station up the street. Bear in mind that Cleveland is 500 miles from the Atlantic coast. Mobile Development Platform Strategy Chart: ADF Mobile, WebCenter Sites, Portal, Content and Social "Unlike desktop web focused efforts, the world of mobile has undergone change at a feverish pace," says social enterprise expert John Brunswick. His extensive post charts various resources that will help you keep up. ADF Essentials - The Bare Necessities | Floyd Teter The experiment is over... And now Oracle ACE Director Floyd Teter shares his impressions after spending some time with Oracle ADF Essentials, the free version of Oracle ADF. Expanding the Oracle Enterprise Repository with functional documentation Capgemini middleware specialist Marc Kuijpers shares information on how Oracle Enterprise Repository can be configured "to contain functional assets, i.e. functional designs, use cases and a logical data model" to aid in SOA governance efforts. A review of Oracle SOA Suite 11g Administrator’s Handbook | RedStack "More so than any other single piece of content that I have seen on the topic, it provides the information that a SOA administrator needs to know in order to successfully configure, manage, monitor, troubleshoot and backup an Oracle SOA environment." So says Oracle Fusion Middleware A-Team solution architect Mark Nelson of Oracle SOA Suite 11g Administrator’s Handbook, by Ahmed Aboulnaga and Arun Pareek. Eating our own dog food – Oracle’s internal deployment of Oracle IDM Oracle Fusion Middleware A-Team member Brian Eidelman recommends the recent podcast on Oracle’s internal deployment of Oracle OAM and OID. "This was a big project that involved migrating a bunch of critical, high volume applications to leverage OAM and OID," says Eidelman. "So I suggest you tune in to see and hear more about how we deploy our own software." Thought for the Day "Anyone who says they're not afraid at the time of a hurricane is either a fool or a liar, or a little bit of both." — Anderson Cooper Source: BrainyQuote

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  • Will ranking be affected with a mobile XML sitemap for a mobile site with canonical URLs?

    - by Emil Rasmussen
    We have a site with both a desktop version and a mobile version. Most of the content are the same and both versions have the same URL, but the HTML generated is device specific. Looking at Google's recommendations for smartphone-optimized sites, one could get the impression that the mobile xml sitemap is only for sites with different URLs. Will ranking be affected - negatively or positively - if we add a mobile xml sitemap that effectively will be a duplicate of the desktop sitemap?

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  • Html5: How to handle RGB pixel with commands from prompt ? (just a browser)

    - by Rocket Surgeon
    In the browser tools, say in debugging (any browser will do, but IE9 preferred) how can I access things like html5 canvas and modify individual pixels by typing commands from prompt ? I know, it is possible to accomplish in miriad normal ways with preparing the markup and loading the page, but what is the shortest path ? The browser is running with some content, then I hit F12-Console- what exactly should I type to cause a canvas to change ? Thank you

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  • NNTP bridge for MS forums

    - by Luca Calligaris
    For those who wants to use their newsreader to interact with MS forums there's a new tool: the NNTP Bridge application serves as a channel that enables access for NNTP newsreaders to read and write content to Microsoft Forums. You can download the applcation and documentation from http://connect.microsoft.com/MicrosoftForums (registration required).

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