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  • SQL SERVER – 2014 Announced and SQL Server 2014 Datasheet

    - by Pinal Dave
    Earlier this week Microsoft has announced SQL Server 2014. The release date of Trial of SQL Server to be believed later this year. Here are few of the improvements which I was looking forward are there in this release. Please note this is not the exhaustive list of the features of SQL Server 2014. This is the a quick note on the features which I was looking forward and now will be available in this release. Always On supports now 8 secondaries instead of 4 Online Indexing at partition level – this is a good thing as now index rebuilding can be done at a partition level Statistics at the partition level – this will be a huge improvement in performance In-Memory OLTP works by providing in-application memory storage for the most often used tables in SQL Server. (Read More Here) Columnstore Index can be updated – I just can’t wait for this feature (Columnstore Index) Resource Governor can control IO along with CPU and Memory Increase performance by extending SQL Server in-memory buffer pool to SSDs Backup to Azure Storage You can additionally download SQL Server 2014 Datasheet from here. Which is your favorite new feature of SQL Server 2014? Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Strategy for restoring state via URL in web apps

    - by JW01
    This is a question about modern web apps, where a single page is loaded, and all subsequent navigation is done by XHR calls and modifying the DOM. We can use libraries that manipulate the hash string, which let us navigate by URL and support the back/forward buttons. But to use those libraries, we need to be able to move the UI from any one state to any other. Is there a good strategy for moving between UI states, that also allows them to be restored from scratch when you load a new URL? In a complex app, you might have a lot of different states. You don't want to reload the entire UI each time you change states. But you also don't want to require separate methods for moving from every state to each every state. Typically we need to: Restore a state from scratch, when you enter a new URL or hit Reload. Move from one state to another, when you use the Back/Forward buttons. Move from one state to another, when you perform an action within your app (like clicking a link). Move to certain states that shouldn't be added to the history, like ones that appear after form submissions. Move to some states that are built on the previous state, like a drill-down list. When you perform actions within your app, there's the additional question of which comes first: Do you change the URL, listen for the URL change, and change your state in response to it? Or do you change your state, then change the URL, but don't do anything in response? Does anyone have some experience to share on this topic?

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  • Friday Fun: Play Air Hockey in Google Chrome

    - by Asian Angel
    Do you like the challenge of fast-paced games? Then get ready to put yourself to the test with the Air Hockey extension for Google Chrome during company time. Air Hockey in Action There are two ways that you can play Air Hockey…either using the drop-down window or opening the game in a new tab. For our example we chose to play in a new tab. Before starting the game you can choose the difficulty level, to enable/disable the sound, and/or to go to full screen if desired. Note: Screenshot of “Full Screen” version shown below. While playing you really have to stay on top of things…the computer player will beat you rather quickly if you do not. Hustle hustle hustle! With a little bit of practice it does become easier but even the “Easy Level” on this game will keep you busy. If the normal size game screen seems just a bit small you can easily get a larger version using the “Full Screen Link” below the game window. Whether your browser is non-maximized as shown here or totally maximized it will fill the entire browser window area. Conclusion If you like fast paced games then the Air Hockey extension certainly fits that criteria and will keep you on your toes. Make sure and keep the sound off while playing during Friday afternoon though! Links Download the Air Hockey extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Friday Fun: Play Tetris in Google ChromeFriday Fun: Play MineSweeper in Google ChromeFriday Fun: Play 3D Rally Racing in Google ChromeHow to Make Google Chrome Your Default BrowserPlay a Webpage Display Prank in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 LocPDF is a Visual PDF Search Tool Download Free iPad Wallpapers at iPad Decor Get Your Delicious Bookmarks In Firefox’s Awesome Bar Manage Photos Across Different Social Sites With Dropico Test Drive Windows 7 Online Download Wallpapers From National Geographic Site

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  • How do I get same scrollbar style for gtk-2.0 and gtk-3.0 apps?

    - by David López
    Sorry for my English mistakes, I'm Spanish. I'm using Ubuntu 11.10 in a tablet. I've removed overlay-scrollbars and I have increased the scrollbars size to use them with fingers. In /usr/share/themes/Ambiance/gtk-2.0/gtkrc I've changed: GtkScrollbar::slider-width = 23 GtkScrollbar::min-slider-length = 51 and added: GtkScrollbar::has-backward-stepper = 0 GtkScrollbar::has-forward-stepper = 0 In /usr/share/themes/Ambiance/gtk-3.0/gtk-widgets.css I've changed: GtkScrollbar-min-slider-length: 51; GtkRange-slider-width: 23; (in .scrollbar item) Now my scrollbars are usable with fingers, but they seem different for gtk-2.0 and gtk-3.0 apps. In the picture the left scrollbar is a gtk-2.0 app and the right one is a gtk-3.0 I want to setup gtk2.0 bar to be exactly the same as gtk3.0, that is Make upper and lower extremes empty (oranges circles in the picture) Reduce the length of the 3 horizontal lines (black ellipse) Can somebody help me? Thanks. Hola. Uso ubuntu 11.10 en una tableta; he quitado overlay-scrollbars y he incrementado el tamaño de las barras para poder usarlas con los dedos. Concretamente en /usr/share/themes/Ambiance/gtk-2.0/gtkrc be cambiado GtkScrollbar::slider-width = 23 GtkScrollbar::min-slider-length = 51 y añadido GtkScrollbar::has-backward-stepper = 0 GtkScrollbar::has-forward-stepper = 0 En /usr/share/themes/Ambiance/gtk-3.0/gtk-widgets.css he cambiado GtkScrollbar-min-slider-length: 51; GtkRange-slider-width: 23; (en el apartado.scrollbar) Mis barras son manejables con dedos, pero se ven muy distintas para aplicaciones gtk-2.0 y gtk-3.0. La barra de la izquierda de la imagen es 2.0 y la de la derecha es 3.0 Quiero configurar las barras 2.0 exactamente como las 3.0, para lo que necesito Vaciar los extremos de la barra (círculos naranjas en la imagen) Reducir la longitud de las 3 líneas horizontales (elipses negras en la imagen) ¿Alguna idea? Gracias.

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  • How do I properly use String literals for loading content?

    - by Dave Voyles
    I've been using verbatim string literals for some time now, and never quite thought about using a regular string literal until I started to come across them in Microsoft provided XNA samples. With that said, I'm trying to implement a new AudioManager class from the Net Rumble sample. I have two (2) issues here: Question 1: In my code for my GameplayScreen screen I have a folder location written as the following, and it works fine: menuButton = content.Load<SoundEffect>(@"sfx/menuButton"); menuClose = content.Load<SoundEffect>(@"sfx/menuClose"); If you notice, you'll see that I'm using a verbatim string, with a forward slash "/". In the AudioManager class, they use a regular string literal, but with two backslashes "\". I understand that one is used as an escape, but why are they BACK instead of FORWARD? (See below) soundList[soundName] = game.Content.Load<SoundEffect>("audio\\wav\\"+ soundName); Question 2: I seem to be doing everything correctly in my AudioManager class, but I'm not sure of what this line means: audioFileList = audioFolder.GetFiles("*.xnb"); I suppose that the *xnb means look for everything BUT files that end in *xnb? I can't figure out what I'm doing wrong with my file locations, as the sound effects are not playing. My code is not much different from what I've linked to above. private AudioManager(Game game, DirectoryInfo audioDirectory) : base(game) { try { audioFolder = audioDirectory; audioFileList = audioFolder.GetFiles("*.mp3"); soundList = new Dictionary<string, SoundEffect>(); for (int i = 0; i < audioFileList.Length; i++) { string soundName = Path.GetFileNameWithoutExtension(audioFileList[i].Name); soundList[soundName] = game.Content.Load<SoundEffect>(@"sfx\" + soundName); soundList[soundName].Name = soundName; } // Plays this track while the GameplayScreen is active soundtrack = game.Content.Load<Song>("boomer"); } catch (NoAudioHardwareException) { // silently fall back to silence } }

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  • Oracle HCM User Group (OHUG) 2012 Conference

    - by Maria Ana Santiago
    The PeopleSoft HCM team is looking forward to a great OHUG conference and to meeting with our PeopleSoft HCM Customers there! The OHUG Global Conference 2012 will be held at the Mirage in Las Vegas, Nevada, June 18-22, 2012. With Oracle Corporation's continued support of the Global OHUG Conference, this event is one of the best opportunities PeopleSoft HCM Customers have to interact and communicate directly with PeopleSoft Strategy, Development and Support and understand the entire Oracle HCM opportunities that await. PeopleSoft HCM has 10 exciting sessions and several Meet the Experts sessions planned to highlight the value and opportunities with PeopleSoft applications. For details on the PeopleSoft HCM tracks and sessions please visit the OHUG Session Line Up page. PeopleSoft HCM will be offering an annual General Roadmap session by Tracy Martin and multiple Product specific sessions. Our PeopleSoft HCM General session will provide very valuable information on our continuous delivery strategy and upcoming HCM 9.2 release and beyond. Tracy will also address opportunities that await PeopleSoft customers with co-exist opportunities with Fusion, Taleo, Oracle BI and more. Our Product Roadmap sessions will go into product specific areas providing roadmap information for the corresponding product domains. There will also be a PeopleTools Roadmap and Vision session that will let Customers see what is new in PeopleTools and what is planned for the future. And last, but not least, PeopleSoft will be holding the annual Meet the Experts sessions. Customers who want to have focused discussions on specific areas or products can meet with PeopleSoft Strategy, Development and Support teams who will be available to discuss product features and answer Customers' questions. Don’t miss this opportunity! If you are a PeopleSoft HCM Customer, join us at OHUG! Look forward to seeing you there.

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  • How does a segment based rendering engine work?

    - by Calmarius
    As far as I know Descent was one of the first games that featured a fully 3D environment, and it used a segment based rendering engine. Its levels are built from cubic segments (these cubes may be deformed as long as it remains convex and sides remain roughly flat). These cubes are connected by their sides. The connected sides are traversable (maybe doors or grids can be placed on these sides), while the unconnected sides are not traversable walls. So the game is played inside of this complex. Descent was software rendered and it had to be very fast, to be playable on those 10-100MHz processors of that age. Some latter levels of the game are huge and contain thousands of segments, but these levels are still rendered reasonably fast. So I think they tried to minimize the amount of cubes rendered somehow. How to choose which cubes to render for a given location? As far as I know they used a kind of portal rendering, but I couldn't find what was the technique used in this particular kind of engine. I think the fact that the levels are built from convex quadrilateral hexahedrons can be exploited.

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  • Startup/Shutdown time in Xubuntu is increasing!

    - by Ankit
    I am a novice Xubuntu user on a dual-boot machine. The other OS I have is Windows 7. When I first began using Xubuntu, I had really fast startup and shutdown (much much faster than Windows 7 :) ). However, as I started using it more and more for my work, these times started rising. I do not have any problems with execution speed of running applications. My main concern is the shutdown time. Now it has gone above Windows shutdown time [startup time has only partially increase compared to shutdown]. I checked some similar questions like this. However, they seem to not answer my concern as I feel that the concerned users there experience a long wait before the screen goes blue. In my case, the screen goes blue (desktop session ends a blue screen with a moving slider appears) pretty fast. However, it remains blue for a long time. Another answer that I saw on google was to use dmesg and then stopping some services that I do not want. However, me being a novice could not completely understand what it meant

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  • First Person Camera strafing at angle

    - by Linkandzelda
    I have a simple camera class working in directx 11 allowing moving forward and rotating left and right. I'm trying to implement strafing into it but having some problems. The strafing works when there's no camera rotation, so when the camera starts at 0, 0, 0. But after rotating the camera in either direction it seems to strafe at an angle or inverted or just some odd stuff. Here is a video uploaded to Dropbox showing this behavior. https://dl.dropboxusercontent.com/u/2873587/IncorrectStrafing.mp4 And here is my camera class. I have a hunch that it's related to the calculation for camera position. I tried various different calculations in strafe and they all seem to follow the same pattern and same behavior. Also the m_camera_rotation represents the Y rotation, as pitching isn't implemented yet. #include "camera.h" camera::camera(float x, float y, float z, float initial_rotation) { m_x = x; m_y = y; m_z = z; m_camera_rotation = initial_rotation; updateDXZ(); } camera::~camera(void) { } void camera::updateDXZ() { m_dx = sin(m_camera_rotation * (XM_PI/180.0)); m_dz = cos(m_camera_rotation * (XM_PI/180.0)); } void camera::Rotate(float amount) { m_camera_rotation += amount; updateDXZ(); } void camera::Forward(float step) { m_x += step * m_dx; m_z += step * m_dz; } void camera::strafe(float amount) { float yaw = (XM_PI/180.0) * m_camera_rotation; m_x += cosf( yaw ) * amount; m_z += sinf( yaw ) * amount; } XMMATRIX camera::getViewMatrix() { updatePosition(); return XMMatrixLookAtLH(m_position, m_lookat, m_up); } void camera::updatePosition() { m_position = XMVectorSet(m_x, m_y, m_z, 0.0); m_lookat = XMVectorSet(m_x + m_dx, m_y, m_z + m_dz, 0.0); m_up = XMVectorSet(0.0, 1.0, 0.0, 0.0); }

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  • Highly SEO optimised forum posts

    - by Tom Gullen
    Given the following forum post: Basics of how internals of Construct work I've used GameMaker in the past. And I know some C++ and have used a few 3d engines with it. I have also looked at Unity, though I didn't get too much into it. So I know my way around programming etc... My question is, how does construct work internally? I know it allows python scripting, which itself is "technically" interpreted, though python is pretty fast as far as being interpreted goes. But what about the rest? Is the executable that gets cre... The forum software will take the first 150 chars of the first post as the page meta description, and the title will be the thread title. All ok. So in Google it will appear as: Basics of how internals of Construct work I've used GameMaker in the past. And I know some C++ and have used a few 3d engines with it. I have also looked at Unity, though I didn't get too much... http://www.domain.com/forum/basics-of-how-internals-of-construct-work.html Now the problem is (not so much with this thread, but other ones) is the first 150 chars don't always create the best meta description. Is it worth my time to cherry pick threads and manually set their description/title tags so they read like: Internal workings of Construct 2 Events aren't converted to any other language. The runtime is a standalone compiled EXE application, which is optimised and actually very fast. Your events... http://www.domain.com/forum/basics-of-how-internals-of-construct-work.html The H1 on the page is still the original title, but we have overridden the title and description to look more friendly on search results. Is this advantageous forgetting the obvious time cost?

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  • crunchbang: it takes up *how* much memory?!?!

    - by Theo Moore
    I've been trying many distros of Linux lately, trying to find something I like for my netbook. I started out with Ubuntu, and I can tell you I am a big fan. Ubuntu is now fast to install, much simpler to administer, and pretty light resource-wise. My original install was the standard 32 bit version of 9.04. I tried the netbook remix version of this release, but it was very, very slow. Even the full-blown version used only about 200mb. Much better than the almost 800 that the recommended Windows y version took. Once the newest release of Ubuntu was released, I decided to try the netbook remx of 10.04. It used even less RAM; only about 150mb. I thought I'd found my OS. I certainly settled in and prepared to use it forever. Then, someone I know suggested I try cunchbang. It is the most minimalistic UI I've ever seen, using Openbox rather than Gnome or KDE. Very slick, simple and clean. Since I am using the alpha of the most recent version (using Debian Squeeze), the apps provided for you are few...although more will be provided soon. You do have a word processor, etc., although not the OpenOffice you would normally get in Ubuntu. But the best part? 48MB. That's it. 48mb fully loaded, supporting what I can "hotel services". It's fast, boots quick, and believe it or not, I can even do Java-based development....on my netbook! Pretty slick.   More on it as I use it.

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  • Applying WCAG 2.0 to Non-Web ICT: second draft published from WCAG2ICT Task Force - for public review

    - by Peter Korn
    Last Thursday the W3C published an updated Working Draft of Guidance on Applying WCAG 2.0 to Non-Web Information and Communications Technologies. As I noted last July when the first draft was published, the motivation for this guidance comes from the Section 508 refresh draft, and also the European Mandate 376 draft, both of which seek to apply the WCAG 2.0 level A and AA Success Criteria to non-web ICT documents and software. This second Working Draft represents a major step forward in harmonization with the December 5th, 2012 Mandate 376 draft documents, including specifically Draft EN 301549 "European accessibility requirements for public procurement of ICT products and services". This work greatly increases the likelihood of harmonization between the European and American technical standards for accessibility, for web sites and web applications, non-web documents, and non-web software. As I noted last October at the European Policy Centre event: "The Accessibility Act – Ensuring access to goods and services across the EU", and again last month at the follow-up EPC event: "Accessibility - From European challenge to global opportunity", "There isn't a 'German Macular Degernation', a 'French Cerebral Palsy', an 'American Autism Spectrum Disorder'. Disabilities are part of the human condition. They’re not unique to any one country or geography – just like ICT. Even the built environment – phones, trains and cars – is the same worldwide. The definition of ‘accessible’ should be global – and the solutions should be too. Harmonization should be global, and not just EU-wide. It doesn’t make sense for the EU to have a different definition to the US or Japan." With these latest drafts from the W3C and Mandate 376 team, we've moved a major step forward toward that goal of a global "definition of 'accessible' ICT." I strongly encourage all interested parties to read the Call for Review, and to submit comments during the current review period, which runs through 15 February 2013. Comments should be sent to public-wcag2ict-comments-AT-w3.org. I want to thank my colleagues on the WCAG2ICT Task Force for the incredible time and energy and expertise they brought to this work - including particularly my co-authors Judy Brewer, Loïc Martínez Normand, Mike Pluke, Andi Snow-Weaver, and Gregg Vanderheiden; and the document editors Michael Cooper, and Andi Snow-Weaver.

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  • [Dear Recruiter] I developed in Mo'Fusion

    - by refuctored
    Forward: Sometimes I really feel like technology recruiters have no experience or knowledge of the field they are recruting for.  A warning to those companies hiring technical recruiters -- ensure that the technical recruiters you hire to fill a position are actually technical.  Here's proof below, where I make up completely ridiculous technologies, but still have interest from the recruiter for an interview. Letter to me: Hello - Your name came up as a possible match for a long term contract Cold Fusion Developer role I have in Bothell, WA.  This role requires you to be onsite in Bothell, WA. This is  a tough role to fill so I was hoping you might have someone you can recommend? Unfortunately no telecommute. Thank you! Sincerly, Mindy Recruiter My response: Mindy -- Wow I'm super-excited that you took the time to contact me about this position!  Let me tell you, you won't be disappointed with my skill set! Firstly, I've been developing in ColdFusion since 1993 before it was owned by Adobe and it was operating under code name, "Hot-Jack".  Recently I started developing under the Domain-View-Driven-Domain-Model (DVDDM), integrating client-side CF on Moobuntu.  Not only do I have a boat load of ColdFusion EXP,  I also have a ton of experience in the open source communities lesser known derivative of CF, Mo'Fusion (MF).  I've also invested thousands of hours of my time learning esoteric programming languages. Look forward to working with you! George And her response: Hi George – just left you a message. Give me a call at your convenience.  The role does require someone to be onsite here.. are you able to relocate yourself? Mindy [Sigh]

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  • Automate #include refactoring in C++ [on hold]

    - by Mikhail
    I have a big project with hundreds of files. And as it often happens to C++ projects, #include directives are in messed up. I want to refactor them to increase clarity, decrease compilation time and simplify analysis. For each .h file I want to make sure that: It have #include directives only for types it is using But it have only forward declarations of types that are used as T* or T& For each .cpp file I want to make sure that: It have #include directives only for types it is using and not already included by another headers (no indirect includes when possible) I'm looking for a tool which will help me to automate this refactoring. For now I only know of tools that helps to remove redundant includes, they are many: PC-lint include-what-you-use cppclean ProFactor IncludeManager But I know of no tools to help me to move necessary includes in .h files or replace includes with forward declarations. Any ideas? Tools for Windows and Visual Studio are preferred. Update. Considered to be off-topic. Please, follow the link on Software Recommendations http://softwarerecs.stackexchange.com/q/4461/3331

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  • TechEd 2012: A Little Cloud And Too Little Windows Phone

    - by Tim Murphy
    It is Monday afternoon and the last couple of sessions have been disappointing.  I started out in the Nokia: Learning to Tile session.  I guess I should have read the summary more closely because it turned out to be more of a Nokia/WP7 history and sales pitch. “I’m outa here!” I made a quick venue change and now we are learning about Private Cloud Architecture.  The topic and the material were very informative.  The speaker even had a couple of quotable statements. The first quote was “You can trust me … I’m a doctor”.  The second was a new acronym (at least for me): CAVE – committee against virtually everything.  I am sure I have dealt with them more than once in my career. Unfortunately he didn’t just have a doctorate, the presentation was overdone like a medical journal.  While I didn’t enjoy the presentation, I am looking forward to getting my hands on the slides to review. Here is looking forward to the next sessions. del.icio.us Tags: Windows Phone,Cloud,Architecture

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  • 2D platformers: why make the physics dependent on the framerate?

    - by Archagon
    "Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast. Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.) What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine? Thank you, and sorry if the question was confusing.

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  • PeopleSoft RECONNECT Conference Unites the PeopleSoft Community

    - by Marc Weintraub
    The PeopleSoft team is looking forward to participating in this new PeopleSoft deep dive conference from the Quest International Users Group.  We’ve worked diligently with the leadership of Quest’s PeopleSoft Special Interest Groups (SIG’s) and Regional User Groups (RUG’s) to make sure this national user event delivers PeopleSoft content that meets the needs of the PeopleSoft community. The inaugural PeopleSoft RECONNECT conference will be held August 27-29, 2012 in Hartford Connecticut.  Through our Product Strategy, Development and Support teams Oracle will provide support for education sessions in these key tracks: Human Capital Management (HCM) Financials (FMS) Supplier Relationship Management (SRM) Supply Chain, Manufacturing & Distribution (SCM) Project Costing Applications Technology (PeopleTools) Oracle will host a general session from John Webb, plus roadmap sessions for the major PeopleSoft product areas.  We will also host enhancement discussions for our key PeopleSoft solutions allowing participants to contribute to the future of PeopleSoft through an interactive forum.  All of this is part of the 100+ education sessions being offered by the customer and vendor community.   There’s a lot of buzz around this conference, so don’t delay in registering key members of your team today.  We look forward to seeing you there so register NOW!

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  • Struggles to connect to network when using WPA with a BCM43225

    - by pst007x
    When booting my laptop, it will try to connect to my wireless network, however a window keeps popping up asking me for my security password, which has already been saved. I have to keep deleting my network settings, and reconnecting, otherwise it keeps failing to connect. My wireless is set up with a WPA, I do not want to lower my security because of this, but it is a pain and can take me 15mins plus to finally connect. The problem has only become apparent since a fresh install of 11.10. IPV6 disabled. System info: 01:00.0 Ethernet controller: Broadcom Corporation NetLink BCM57780 Gigabit Ethernet PCIe (rev 01) Subsystem: Acer Incorporated [ALI] Device 036d Flags: bus master, fast devsel, latency 0, IRQ 43 Memory at b3400000 (64-bit, non-prefetchable) [size=64K] Capabilities: <access denied> Kernel driver in use: tg3 Kernel modules: tg3 02:00.0 Network controller: Broadcom Corporation BCM43225 802.11b/g/n (rev 01) Subsystem: Broadcom Corporation Device 04da Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at b2400000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: brcmsmac Kernel modules: wl, brcmsmac ADDITIONAL: In terminal I get this: pst007x@pst007x-ubuntu64:~$ nm-applet start ** Message: applet now removed from the notification area ** (nm-applet:2816): DEBUG: old state indicates that this was not a disconnect 0 ** Message: using fallback from indicator to GtkStatusIcon ** Message: applet now embedded in the notification area ** Message: No keyring secrets found for Auto Access 01/802-11-wireless-security; asking user. ** (nm-applet:2816): DEBUG: foo_client_state_changed_cb Note this line: ** Message: No keyring secrets found for Auto Access 01/802-11-wireless-security; asking user. At this point is where I am asked for the password. Please report WPA issues with Ubuntu 11.10 here: https://bugs.launchpad.net/ubuntu/+source/network-manager/+bug/892727

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  • Display Call To Action bar on page load [migrated]

    - by dasickle
    I am using the following code to load the bar on click but I can't figure our how to load it on page load automatically. <script> var autohide; $('body').prepend('<div id="bn-bar"><b>DON\'T MISS OUT!</b> Only 9 seats remain for the Google Tag Manager training on May 22! <a href="#">Book Your Seat Today!</a><div id="hider"> </div></div>'); $(document).ready(function(){ $("#hider").click(function(){ $("#bn-bar").animate({ top: "-50" }, "fast","linear", function(){}); }) $("#bn-bar").mouseover(function(){clearTimeout(autohide);}); setTimeout(function(){$("#bn-bar").animate({top: "0"}, "slow","linear", function(){});},2500); autohide = setTimeout(function(){$("#bn-bar").animate({top: "-30"}, "fast","linear", function(){});},10000); }) </script> Basically I am trying to load a the message when user enters my website and I will be inserting it via Google Tag Manager. Below is a page where I found the code: Creative Tag Manager – Ads, Promotions, and Visitor Messaging -Lunametrics

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  • Mouse wheel speed, a permanent solution?

    - by Logan
    I would like to address an issue that has been around for a while now. The wireless mouse's wheel speed is abnormally fast on Ubuntu (as well as Mac Osx, as I have read) and the way to fix this temporarily is to unplug and plug the wireless adapter. A solution for this have been asked for in various forum topics on Ubuntu forums and also askubuntu. However the best solution for this is to re-plug the wireless adapter for the mouse. This fixes the mouse wheel speed until the next reboot. My question is, what can be done to make this permanent? Can a shell script be written, or firstly what can be causing this? If you could give me some ideas on why this problem is occurring I would happily write a shell script for it... (I am thinking if this is fixed by a simple re-plug of the adapter, maybe a shell script to disable device and re-enable it or something like that... could do the trick) I appreciate any discussions and ideas on the subjects. Here are some already discussed topics on the same subject that I've researched: Mouse wheel jumpy on scrolling Mouse wheel scrolling too fast There's a lot more than that on the net, all of them ends with re-plug solution.

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  • Glimpse: Open Source Web Development

    - by Elizabeth Ayer
    We’re delighted to announce that Red Gate will be backing Glimpse! For those of you who aren’t familiar with the project, Glimpse is an open source tool which does for the server what Firebug does for the client. It’s been in beta for the last year, and we’re very excited to give Glimpse the support and dedicated effort needed to take it to a v1 and beyond. Glimpse’s founders (Nik Molnar and Anthony van der Hoorn) have joined Red Gate, and they’re just as excited as we are about the opportunities that active development of Glimpse will bring. They will continue to write code, support the community and drive the project forward (as they’ve done since its inception). With full-time attention on growing Glimpse and its community, users and developers can expect the project to accelerate, with frequent releases of new functionality. Red Gate is excited about its first major involvement with open source. You may well be wondering, though, why Red Gate is doing this. Glimpse dovetails beautifully with Red Gate’s .NET tools, which makes Glimpse an ideal framework for plugging in advanced, paid-for functionality (like performance analysis) the way web developers want to see it. As a means to this end, we will contribute to the Glimpse open source project in order to broaden its adoption and delight web developers. Since bringing in .NET Reflector in 2008, we’ve learnt sharp lessons from the community about the right and wrong ways to engage with developers, not to mention the enduring value of free. Glimpse further shows what the .NET community can achieve through open source collaboration, and we’re looking forward to working with the Glimpse community to make something enduring and awesome. Nik and Anthony, themselves passionate advocates of community-driven software, will continue to control the Glimpse project, steering it to best meet the needs of its users and contributors. If you have any questions or queries about Glimpse, or Red Gate’s involvement in the project, please tweet with the #glimpse hashtag, contact us at Red Gate on [email protected], or post to the Glimpse Development Forum on Google Groups.

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  • How to start/stop iptables in Ubuntu 12.04?

    - by imwrng
    I am using Ubuntu 12.04 . while learning some new things about iptables i cant through this . see at the image . while i am trying to start ,its saying as root@badfox:~# iptables -L -n -v Chain INPUT (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination Chain FORWARD (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination Chain OUTPUT (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination root@badfox:~# service iptables stop iptables: unrecognized service root@badfox:~# service iptables start iptables: unrecognized service Source: http://www.cyberciti.biz/tips/linux-iptables-examples.html Why i am getting like this ? EDIT: So my firewall already started but why i am not getting the output as i mentioned in the link at source link in first workout. . Here is my output root@badfox:~# sudo start ufw start: Job is already running: ufw root@badfox:~# iptables -L -n -v Chain INPUT (policy ACCEPT 4882 packets, 2486K bytes) pkts bytes target prot opt in out source destination Chain FORWARD (policy ACCEPT 0 packets, 0 bytes) pkts bytes target prot opt in out source destination Chain OUTPUT (policy ACCEPT 5500 packets, 873K bytes) pkts bytes target prot opt in out source destination root@badfox:~#

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  • Team Foundation Service Preview now open for all!

    - by Tarun Arora
    The concept of TFS in the cloud was first presented back in early 2010, the product team worked hard to preview a constantly evolving solution at the BUILD conference last year and after having completed 31 Sprints today the preview service has been opened for all. No more invitation codes required, TfsPreview has been made public! “Since we announced the Team Foundation Service Preview at the BUILD conference last year, we’ve limited the on boarding of new customers by requiring invitation codes to create accounts.  The main reason for this has been to control the growth of the service to make sure it didn’t run away from us and end up with a bad user experience.  In this time period, we’ve continued to work on our infrastructure, performance, scale, monitoring, management and, of course, some cool new features like cloud build. ”   - Brian Harry Since the service is still in preview, it is free for all… If you haven’t, now is the best time to try out the offering. There is no fixed time line on how long before service becomes chargeable but the terms of service support production use, the service is reliable and the product team committed to carry all of your data forward into production. “The service will remain in “preview” for a while longer while we work through additional features like data portability, commercial terms, etc but the terms of service support production use, the service is reliable and we expect to carry all of your data forward into production. ”  - Brian Harry As of today it’s possible to use TFS Preview with VS 2012 RC, VS 2010 SP1, VS 2008 SP1, the service currently does not work with VS 2005, this is something the product team is actively working on. You can refer to Brian’s announcement blog post here, http://blogs.msdn.com/b/bharry/archive/2012/06/11/team-foundation-service-preview-is-public.aspx

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  • Shooter in iOS and a visible Aim line before shooting

    - by London2423
    I have to questions. I am trying to develop a game that is iOS but I did it first in my computer so I can tested there. I was able to must of it for PC but I am having a very hard time with iOS port The problem I do have is that I don't know how to shout in iOS. To be more specific how to line render in iOS This is the script I use in my computer using UnityEngine; using System.Collections; public class NewBehaviourScript : MonoBehaviour { LineRenderer line; void Start () { line = gameObject.GetComponent<LineRenderer>(); line.enabled = false; } void Update () { if (Input.GetButtonDown ("Fire1")) { StopCoroutine ("FireLaser"); StartCoroutine ("FireLaser"); } } IEnumerator FireLaser () { line.enabled = true; while (Input.GetButton("Fire1")) { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; line.SetPosition (0, ray.origin); if (Physics.Raycast (ray, out hit,100)) { line.SetPosition(1,hit.point); if (hit.rigidbody) { hit.rigidbody.AddForceAtPosition(transform.forward * 5, hit.point); } } else line.SetPosition (1, ray.GetPoint (100)); yield return null; } line.enabled = false; { } } } Which part I have to change for iOS? I already did in the iOS the touch giu event so my player move around in the xcode/Iphone but I need some help with the shouting part. The second part of the question is where I do have to insert or change the script in order to first aim and I DO see the line of aim and then shout. Now the player can only shout. It can not aim at the gameobject, see the the line coming out of the gun aiming at the object and then shout? How I can do that. Everyone tell me Line render but that's what i did Thank you

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