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  • Screen brightness control not working on Lenovo T530

    - by Matt
    My brightness control doesn't work with a fresh install of 12.10 (brand new laptop). It is set to the brightest setting when I boot up and when I try to change it, I see the notification bar come up but the brightness doesn't actually change. I've tried all the solutions I could find around the Internet but none of them work. Things I have tried include: Editing /sys/class/backlight/acpi_video0/brightness In /usr/share/X11/xorg.conf.d/10-brightness-control.conf: Option "RegistryDwords" "EnableBrightnessControl=1" In /etc/default/grub: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_osi=Linux acpi_backlight=vendor" There is no xorg.conf file in 12.10 that I have found, so the solutions that suggest editing that file don't do me a whole lot of good. I am currently using the Nouveau driver, but switching to the Nvidia proprietary drivers made no difference. Any other ideas? When is this bug going to be fixed? With all the reports I've come across I would think it would get a lot of attention. Thanks.

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  • How do I install Dan's Guardian on 12.04?

    - by Matt
    I'm trying to install Dans Guardian on a virtual machine. The instructions ask me to run the ./configure script and then execute the command make install. The configure script runs fine but the make install throws errors. Making all in src make[2]: Entering directory `/webmin/dansguardian-2.10/src' g++ -DHAVE_CONFIG_H -I. -I.. -D__CONFFILE='"/usr/local/etc/dansguardian/dansguardian.conf"' -D__LOGLOCATION='"/usr/local/var/log/dansguardian/"' -D__PIDDIR='"/usr/local/var/run"' -D__PROXYUSER='"nobody"' -D__PROXYGROUP='"nobody"' -D__CONFDIR='"/usr/local/etc/dansguardian"' -g -O2 -MT dansguardian-fancy.o -MD -MP -MF .deps/dansguardian-fancy.Tpo -c -o dansguardian-fancy.o `test -f 'downloadmanagers/fancy.cpp' || echo './'`downloadmanagers/fancy.cpp downloadmanagers/fancy.cpp: In member function âstd::string fancydm::timestring(int)â: downloadmanagers/fancy.cpp:507:72: error: âsnprintfâ was not declared in this scope make[2]: *** [dansguardian-fancy.o] Error 1 make[2]: Leaving directory `/webmin/dansguardian-2.10/src' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/webmin/dansguardian-2.10' make: *** [all] Error 2 I'm running 12.04 LTS server x64

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  • Sign of a Good Game

    - by Matt Christian
    (Warning: This post contains spoilers about SILENT HILL 2.  If you haven't played this game, you are dumb) What is one sign of a great game? One of the signs I realized recently is when a game continues to stun and surprise you years and years after you've played and beaten it.  As a major Silent Hill fan, I recently was reminded of Silent Hill 2 and even though see it as one of my favorite Silent Hill games, there are still things I'm learning about it that are neat little additions that add to the atmosphere (atmosphere also makes a great game!). For instance, when you start the game you are given a letter by your wife who has been deceased for years and years.  You are directed to Silent Hill and start treking through hell all by your lonesome (with the exception of a few psychos).  As you continue through the game, pieces of the letter begin to fade and disappear until eventually it is completely non-existent, thus implying the letter was never real and the letter was a delusion you created. Another example is the game's use of imagery the player knows about but might not notice at first.  For me, the most apparent of these was the dress you find near the start when you find the flashlight, which is the same dress you see Mary (your wife) wearing in the flashback sequences.  However, one thing I didn't know was that several deceased bodies you encounter laying around Silent Hill are actually the body of the main character (James) which invokes an idea you've seen that body before but can't pinpoint where... It's amazing to see a game go to such unique lengths to provide a psychological horror game.  Sure, all the dead bodies could be randomly modelled and the dress could be any ol' dress, but just the idea of your brain knowing something deep down but you can't pinpoint it is a really unique idea.  In my opinion, it ties less into subconscious and more into natural tendencies, it taps into the fear hidden inside us all.

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  • How to setup Automount/Autofs

    - by matt wilkie
    I've followed the ubuntu help docs for setting up NFSv4 on a server running Ubuntu 10.4LTS and now I'm trying to get Autofs (on ubuntu 10.10) to mount the exports, following these instructions. So far it doesn't work. Where the docs say server -fstype=nfs4 server:/ I'm supposed to replace 'server' with my server's hostname right? If yes, should that be server-foo or server-foo.local? # Sample /etc/auto.master file # --- comments snipped --8<-- +auto.master # pre-existing /nfs /etc/auto.nfs # added by me . # manually created /etc/auto.nfs ubuntu-server.local -fstype=nfs4 ubuntu-server.local:/ ls /nfs/ubuntu-server /nfs/ubuntu-server.local shows nothing. What's the next troubleshooting step?

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  • Stackify featured in the KC Business Journal

    - by Matt Watson
    Very excited to be in the KC Business Journal today. Stackify is focused on giving limited production access to developers to help them do application troubleshooting. We about ready to launch our product and we are looking for beta testers!Ex-VinSolutions exec pours sale proceeds into Stackify, other tech startupsRead the entire article on their website:http://www.bizjournals.com/kansascity/print-edition/2012/06/01/ex-vinsolutions-exec-pours-sale.html

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  • P90X or How I Stopped Worrying and Love Exercise

    - by Matt Christian
    Last Wednesday, after many UPS delivery failures, I received P90X in the mail.  P90X is a series of DVD's and a nutrition guide you use to shed pounds and gain muscle.  Odds are you've seen the infomercial on TV at some point if you watch a little tube now and again.  I started last Thursday and am still standing to tell this tale. At it's core, P90X is a 12 DVD set of exercise videos.  Each video is comprised of a different workout routine that typically last around an hour (some up to 1 1/2 hours).  Every day you are supposed to do one of the workouts which are different every day (sometimes you may repeat a shorter 6 min workout dedicated to abs twice a week).  There are different 'programs' focused on different areas, for weight loss you do the Lean Program, standard weight loss and muscle gain do the Regular Program, and for those hardcore health-nuts, the Insane Program (which consists of 2 - 1 hour long exercises per day).  Each Program has a different set of workouts per week which you repeat for 3 weeks, followed by a 'Relaxation Week' which is essentially a slightly different order.  After the month of workouts is over, you've finished 1 phase out of 3.  P90X takes 90 days, split into 3 Phases (1 phase per month).  Every phase has a different workout order which is also focused on different areas (Weight Loss, Muscle Gain, etc...)  With the DVD's you also get a small glossy book of about 100 pages detailing the different workouts and the different programs as well as a sample workout to see if you're even ready to start P90X. The second part of P90X, which can also be considered the 'core' (actually the other half of the core) is the nutrition guide that is included.  The Nutrition Guide is a book similar to the one that defines the exercises (about 100 glossy pages) though it details foods you should eat, the amounts, and a number of healthy (and tasty!) recipes.  The guide is split up into 3 phases as well, promoting high protein and low carb/dairy at during Phase 1, and levelling off through to Phase 3 where you have a relatively balanced amount of every food group. So after 1 week where am I?  I've stuck quite close to the nutrition guide (there isn't 'diet food' in here people, it's ACTUALLY food) and done my exercise every day.  I think a lot of the first week is getting into the whole idea and learning the moves performed on the DVD.  Have I lost weight?  No.  Do I feel some definition already starting to poke out?  Absolutely (no pun intended). Tony Horton (the 51-year old hulk that runs the whole thing) is very fun to listen and work along with and the 'diet' really isn't too hard to follow unless all you eat is carbs.  I've tried the gym thing and could not get motivated enough to continue going.  P90X is the first time I've ached from a workout, BEFORE starting my next workout.  For anyone interested, Google 'P90X' or 'BeachBody' to find out more information about this awesome program!

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  • Unreal Tournament 3 vs UDK: What Should I Choose?

    - by Matt Christian
    Many people in the mod community were very excited to see the release of the Unreal Developer Kit (UDK) a few months ago.  Along with generating excitement into a very dedicated community, it also introduced many new modders into a flourishing area of indie-development.  However, since UDK is free, most beginners jump right into UDK, which is OK though you might just benefit more from purchasing a shelf-copy of Unreal Tournament 3. UDK UDK is a free full version of UnrealEd (the editor environment used to create games like Gears of War 1/2, Bioshock 1/2, and of course Unreal Tournament 3).  The editor gives you all the features of the editor from the shelf-copy of the game plus some refinements in many of the tools.  (One of the first things you'll find about UnrealEd is that it's a collection of tools grouped into the same editor so it really isn't a single 'tool') Interestingly enough, Epic is allowing you to sell any game made in UDK with a few catches.  First off, you must purchase a liscense for your game (which, I THINK is aproximately $99 starting).  Secondly, you must pay 25% of all profits for the first $5,000 of your game revenue to them (about $1250).  Finally, you cannot use any of the 'media' provided in UDK for your game.  UDK provides sample meshes, textures, materials, sounds, and other sample pieces of media pulled (mostly) from Unreal Tournament 3. The final point here will really determine whether you should use UDK.  There is a very small amount of media provided in UDK for someone to go in and begin creating levels without first developing your own meshes, textures, and other media.  Sure, you can slap together a few unique levels, though you will end up finding yourself restriced to the same items over and over and over.  This is absolutely how professional game development is; you are 'given' (typically liscensed or built in-house) an engine/editor and you begin creating all the content for the game and placing it.  UDK is aimed toward those who really want to build their game content from scratch with a currently existing engine.  It is not suited for someone who would like to simply build levels and quick mods without learning external 3D programs and image editing software. Unreal Tournament 3 Unless you have a serious grudge against FPS's, Epic, or your computer sucks, there really is no reason not to own this game for PC.  You can pick it up on Steam or Amazon for around $20 brand new.  Not only are you provided with a full single-player and multiplayer game, but you are given the entire UnrealEd 3.0 including all of the content used to build UT3.  If you want to start building levels and mods quickly for UT3, you should absolutely pick up a shelf-copy. However, as off-the-shelf UT3 is a few years old now, the tools have not been updated for quite a while.  Compared to UDK, the menus are more difficult to navigate through and take more time getting used to.  Since UDK is updated almost every month, there are new inclusions to the editor that may not be in UT3 (including the future addition of 3D!).  I haven't worked enough with shelf UT3 to see if there are more features in UDK or if they both feature the same stuff in different forms, however you should remember that the Unreal Engine 3.0 has undergone numerous upgrades between it's launch and Gears of War 2 (in fact, Epic had a conference to show off what changed just between the Gears of Wars games). Since UT3 has much more core content, someone who wants to focus on level editing or modding the core UT3 game may find their needs better suited with an off-the-shelf copy of UT3.  If that level designer has a team that is generating custom assets, they may be better off with UDK. The choice is now yours...

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  • Why are Awstats, Webalizer, and Google Analytics results so different?

    - by Matt
    I realize that comparing Awstats and Webalizer to Google Analytics is like comparing apples to oranges, but each of them track at least basic statistics about visitors and pages. So why are there often very significant differences in their data? For example, comparing Analytics with Awstats using some numbers from a small site over the past week: Awstats 78 unique visitors 205 visits (2.62 visits/visitor) 1,072 pages (5.22 pages/visit) Google Analytics 115 unique visitors 240 visits (2.08 visits/visitor) 1,275 pages (5.31 pages/visit) They're similar on the number of visits, but page views and uniques are quite different. I'm familiar with discrepancies of a much higher magnitude on some larger sites, showing that this trend scales proportionally upward. What is the reason behind the different numbers, even when the data is quite trivial like unique visitors and page loads?

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  • Implementing custom "Remember Me" with Stripe

    - by Matt
    Implementing remember me with Stripe, while not using their Checkout (not supported on PhoneGap), seems to be fine using the path: First time: Request token on the client side using card info. Create customer on server side using token. Upon confirm, charge customer. Second time: Check if current user is Stripe customer by requesting the info from our server. If is Stripe customer, show "use credit card on file" instead of regular CC form. Upon confirm, charge customer. However, there is one important convenience items missing--last four digits of card number. Most sites inform you of the card you're using before making the payment, pretty important in case you have to switch out cards. I have seen that you can retrieve charges which would allow me to get the last four digits. Is it bad practice to pull that and display it? Are there alternative solutions anyone has in mind?

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  • design of 'game engine' for small javascript games?

    - by Matt Ball
    I'm making a group of two or three simple javascript games for fun. After someone finishes one game, they'll be presented with a harder or easier version of another game depending on whether the original game was won or lost. I have a high-level question about the design of things: So far I've created a class for one game type that manages the interaction with the UI and the state of the game itself. But for tracking how many of the subgames have been won, or for understanding whether the next game presented should be more or less difficult, are there arguments to be made for making a 'game engine' class? How does the engine communicate to the games? For instance, when a game is won, how is that information relayed to the engine? Is there a better or more common design? (If you want to see what I have so far, the games are slowly taking shape here: https://github.com/yosemitebandit/candela and can be viewed at http://yosemitebandit.com/candela)

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  • 302 or 301 redirect in case where redirect lasts 1-2 months

    - by Matt Helmick
    I have a case where I have a newly built "author site" (promotes the author in general as a speaker and author) which needs to to temporarily redirect traffic from the author's "book site" (focuses on advertising the specific book). Because of some upcoming publicity we want to redirect traffic from the book site to the author site as a truly temporary measure, but that redirect would probably only last for 1-2 months (until we see the flurry of activity regarding the publicity die down or until the author site has an opportunity to rise in search rankings). At first glance this seems to be the situation designed for a 302 redirect, but I'm worried about losing link juice for the original book site. Would a 301 redirect be better (keeping in mind that this would be temporary) as long as the 301 redirect was lifted after 1-2 months?

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  • JavaScript Sucks.

    - by Matt Watson
    JavaScript Sucks. Yes, I said it. Microsoft's announcement of TypeScript got me thinking today. Is this a step in the right direction? It sounds like it fixes a lot of problems with JavaScript development. But is it really just duct tape and super glue for a programming model that needs to be replaced?I have had a love hate relationship with JavaScript, like most developers who would prefer avoiding client side code. I started doing web development over 10 years ago and I have done some pretty cool stuff with JavaScript. It has came a long ways and is the universal standard these days for client side scripting in the web browser. Over the years the browsers have become much faster at processing JavaScript. Now people are even trying to use it on the server side via node.js. OK, so why do I think JavaScript sucks?Well first off, as an enterprise web application developer, I don't like any scripting or dynamic languages. I like code that compiles for lots of obvious reasons. It is messy to code with and lacks all kinds of modern programming features. We spend a lot of time trying to hack it to do things it was never really designed for.Ever try to use different jQuery based plugins that require conflicting jQuery versions? Yeah, that sucks.How about trying to figure out how to make 20 javascript include files load quicker as one request? Yeah that sucks too.Performance? Let me just point to the old Facebook mobile app made with JS & HTML5. It sucked. Enough said.How about unit testing JavaScript? I've never tried it, but it sure sounds like fun.My biggest problem with JavaScript is code security. If I make some awesome product, there is no way to protect my code. How can we expect game makers to write apps in 100% JavaScript and HTML5 if they can't protect their intellectual property?There are compiling tools like Closure, unit test frameworks, minify, coffee script, TypeScript and a bunch of other tools. But to me, they all try to make up for the weaknesses and problems with JavaScript. JavaScript is a mess and we spend a lot of time trying to work around all of it's problems. It is possible to program in Silverlight, Java or Flash and run that in the browser instead of JavaScript, but they all have their own problems and lack universal mobile support. I believe Microsoft's new TypeScript is a step forward for JavaScript, but I think we need to start planning to go a whole different direction. We need a new universal client side programming model, because JavaScript sucks.

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  • YouTube Copyright

    - by Matt Walker
    I am interested in making a trailer channel, but I need to know if I can just take recently released movie trailers and upload the videos to my channel. It might sound like a dumb question, but I am just wondering if I can do this without penalty (i.e YouTube deleting my account) For Ex. Taking the new star trek trailer and uploading it to my channel. Great answers so far, however I want to have a channel based solely on Trailers. How do I go about doing this?

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  • Mass emailing bouncebacks- Sendblaster

    - by Matt
    I am currently using a mass emailer called sendblaster- if anyone has experience using this program for mass emails any help would be fantastic. The program has a feature that allows you to track reads and opens of emails sent, however the problem i have is with delivery failures/bouncebacks. The "manage bouncebacks" feature is very confusing, and appears to be incapable of showing which email addresses have bounced. For some reason the sender address does not receive delivery failures as with other mass email programs that I've used. If anyone knows a way to efficiently manage the delivery failures/bounceback using this program please help! Thanks

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  • Xinet tftp timeout

    - by Matt Mootz
    I trying to set up a PXE boot server. Everything is working but the TFTP client is timing out. TFTP connection timeout I am using this to setup the TFTP server. http://www.davidsudjiman.info/2006/03/27/installing-and-setting-tftpd-in-ubuntu/ /etc/xinet.d/tftp service tftp { protocol = udp port = 69 socket_type = dgram wait = yes user = nobody server = /usr/sbin/in.tftpd server_args = /tftpboot disable = no } ps ax|grep tftp doesn't return it running. any idea's what could be wrong?

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  • Should I swap from WCF to NserviceBus

    - by Matt Roberts
    We have a central server that sends and recieves messages from a number of PCs that are located on client networks in various locations. To facilitate this, currently I'm using WCF with TCPNetBindings, using duplex communication secured with certificates. Now, we have a number of issues with this - mainly that we are being asked to support "disconnected mode" (we need to be fault tolerant). From what I know, there is no simple way to do this using the WCF stack - we'd need to implement something and perhaps use msmq. I've been looking at NServiceBus lately, and from I can see it seems to fit the bill well - fault tolerance, messages can be sent over the internet via a simple http gateway, etc. I know it's well respected in the community, and I can see why from looking into it. So, my question is...Does employing NServiceBus sound like a sensible idea, or does anyone have any other suggestions / real world experience that relate to this? I guess I'm worried of introducing a new tech that I know relatively little about, and facing problems with things like securing it, setting everything up in a reliable way, gotchas along the way.. I'm also wary of "gold-plating" the architecture, and choosing something shiny that will end up bogging me down in implementation versus sticking with WCF and just making it work for me.. Thanks!

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  • New Computer

    - by Matt Christian
    Last night I received my computer that was ordered with my tax return money.  Here are the specs of my old computer: - Pentium 4 Processor - 3-4 GB RAM - ~256 GB HDD space (2 drives) - nVidia card (AGP 8x) Sorry I can't be more specific, my memory is gone :p  Here are the new computer specs (mostly): - 2.8ghz Pentium i7 quadcore - 6 GB RAM - 1 TB HDD space (1 drive) - 1 GB Radeon card (PCI-X) I also got a new monitor (22" Asus with HDMI) so will be using my 19" widescreen as a secondary monitor. If I remember I'll hop on here and post the specifics later on...

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  • What can Haskell's type system do that Java's can't?

    - by Matt Fenwick
    I was talking to a friend about the differences between the type systems of Haskell and Java. He asked me what Haskell's could do that Java's couldn't, and I realized that I didn't know. After thinking for a while, I came up with a very short list of minor differences. Not being heavy into type theory, I'm left wondering whether they're formally equivalent. To try and keep this from becoming a subjective question, I'm asking: what are the major, non-syntactical differences between their type systems? I realize some things are easier/harder in one than in the other, and I'm not interested in talking about those. And to make it more specific, let's ignore Haskell type extensions since there's so many out there that do all kinds of crazy/cool stuff.

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  • Gnome Do does not autostart and save shortcuts

    - by Matt
    For some reason the autostart of Gnome-Do will not work in 11.10. I've installed Gnome-Do via the Ubuntu Software Center. Then I changed the shortcut to launch Gnome-Do and marked the option to autostart Gnome-Do within Gnome-Do. In order to verify the autostart, I checked whether it's also found in the autostart applications (which it was). However, upon every restart I have to start Gnome-Do manually via the unity launcher and change the shortcut again.

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  • Project Corndog: Viva el caliente perro!

    - by Matt Christian
    During one of my last semesters in college we were required to take a class call Computer Graphics which tried (quite unsuccessfully) to teach us a combination of mathematics, OpenGL, and 3D rendering techniques.  The class itself was horrible, but one little gem of an idea came out of it.  See, the final project in the class was to team up and create some kind of demo or game using techniques we learned in class.  My friend Paul and I teamed up and developed a top down shooter that, given the stringent timeline, was much less of a game and much more of 3D objects floating around a screen. The idea itself however I found clever and unique and decided it was time to spend some time developing a proper version of our idea.  Project Corndog as it is tentatively named, pits you as a freshly fried corndog who broke free from the shackles of fair food slavery in a quest to escape the state fair you were born in.  Obviously it's quite a serious game with undertones of racial prejudice, immoral practices, and cheap food sold at high prices. The game itself is a top down shooter in the style of 1942 (NES).  As a delicious corndog you will have to fight through numerous enemies including hungry babies, carnies, and the corndog serial-killer himself the corndog eating champion!  Other more engaging and frighteningly realistic enemies await as the only thing between you and freedom. Project Corndog is being developed in Visual Studio 2008 with XNA Game Studio 3.1.  It is currently being hosted on Google code and will be made available as an open source engine in the coming months.

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  • What can Haskell's type system do that Java's can't and vice versa?

    - by Matt Fenwick
    I was talking to a friend about the differences between the type systems of Haskell and Java. He asked me what Haskell's could do that Java's couldn't, and I realized that I didn't know. After thinking for a while, I came up with a very short list of minor differences. Not being heavy into type theory, I'm left wondering whether they're formally equivalent. To try and keep this from becoming a subjective question, I'm asking: what are the major, non-syntactical differences between their type systems? I realize some things are easier/harder in one than in the other, and I'm not interested in talking about those. And to make it more specific, let's ignore Haskell type extensions since there's so many out there that do all kinds of crazy/cool stuff.

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  • My Thoughts on Reinventing the Wheel

    - by Matt Christian
    For awhile now I've known that XNA Game Studio contains built-in scene management however I still built my own for each engine.  Obviously it was redundant and probably inefficient due to the amount of searching and such I was required to do.  And even though I knew this, why did I continue to do it? I've always been very detail oriented, probably part of my mild OCD.  But when it comes to technology I believe in both reinventing the wheel and not reinventing it all at the same time.  Here's what I imagine most programmers doing.  When they pick up XNA, they're typically focused on 'I want to make a game with as little code as possible'.  This is great and XNA GS is a great tool, but what will it do for programmers that want to make games with XNA?  If they don't have any prior experience with other tools they will probably not ever learn scene management. So is it better to leverage code and risk not learning valuable techniques, or write it all yourself and fight through the headaches and hours of time you may spend on something already built?

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  • Access Log Files

    - by Matt Watson
    Some of the simplest things in life make all the difference. For a software developer who is trying to solve an application problem, being able to access log files, windows event viewer, and other details is priceless. But ironically enough, most developers aren't even given access to them. Developers have to escalate the issue to their manager or a system admin to retrieve the needed information. Some companies create workarounds to solve the problem or use third party solutions.Home grown solution to access log filesSome companies roll their own solution to try and solve the problem. These solutions can be great but are not always real time, and don't account for the windows event viewer, config files, server health, and other information that is needed to fix bugs.VPN or FTP access to log file foldersCreate programs to collect log files and move them to a centralized serverModify code to write log files to a centralized placeExpensive solution to access log filesSome companies buy expensive solutions like Splunk or other log management tools. But in a lot of cases that is overkill when all the developers need is the ability to just look at log files, not do analytics on them.There has to be a better solution to access log filesStackify recently came up with a perfect solution to the problem. Their software gives developers remote visibility to all the production servers without allowing them to remote desktop in to the machines. They can get real time access to log files, windows event viewer, config files, and other things that developers need. This allows the entire development team to be more involved in the process of solving application defects.Check out their product to learn morehttp://www.Stackify.com

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  • How to make a battle system in a mobile indie game more fun and engaging

    - by Matt Beckman
    I'm developing an indie game for mobile platforms, and part of the game involves a PvP battle system (where the target player is passive). My vision is simple: the active player can select a weapon/item, then attack/use, and display the calculated outcome. I have a concept for battle modifiers that affect stats to make it more interesting, but I'm not convinced the vision is complete. I've received some inspiration from the game engine that powers Modern War/Kingdom Age/Crime City, but I want more control to make it more fun. In those games, you don't have the option to select weapons or use items, and the "battling" screen is simply 3D eye candy. Since this will be an indie game, I won't be spending $$$ on a team of professional 3D artists/animators, so my edge needs to be different. How would you make a battle system like this more fun and engaging?

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