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  • Spritebatch not working in winforms

    - by CodingMadeEasy
    I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method: Application.Idle += delegate { Invalidate(); }; I used a breakpoint and it is indeed invalidating my program and it is calling my draw method. I get no errors with the spritebatch and all the textures are loaded I just don't see anything on the screen. Here's the code I have: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); } But when I do this: protected override void Draw() { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); tileSheet.Draw(spriteBatch); foreach (Image img in selector) img.Draw(spriteBatch); spriteBatch.End(); Invalidate(); } then all of a sudden the drawing starts to work! but the problem is that it freezes everything else and only that control gets updated. What can I do to fix this? It's really frustrating.

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  • Techie Land Silly Questions

    - by GeekAgilistMercenary
    Ok, it is time for an off the cuff, random, oddball, just for fun blog entry.  Two questions for the readers in Internet Land. Question #1:  If you did not have to work, had a few dollars stashed away so that you could live comfortably and do whatever you wanted, what would you do?  Would you still code?  Would you still create?  What would you create?  Would you be able to stay idle? Question #2:  Based on whatever you did with your free time, what would you title yourself?  Chief Potato Masher, Pencil Pushing Writer o’ Stories, or Coffee Endeavorer o’ Tastiness? There are a million possibilities, I would love to know what you would call yourself, so please do leave a comment or three. I will have my answers later in the week.  So stay tuned and help me out with some comments.  You can bet it will include something along the lines of what I already do, but I'll keep it a secret until then.  : )  Feel free to check out the original entry here to leave a comment.

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  • T4 Template error - Assembly Directive cannot locate referenced assembly in Visual Studio 2010 proje

    - by CodeSniper
    I ran into the following error recently in Visual Studio 2010 while trying to port Phil Haack’s excellent T4CSS template which was originally built for Visual Studio 2008.   The Problem Error Compiling transformation: Metadata file 'dotless.Core' could not be found In “T4 speak”, this simply means that you have an Assembly directive in your T4 template but the T4 engine was not able to locate or load the referenced assembly. In the case of the T4CSS Template, this was a showstopper for making it work in Visual Studio 2010. On a side note: The T4CSS template is a sweet little wrapper to allow you to use DotLessCss to generate static .css files from .less files rather than using their default HttpHandler or command-line tool.    If you haven't tried DotLessCSS yet, go check it out now!  In short, it is a tool that allows you to templatize and program your CSS files so that you can use variables, expressions, and mixins within your CSS which enables rapid changes and a lot of developer-flexibility as you evolve your CSS and UI. Back to our regularly scheduled program… Anyhow, this post isn't about DotLessCss, its about the T4 Templates and the errors I ran into when converting them from Visual Studio 2008 to Visual Studio 2010. In VS2010, there were quite a few changes to the T4 Template Engine; most were excellent changes, but this one bit me with T4CSS: “Project assemblies are no longer used to resolve template assembly directives.” In VS2008, if you wanted to reference a custom assembly in your T4 Template (.tt file) you would simply right click on your project, choose Add Reference and select that assembly.  Afterwards you were allowed to use the following syntax in your T4 template to tell it to look at the local references: <#@ assembly name="dotless.Core.dll" #> This told the engine to look in the “usual place” for the assembly, which is your project references. However, this is exactly what they changed in VS2010.  They now basically sandbox the T4 Engine to keep your T4 assemblies separate from your project assemblies.  This can come in handy if you want to support different versions of an assembly referenced both by your T4 templates and your project. Who broke the build?  Oh, Microsoft Did! In our case, this change causes a problem since the templates are no longer compatible when upgrading to VS 2010 – thus its a breaking change.  So, how do we make this work in VS 2010? Luckily, Microsoft now offers several options for referencing assemblies from T4 Templates: GAC your assemblies and use Namespace Reference or Fully Qualified Type Name Use a hard-coded Fully Qualified UNC path Copy assembly to Visual Studio "Public Assemblies Folder" and use Namespace Reference or Fully Qualified Type Name.  Use or Define a Windows Environment Variable to build a Fully Qualified UNC path. Use a Visual Studio Macro to build a Fully Qualified UNC path. Option #1 & 2 were already supported in Visual Studio 2008, so if you want to keep your templates compatible with both Visual Studio versions, then you would have to adopt one of these approaches. Yakkety Yak, use the GAC! Option #1 requires an additional pre-build step to GAC the referenced assembly, which could be a pain.  But, if you go that route, then after you GAC, all you need is a simple type name or namespace reference such as: <#@ assembly name="dotless.Core" #> Hard Coding aint that hard! The other option of using hard-coded paths in Option #2 is pretty impractical in most situations since each developer would have to use the same local project folder paths, or modify this setting each time for their local machines as well as for production deployment.  However, if you want to go that route, simply use the following assembly directive style: <#@ assembly name="C:\Code\Lib\dotless.Core.dll" #> Lets go Public! Option #3, the Visual Studio Public Assemblies Folder, is the recommended place to put commonly used tools and libraries that are only needed for Visual Studio.  Think of it like a VS-only GAC.  This is likely the best place for something like dotLessCSS and is my preferred solution.  However, you will need to either use an installer or a pre-build action to copy the assembly to the right folder location.   Normally this is located at:  C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\PublicAssemblies Once you have copied your assembly there, you use the type name or namespace syntax again: <#@ assembly name="dotless.Core" #> Save the Environment! Option #4, using a Windows Environment Variable, is interesting for enterprise use where you may have standard locations for files, but less useful for demo-code, frameworks, and products where you don't have control over the local system.  The syntax for including a environment variable in your assembly directive looks like the following, just as you would expect: <#@ assembly name="%mypath%\dotless.Core.dll" #> “mypath” is a Windows environment variable you setup that points to some fully qualified UNC path on your system.  In the right situation this can be a great solution such as one where you use a msi installer for deployment, or where you have a pre-existing environment variable you can re-use. OMG Macros! Finally, Option #5 is a very nice option if you want to keep your T4 template’s assembly reference local and relative to the project or solution without muddying-up your dev environment or GAC with extra deployments.  An example looks like this: <#@ assembly name="$(SolutionDir)lib\dotless.Core.dll" #> In this example, I’m using the “SolutionDir” VS macro so I can reference an assembly in a “/lib” folder at the root of the solution.   This is just one of the many macros you can use.  If you are familiar with creating Pre/Post-build Event scripts, you can use its dialog to look at all of the different VS macros available. This option gives the best solution for local assemblies without the hassle of extra installers or other setup before the build.   However, its still not compatible with Visual Studio 2008, so if you have a T4 Template you want to use with both, then you may have to create multiple .tt files, one for each IDE version, or require the developer to set a value in the .tt file manually.   I’m not sure if T4 Templates support any form of compiler switches like “#if (VS2010)”  statements, but it would definitely be nice in this case to switch between this option and one of the ones more compatible with VS 2008. Conclusion As you can see, we went from 3 options with Visual Studio 2008, to 5 options (plus one problem) with Visual Studio 2010.  As a whole, I think the changes are great, but the short-term growing pains during the migration may be annoying until we get used to our new found power. Hopefully this all made sense and was helpful to you.  If nothing else, I’ll just use it as a reference the next time I need to port a T4 template to Visual Studio 2010.  Happy T4 templating, and “May the fourth be with you!”

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  • ubuntu one not syncing

    - by Martin
    I am really starting to despair as I have been trying ubuntu one for several months, trying it on several machines, and it has caused me loads of different issues wasting me a lot of time. It is not straight forward to use, it should be a piece of software that runs in background and users should not think about checking all the time if it is really doing it's job. Of course I have been searching around this website and other forums but couldn't find an answer to my situation. Yesterday I had several problems with the client not syncing and using a lot of the machine's RAM, up and CPU. I had to reboot on several occasions and leave the office's PC on overnight in order to sync a few files of not more than a few MB. Today I am experiencing another problem: I have decided to do a test putting a small file in my ubuntu one shared folder. Ubuntu one is not detecting it (now already more than an hour), therefore not uploading it to the server. martin@ubuntu-desktop:~$ u1sdtool --status State: QUEUE_MANAGER connection: With User With Network description: processing the commands pool is_connected: True is_error: False is_online: True queues: IDLE and martin@ubuntu-desktop:~$ u1sdtool --current-transfers Current uploads: 0 Current downloads: 0 I am running Ubuntu 11.04 64 with all recent updates. On my other machine the transfer of files seems to be completely frozen, with around 10 files in the queue but no transfer whatsoever. Another curious issue is on my Ubuntu 10.10 laptop where ubuntu one seems to have completly disappeared from Nautilus context menu, folder/file sync status icons missing. I have therefore been forced to upgrade to 11.04 on this machine. Anyway, now I would like to solve the ** processing the commands pool ** issue and make sure the client

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  • CodePlex Daily Summary for Tuesday, April 06, 2010

    CodePlex Daily Summary for Tuesday, April 06, 2010New ProjectsASP.NET MVC | SCAFFOLD: Add-in para Visual Studio 2008 que adiciona um poderoso scaffold para o ASP.NET MVC, com suporte ao Entity Framework.ASP.Net Permission Manager: This is an extension of ASP.Net Permission Manager that permission to roles.Babelfish.NET: Babelfish was created as a common framework for navigating several different node-to-node structured data sources, such as HTML, CSS, Javascript, X...CollaSuite: Collaboration Suite, Chat Client ServerdnyFramework: Denny FrameWorkDocxToHtml: DocxToHtmlDomain Driven Design and ASP.NET MVC 2 sample: It's a simple application ASP.NET MVC 2 with DDD modeling approach. It's about how to build maintainable applications applying DDD, IoC and infrast...DRP Address Book: A web based address book implementation using SQL Server 2008, ASP.NET, C#, and CSLA.NETFileSystemHelper SQL Server CLR: FileSystemHelper SQL Server CLR provides a collection of CLR stored procedures and functions for interacting with the file system. Using these sto...Foothill: This is an asp.net Web AppHouseFly controls: Controls for my upcomming app: HouseFlyiTunes Artwork App: This project is related to my iTunes Artwork App blog series. The application will automate the process of collecting album art for music tracks i...Logwiz - Automate the collection of Performance monitor logs using logman.exe: This tool is used to automate the process of collecting Performance monitoring data using the logman.exe on Windows Vista/Windows 7/Windows 2008 an...MailSharp - Beyond MailMessage: An easy-to-use library for .NET developers to send HTML formatted emails using templates with merge tags and embedded images instead of pointing at...MSTests.Fluently: MSTests.Fluently makes it easier for developers and testers to read and write tests with the Visual Studio Unit-Testing Framework. The Sentence-lik...openSIS dot net - Open Source SIS written in C#, built on dotnet 3.5 framework: openSIS dotnet is the dot net version of the popular openSIS Student Information System from OS4ED. This openSIS version is written in C# and is ba...PHP.net: PHP.net is a PHP IDE written in C# for Windows. The IDE will eventually be a complete standalone PHP development enviroment, including a developmen...Recommender System for Optus Website: <Recommender System for Optus Website>This project is trying to apply some recommeder system techniques to telecom company websites. This project ...Sendkeys: This is a tool for remote controlling any Windows Application.Shamil: Shamil WorkSite Directory for SharePoint 2010 (from Microsoft Consulting Services, UK): A solution which provides 'site directory' functionality for SharePoint 2010. Refer to [file:Solution Description|Microsoft.MCSUK.SPSiteDirectory...SPD Workflow action to add user to a security group: This is a custom SPD workflow step developed to facilitate the process of adding users from a list to the security group. Keep in mind this is run...Star Trooper for XNA 2D Tutorial: Source for the Star Trooper XNA 2d Tutorial on XNA-UK (www.XNA-UK.co.uk), including the full set of code and each phase of the tutorial. Additio...TFS WitAdminUI: Team Foundation Server 2010 RC WitAdmin simple application with UIWindows Phone 7 Panorama control: The Windows Phone 7 Panorama control is a sample implementation of a Silverlight control that allows to create "Hub" applications on Windows Phone ...Yulu: Yulu helps you maintain short quotations or your thoughts with your Windows Mobile phones.New ReleasesASP .NET MVC CMS (Content Management System): Atomic CMS 2.0: Atomic CMS 2.0 was released. Please visit http://atomiccms.com/ for download documentation, last release and get more information about Atomic CMS ...ASP.Net Permission Manager: Mal.Web.Security.dll v1.0.2.0: Mal.Web.Security.dll Relealse v1.0.2.0CycleMania Starter Kit EAP - ASP.NET 4 Problem - Design - Solution: Cyclemania 0.08.48: The application now uses Windows Communication Foundation services. See Source Code tab for other recent changes.dotNetInstaller: setup bootstrapper for Windows: 1.10 (Development): Build 1.10.6588.0. Features - Added support for .exe setup components with an optional response file. - Added has_value_disabled option to user-de...Examine: RC 1: This is Examine RC1 release. It includes: Examine UmbracoExamine Lucene.Net 2.9.2Extend SmallBasic: Teaching Extensions v.010: Improved the pentagone crazy quizFileSystemHelper SQL Server CLR: FileSystemHelper CLR Project: Source code for FileSystemHelper CLR assembly.GameStore League Manager: League Manager 1.0.5-Logging: Added Logging functionality to track down bugs.iSun Shut - PC Auto Shutdown: iSun Shut 2.5: Relase Notes: -To properly view the source code please install DotNetBar 8.3 (http://www.devcomponents.com) -The Shutdown after firefox download f...LINQ to Twitter: LINQ to Twitter Beta v2.0.10: New items added since v1.1 include: Support for OAuth (via DotNetOpenAuth), secure communication via https, VB language support, serialization of ...MIC Pattern: !MIC Pattern DAL: Data Access Layer Este arquivo contem a DLL que faz acesso a dados e simplifica as operações de INSERT, UPDATE, DELETE e SELECT em bases de dados ...MVC Foolproof Validation: Alpha 0.1: Server side validation is stable. Client side validation is fairly stable aside from some border cases I hope to address soon. I’m actually using t...OpenGL ES 2.0 Compact Framework Wrapper: First binary release: CAB-installer for installing the sample application provided with the solution. Demonstrates a simple quad with rotation animation. Changes from l...patterns & practices SharePoint Guidance: SPG2010 Drop8: SharePoint Guidance Drop Notes Microsoft patterns and practices ****************************************** ***************************************...PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT - V3: The Beta Version 3 of the Programmable Software Development Environment features the random generator, longitudinal and cryptographic commands whi...RoTwee: RoTwee (9.0.0.0): New feature in this version : 17102 Tweet rotated count.SharePhone: SharePhone v.1.0.3: Added search functionality. Use clientContext.SearchProvider.Search(..) or clientContext.SearchProvider.KeywordSearch(..) A few examples here: ht...SharePoint Outlook Connector: Version 1.2.4.3: UI has been improved. Some bugs have been resolved.SPD Workflow action to add user to a security group: Version 1 custom workflow action: A custom SPD workflow step that automatically adds user to the correct security group, the user name can be driven from a list item or document li...SQL Server Metadata Toolkit 2008: SQL Server Metadata Toolkit Alpha 5: This release addresses the Issue 10567, which was a recursive view recursing more than 100 times. This was caused by the addition of SQL Parsing in...TFS WitAdminUI: WitAdminUI ver1.0: Download zip file and unzip to TFS2010 RC. And Excute WitAdminUI.exe. Because WitAdmin is made by .net v4.0 so I can't my application with MSI.TFTP Server: TFTP Server 1.0 Installer: Installer for the binary release of TFTP server v 1.0VivoSocial: VivoSocial 7.1.0: Version 7.1.0 of VivoSocial has been released. If you experienced any issues with the previous version, please update your modules to the 7.1.0 rel...WAFFLE: Windows Authentication Functional Framework (LE): 1.3 (Development): Build 1.3.9740.0. Features Added waffle-jna-auth.jar, native Java with JNA port. Misc Project upgraded to Visual Studio 2008.Most Popular ProjectsWBFS ManagerASP.NET Ajax LibraryImage Resizer Powertoy Clone for WindowsSkype Voice ChangerAll-In-One Code FrameworkWindows Live Calendar GadgetMDownloaderWindows 7 USB/DVD Download ToolDroid ExplorerEnhSimMost Active ProjectsGraffiti CMSnopCommerce. Open Source online shop e-commerce solution.Facebook Developer ToolkitRawrpatterns & practices – Enterprise LibraryjQuery Library for SharePoint Web ServicesShweet: SharePoint 2010 Team Messaging built with PexFarseer Physics EngineNcqrs Framework - The CQRS framework for .NETIonics Isapi Rewrite Filter

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  • New OFM versions released SOA Suite 11.1.1.4 &amp; BPM 11.1.1.4 &amp; JDeveloper 11.1.1.4 WebLogic on JRockit 10.3.4 feedback from the community

    - by Jürgen Kress
    Oracle SOA Suite 11g Installations This is the latest release of the Oracle SOA Suite 11g. Please see the Documentation tab for Release Notes, Installation Guides and other release specific information. Please also see the List of New Features and Samples provided for this release. Release 11gR1 (11.1.1.4.0) Microsoft Windows (32-bit JVM) Linux (32-bit JVM) Generic Oracle JDeveloper 11g Rel 1 (11.1.1.x) (JDeveloper + ADF) Integrated development environment certified on Windows, Linux, and Macintosh. License is free (read the Pricing FAQ). Studio Edition for Windows (1.2 GB) | Studio Edition for Linux (1.3 GB) | See All See Additional Development Tools Oracle WebLogic Server 11g Rel 1 (10.3.4) Installers The WebLogic Server installers include Oracle Coherence and Oracle Enterprise Pack for Eclipse and supports development with other Fusion Middleware products . The zip includes WebLogic Server only and is intended for WebLogic Server development only. Linux x86 (1.1 GB) | Windows x86 (1 GB) Zip for Windows x86, Linux x86, Mac OS X (316 MB) | See All Oracle WebLogic Server 11gR1 (10.3.4) on JRockit Virtual Edition Download For additional downloads please visit the Oracle Fusion Middleware Products Update Center Share your feedback with the @soacommunity on twitter SOASimone Simone Geib SOA Suite 11gR1 (11.1.1.4.0) has just been released: http://www.oracle.com/technetwork/middleware/soasuite/downloads/index.html gschmutz gschmutz My new blog post: WebLogic Server, JDev, SOA, BPM, OSB and CEP 11.1.1.4 (PS3) available! - http://tinyurl.com/4negnpn simon_haslam Simon Haslam I'm very pleased to see WLS 10.3.4 for JRockit VE launched at the same time as the rest of PS3 http://j.mp/gl1nQm (32bit anyway) lucasjellema Lucas Jellema See http://www.oracle.com/ocom/groups/public/@otn/documents/webcontent/156082.xml for PS3 extension downloads BPM, SOA Editor, WebCenter demed demed List of new features in @OracleSOA 11gR1 PS3: http://bit.ly/fVRwsP is not extremely long but huge release by # of bugs fixed. Go! biemond Edwin Biemond WebLogic 10.3.4 new features http://bit.ly/f7L1Eu Exalogic Elastic Cloud , JPA2 , Maven plugin, OWSM policies on WebLogic SCA applications JDeveloper JDeveloper & ADF JDeveloper and Oracle ADF 11g Release 1 Patch Set 3 (11.1.1.4.0): New Features and Bug Fixes http://bit.ly/feghnY simon_haslam Simon Haslam WebLogic Server 10.3.4 (i.e. 11gR1 PS3) available now too http://bit.ly/eeysZ2 JDeveloper JDeveloper & ADF Share your impressions on the new JDeveloper 11g Patchset 3 release that came out today! Download it here: http://bit.ly/dogRN8 VikasAatOracle Vikas Anand SOA Suite 11gR1PS3 is Hotpluggable ...see list of features that @Demed posted..#soa #soacommunity   New versions of Oracle Fusion Middleware 11g R1 (11.1.1.4.x)  include: Oracle WebLogic Server 11g R1 (10.3.4) Oracle SOA Suite 11g R1 (11.1.1.4.0) Oracle Business Process Management 11g R1 (11.1.1.4.0) Oracle Complex Event Processing 11g R1 (11.1.1.4.0) Oracle Application Integration Architecture Foundation Pack 11g R1 (11.1.1.4.0) Oracle Service Bus 11g R1 (11.1.1.4.0) Oracle Enterprise Repository 11g R1 (11.1.1.4.0) Oracle Identity Management 11g R1 (11.1.1.4.0) Oracle Enterprise Content Management 11g R1 (11.1.1.4.0) Oracle WebCenter 11g R1 (11.1.1.4.0) - coming soon Oracle Forms, Reports, Portal & Discoverer 11g R1 (11.1.1.4.0) Oracle Repository Creation Utility 11g R1 (11.1.1.4.0) Oracle JDeveloper & Application Development Runtime 11g R1 (11.1.1.4.0) Resources Download  (OTN) Certification Documentation   New Features in Oracle SOA Suite 11g Release 1 (11.1.1.4.0) Updated: January, 2011 Go to Oracle SOA Suite 11g Doc Introduction Oracle SOA Suite 11gR1 (11.1.1.4.0) includes both bug fixes as well as new features listed below - click on the title of each feature for more details. Downloads, documentation links and more information on the Oracle SOA Suite available on the SOA Suite OTN page and as always, we welcome your feedback on the SOA OTN forum. New in Oracle SOA Suite in this release BPEL Component BPEL 2.0 support in JDeveloper The BPEL editor in JDeveloper now generates BPEL 2.0 code and introduces several new activities. Augmented XML variables auto-initialization capabilities The XML variable auto-initialization capabilities have been enhanced to support two need additional use cases: to initialize the to-spec node if it doesn't exist during the rule and to initialize array elements. New Assign Activity dialog The new Assign Activity supports the same drag & drop paradigm used for the XSLT mapper, greatly streamlining the task of assigning multiple variables. Mediator Component Time window parameter for the resequencer This new parameter lets users initiate a best-effort resequencing based on a time window rather than a number of messages. Support for attachments in the Mediator assign dialog The Mediator assign dialog now supports attachment, enabling usage of the Mediator to transmit attachments even if source and target schemas are different. Adapters & Bindings ChunkSize property added to the File Adapter header properties The ChunkSize property of the File Adapter is now available as a header property, allowing in-process modification of the value for this property. Improved support for distributed WLS JMS topics though automatic rebalancing of listeners The JMS Adapter has been enhanced to subscribe to administrative events from WLS JMS. Based on these events, it dynamically rebalances listeners when there are changes to the members of a local or remote WLS JMS distributed destination. JDeveloper configuration wizard for custom JCA adapters A new wizard is available in JDeveloper to configure custom-built adapters Administration & Enterprise Manager Enhanced purging capabilities to manage database growth Historical instance data can now be purged using three different strategies: batch script, scheduled batch script or data partitioning. Asynchronous bulk instance deletion in Enterprise Manager Bulk deletion of instances in Enterprise Manager now executes as an asynchronous operation in Enterprise Manager, returning control to the user as soon as the action has been submitted and acknowledged. B2B Ability to schedule partner downtime This feature allows trading partners to notify each other about planned downtime and to delay delivery of messages during that period. Message sequencing B2B now supports both inbound and outbound message sequencing. Simplified BAM integration with B2B B2B ships with various pre-configured artifacts to simplify monitoring in BAM. Instance Message Java API for B2B The new instance message Java API supports programmatic access to B2B instance message data. Oracle Service Bus (OSB) Certification of the File and FTP JCA Adapters The File and FTP JCA adapters are now certified for use with Oracle Service Bus (in addition to the native transports). Security enhancements Oracle Service Bus now supports SAML 2.0 as well as the OWSM authorization policies. Check the Oracle Service Bus 11.1.1.4 Release Notes for a complete list of new features. Installation, Hot-Pluggability & Certifications Ability to run Oracle SOA Suite on IBM WebSphere Application Server Oracle SOA Suite can now be deployed on IBM WebSphere Application Server Network Deployment (ND) 7.0.11 and IBM WebSphere Application Server 7.0.11. Single JVM developer installation template Oracle SOA Suite can now be targeted to the WebLogic admin server - there is no requirement to also have a managed server. This topology is intended to minimize the memory foorprint of development environments. This is in addition to the list of supported browsers, operating systems and databases already certified in prior releases. Complex Event Processing (CEP) IDE enhancements This release introduces several enhancements to the development IDE, such as adapter wizards and event-type repository. CQL enhancements CQL enhancements include JDBC data cartridges and parametrized queries. Tracing and injecting events in the Event Processing Network (EPN) In the development environment you can now trace and inject events. Check the Oracle CEP 11.1.1.4 Release Notes for a complete list of new features. SOA Suite page on OTN For more information on SOA Specialization and the SOA Partner Community please feel free to register at www.oracle.com/goto/emea/soa (OPN account required) Blog Twitter LinkedIn Mix Forum Wiki Website Technorati Tags: SOA Suite 11.1.1.4,JDeveloper 11.1.1.4,WebLogic 10.3.4,JRockit 10.3.4,SOA Community,Oracle,OPN,SOA,Simone Geib,Guido Schmutz,Edwin Biemond,Lucas Jellema,Simon Haslam,Demed,Vikas Anand,Jürgen Kress

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  • Z600 Workstation ACPI Fan Noise

    - by dpb
    Hi -- I have an HP z600 workstation that has the FAN running full when idle. In fact, after the boot, the fan never slows down or varies. I looked in dmesg, and noticed this: [ 1.516778] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.516781] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.516786] ACPI: Marking method _OSC as Serialized because of AE_ALREADY_EXISTS error [ 1.519868] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.519872] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.624638] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.624642] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.624726] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.624729] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.624802] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.624805] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.624895] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.624898] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.624977] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.624981] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.625070] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.625074] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS [ 1.625153] ACPI Error (dsfield-0143): [CAPD] Namespace lookup failure, AE_ALREADY_EXISTS [ 1.625157] ACPI Error (psparse-0537): Method parse/execution failed [\_SB_.PCI0._OSC] (Node ffff8801b8c4e3e0), AE_ALREADY_EXISTS Anyone know what could be done to fix this?

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  • Oracle SOA Suite for healthcare integration Dashboard By Nitesh Jain

    - by JuergenKress
    Oracle SOA Suite Healthcare came up with a new way of monitoring where user can configure a dashboard and follow the dynamic runtime changes. Oracle SOA Suite for healthcare integration dashboards display information about the current health of the endpoints in a healthcare integration application. You can create and configure multiple dashboards as needed to monitor the status and volume metrics for the endpoints you have defined. The Dashboards reflects changes that occur in the runtime repository, such as purging runtime instance data, new messages processed, and new error messages. You can display data for various time periods, and you can manually refresh the data in real time or set the dashboard to automatically refresh at set intervals. Dashboard shows the following information: Status: The current status of the endpoint, such as Running, Idle, Disabled, or Errors. Messages Sent: The number of messages sent by the endpoint in the specified time period. Messages Received: The number of messages received by the endpoint in the specified time period. Errors: The number of messages with errors for the endpoint in the given time period. Last Sent: The date and time the last message was sent from the endpoint. Last Received: The date and time the last message was received from the endpoint. Last Error: The date and time of the last error for the endpoint. It also shows the detailed view of a specific Endpoint. The document type. The number of messages received per second. The total number of message processed in the specified time period. The average size of each message. For more information please visit Nitesh Jain blog SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Suite,SOA heathcare,soa health,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • Game Over function is not working Starling

    - by aNgeLyN omar
    I've been following a tutorial over the web but it somehow did not show something about creating a game over function. I am new to the Starling framework and Actionscript so I'm kind of still trying to find a way to make it work. Here's the complete snippet of the code. package screens { import flash.geom.Rectangle; import flash.utils.getTimer; import events.NavigationEvent; import objects.GameBackground; import objects.Hero; import objects.Item; import objects.Obstacle; import starling.display.Button; import starling.display.Image; import starling.display.Sprite; import starling.events.Event; import starling.events.Touch; import starling.events.TouchEvent; import starling.text.TextField; import starling.utils.deg2rad; public class InGame extends Sprite { private var screenInGame:InGame; private var screenWelcome:Welcome; private var startButton:Button; private var playAgain:Button; private var bg:GameBackground; private var hero:Hero; private var timePrevious:Number; private var timeCurrent:Number; private var elapsed:Number; private var gameState:String; private var playerSpeed:Number = 0; private var hitObstacle:Number = 0; private const MIN_SPEED:Number = 650; private var scoreDistance:int; private var obstacleGapCount:int; private var gameArea:Rectangle; private var touch:Touch; private var touchX:Number; private var touchY:Number; private var obstaclesToAnimate:Vector.<Obstacle>; private var itemsToAnimate:Vector.<Item>; private var scoreText:TextField; private var remainingLives:TextField; private var gameOverText:TextField; private var iconSmall:Image; static private var lives:Number = 2; public function InGame() { super(); this.addEventListener(starling.events.Event.ADDED_TO_STAGE, onAddedToStage); } private function onAddedToStage(event:Event):void { this.removeEventListener(Event.ADDED_TO_STAGE, onAddedToStage); drawGame(); scoreText = new TextField(300, 100, "Score: 0", "MyFontName", 35, 0xD9D919, true); remainingLives = new TextField(600, 100, "Lives: " + lives +" X ", "MyFontName", 35, 0xD9D919, true); iconSmall = new Image(Assets.getAtlas().getTexture("darnahead1")); iconSmall.x = 360; iconSmall.y = 40; this.addChild(iconSmall); this.addChild(scoreText); this.addChild(remainingLives); } private function drawGame():void { bg = new GameBackground(); this.addChild(bg); hero = new Hero(); hero.x = stage.stageHeight / 2; hero.y = stage.stageWidth / 2; this.addChild(hero); startButton = new Button(Assets.getAtlas().getTexture("startButton")); startButton.x = stage.stageWidth * 0.5 - startButton.width * 0.5; startButton.y = stage.stageHeight * 0.5 - startButton.height * 0.5; this.addChild(startButton); gameArea = new Rectangle(0, 100, stage.stageWidth, stage.stageHeight - 250); } public function disposeTemporarily():void { this.visible = false; } public function initialize():void { this.visible = true; this.addEventListener(Event.ENTER_FRAME, checkElapsed); hero.x = -stage.stageWidth; hero.y = stage.stageHeight * 0.5; gameState ="idle"; playerSpeed = 0; hitObstacle = 0; bg.speed = 0; scoreDistance = 0; obstacleGapCount = 0; obstaclesToAnimate = new Vector.<Obstacle>(); itemsToAnimate = new Vector.<Item>(); startButton.addEventListener(Event.TRIGGERED, onStartButtonClick); //var mainStage:InGame =InGame.current.nativeStage; //mainStage.dispatchEvent(new Event(Event.COMPLETE)); //playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onStartButtonClick(event:Event):void { startButton.visible = false; startButton.removeEventListener(Event.TRIGGERED, onStartButtonClick); launchHero(); } private function launchHero():void { this.addEventListener(TouchEvent.TOUCH, onTouch); this.addEventListener(Event.ENTER_FRAME, onGameTick); } private function onTouch(event:TouchEvent):void { touch = event.getTouch(stage); touchX = touch.globalX; touchY = touch.globalY; } private function onGameTick(event:Event):void { switch(gameState) { case "idle": if(hero.x < stage.stageWidth * 0.5 * 0.5) { hero.x += ((stage.stageWidth * 0.5 * 0.5 + 10) - hero.x) * 0.05; hero.y = stage.stageHeight * 0.5; playerSpeed += (MIN_SPEED - playerSpeed) * 0.05; bg.speed = playerSpeed * elapsed; } else { gameState = "flying"; } break; case "flying": if(hitObstacle <= 0) { hero.y -= (hero.y - touchY) * 0.1; if(-(hero.y - touchY) < 150 && -(hero.y - touchY) > -150) { hero.rotation = deg2rad(-(hero.y - touchY) * 0.2); } if(hero.y > gameArea.bottom - hero.height * 0.5) { hero.y = gameArea.bottom - hero.height * 0.5; hero.rotation = deg2rad(0); } if(hero.y < gameArea.top + hero.height * 0.5) { hero.y = gameArea.top + hero.height * 0.5; hero.rotation = deg2rad(0); } } else { hitObstacle-- cameraShake(); } playerSpeed -= (playerSpeed - MIN_SPEED) * 0.01; bg.speed = playerSpeed * elapsed; scoreDistance += (playerSpeed * elapsed) * 0.1; scoreText.text = "Score: " + scoreDistance; initObstacle(); animateObstacles(); createEggItems(); animateItems(); remainingLives.text = "Lives: "+lives + " X "; if(lives == 0) { gameState = "over"; } break; case "over": gameOver(); break; } } private function gameOver():void { gameOverText = new TextField(800, 400, "Hero WAS KILLED!!!", "MyFontName", 50, 0xD9D919, true); scoreText = new TextField(800, 600, "Score: "+scoreDistance, "MyFontName", 30, 0xFFFFFF, true); this.addChild(scoreText); this.addChild(gameOverText); playAgain = new Button(Assets.getAtlas().getTexture("button_tryAgain")); playAgain.x = stage.stageWidth * 0.5 - startButton.width * 0.5; playAgain.y = stage.stageHeight * 0.75 - startButton.height * 0.75; this.addChild(playAgain); playAgain.addEventListener(Event.TRIGGERED, onRetry); } private function onRetry(event:Event):void { playAgain.visible = false; gameOverText.visible = false; scoreText.visible = false; var btnClicked:Button = event.target as Button; if((btnClicked as Button) == playAgain) { this.dispatchEvent(new NavigationEvent(NavigationEvent.CHANGE_SCREEN, {id: "playnow"}, true)); } disposeTemporarily(); } private function animateItems():void { var itemToTrack:Item; for(var i:uint = 0; i < itemsToAnimate.length; i++) { itemToTrack = itemsToAnimate[i]; itemToTrack.x -= playerSpeed * elapsed; if(itemToTrack.bounds.intersects(hero.bounds)) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } if(itemToTrack.x < -50) { itemsToAnimate.splice(i, 1); this.removeChild(itemToTrack); } } } private function createEggItems():void { if(Math.random() > 0.95){ var itemToTrack:Item = new Item(Math.ceil(Math.random() * 10)); itemToTrack.x = stage.stageWidth + 50; itemToTrack.y = int(Math.random() * (gameArea.bottom - gameArea.top)) + gameArea.top; this.addChild(itemToTrack); itemsToAnimate.push(itemToTrack); } } private function cameraShake():void { if(hitObstacle > 0) { this.x = Math.random() * hitObstacle; this.y = Math.random() * hitObstacle; } else if(x != 0) { this.x = 0; this.y = 0; lives--; } } private function initObstacle():void { if(obstacleGapCount < 1200) { obstacleGapCount += playerSpeed * elapsed; } else if(obstacleGapCount !=0) { obstacleGapCount = 0; createObstacle(Math.ceil(Math.random() * 5), Math.random() * 1000 + 1000); } } private function animateObstacles():void { var obstacleToTrack:Obstacle; for(var i:uint = 0; i<obstaclesToAnimate.length; i++) { obstacleToTrack = obstaclesToAnimate[i]; if(obstacleToTrack.alreadyHit == false && obstacleToTrack.bounds.intersects(hero.bounds)) { obstacleToTrack.alreadyHit = true; obstacleToTrack.rotation = deg2rad(70); hitObstacle = 30; playerSpeed *= 0.5; } if(obstacleToTrack.distance > 0) { obstacleToTrack.distance -= playerSpeed * elapsed; } else { if(obstacleToTrack.watchOut) { obstacleToTrack.watchOut = false; } obstacleToTrack.x -= (playerSpeed + obstacleToTrack.speed) * elapsed; } if(obstacleToTrack.x < -obstacleToTrack.width || gameState == "over") { obstaclesToAnimate.splice(i, 1); this.removeChild(obstacleToTrack); } } } private function checkElapsed(event:Event):void { timePrevious = timeCurrent; timeCurrent = getTimer(); elapsed = (timeCurrent - timePrevious) * 0.001; } private function createObstacle(type:Number, distance:Number):void{ var obstacle:Obstacle = new Obstacle(type, distance, true, 300); obstacle.x = stage.stageWidth; this.addChild(obstacle); if(type >= 4) { if(Math.random() > 0.5) { obstacle.y = gameArea.top; obstacle.position = "top" } else { obstacle.y = gameArea.bottom - obstacle.height; obstacle.position = "bottom"; } } else { obstacle.y = int(Math.random() * (gameArea.bottom - obstacle.height - gameArea.top)) + gameArea.top; obstacle.position = "middle"; } obstaclesToAnimate.push(obstacle); } } }

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  • Which logs will tell me about the Touchpad and Keyboard locking up?

    - by Sepero
    I have an Asus N53SM laptop that I leave running for several weeks at a time. I never put it in hibernate or suspend, I only close the lid when I'm not using it. After a few days or weeks of running, the touchpad and keyboard will Both lock up (at the same time) for no apparent reason. I could be just surfing the internet when it happens. The touchpad and keyboard seem to only lock up when I'm actively using the laptop (not when idle), which may mean it's related to something I press, but I'm not sure? The touchpad never locks or unlocks when Pressing FN and the designated touchpad lock key (it does not seem to work on Linux). While the touchpad and keyboard are locked, I am able to plug in my USB mouse and successfully use it to control the screen cursor. I can also remotely get into the system with vnc and ssh, everything seems to run fine there as well. No processes appear out of control. It's just the laptops physical touchpad and keyboard that are locking up. How might I go about diagnosing this problem? What system logs to look at? (anything specific to look for in them?) Perhaps I should try reloading some modules? Any thing else I should inspect?

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  • Installation failed with a Blank Screen

    - by Bear
    Blank Screen, no Fix I've tried works... Hardware conflict maybe? First I tried AMD64 Ubuntu desktop. I got into the boot screen, however selecting install returns 1-2 seconds of code then blank screen no-idle. Then I tried the alternate install. Worked, some additional software installs failed. Go to boot for first time, I see BIOS load then black/blank screen. No flicker or cursor... screen turns off. (I am also having issues installing any 64bit OS legit WIN 7 64 Ult., WinXP 64 PRO ISO, also WinXP 32 Legit, WinXP 64Pro ISO returns BSOD on install. All win 7 builds return with CD/DVD driver error. The only OS that installs is beta build 7000 win 7.) Please help! I am using: BIOS Build = E7696AMS V1.5 HDD = Hitachi HDP725050GLA 500.00 GB (SATA) CDD = Optiarc DVD RW AD-72 (SATA) MOBO = MSI A75MA-G55 AMD A Series Motherboard - Micro ATX, Socket FM1, AMD A75 Chipset, 1866MHz DDR3 (O.C.), SATA 6.0 Gb/s, 8-CH Audio, Gigabit LAN, SuperSpeed USB 3.0, AMD Dual Graphics Ready CPU = AMD A6-Series AD3650WNGXBOX Quad-Core A6-3650 APU - 4MB L2 Cache, 2.6GHz, Socket FM1, Radeon HD 6530D (320 Cores), Dual Graphics Ready, DirectX 11 RAM = Corsair CMZ16GX3M4A1600C9B Vengeance Desktop Memory Kit - 16GB (4x 4GB), PC3-12800, DDR3-1600MHz, 9-9-9-24 CAS Latency, Intel XMP Ready, Unbuffered

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  • How to install Oracle Database 11g Express Edition on Ubuntu 12.10?

    - by Praneeth Pj
    I installed the Oracle database following the steps mentioned in this blog. Downloaded 11g express edition Created a new user oracle under the group dba. Following steps are executed using this. Unzipped oracle-xe-11.2.0-1.0.x86_64.rpm.zip and then converted the rpm to the Ubuntu package by running: sudo alien --scripts -d oracle-xe-11.2.0-1.0.x86_64.rpm Created /sbin/chkconfig file and added the entries as specified there. Created /etc/sysctl.d/60-oracle.conf and added the entries as specified in the same link as above. Running the commands: ln -s /usr/bin/awk /bin/awk mkdir /var/lock/subsys touch /var/lock/subsys/listener .deb generated in step 3: sudo dpkg --install oracle-xe_11.2.0-2_amd64.deb Left the default values as it is: sudo /etc/init.d/oracle-xe configure Set the following env variables in ~/.bashrc file: export ORACLE_HOME=/u01/app/oracle/product/11.2.0/xe export ORACLE_SID=XE export NLS_LANG=`$ORACLE_HOME/bin/nls_lang.sh` export ORACLE_BASE=/u01/app/oracle export LD_LIBRARY_PATH=$ORACLE_HOME/lib:$LD_LIBRARY_PATH export PATH=$ORACLE_HOME/bin:$PATH Running the commands: chown -R oracle:dba /var/tmp/.oracle chmod -R 755 /var/tmp/.oracle chown -R oracle:dba /tmp/.oracle chmod -R 755 /tmp/.oracle Starting Oracle Database 11g Express Edition instance: sudo service oracle-xe start sqlplus / as sysdba and got the following: SQL*Plus: Release 11.2.0.2.0 Production on Thu Jan 3 09:41:58 2013 Copyright (c) 1982, 2011, Oracle. All rights reserved. Connected to an idle instance. Now when exectuting any SQL statements on SQLplus, I end up with the following error: SQL> select * from dual; select * from dual * ERROR at line 1: ORA-01034: ORACLE not available Process ID: 0 Session ID: 0 Serial number: 0 I have increased the swap memory as specified here $ free -m total used free shared buffers cached Mem: 3901 3428 473 0 182 1988 -/+ buffers/cache: 1258 2643 Swap: 5066 0 5066

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  • How to improve batching performance

    - by user4241
    Hello, I am developing a sprite based 2D game for mobile platform(s) and I'm using OpenGL (well, actually Irrlicht) to render graphics. First I implemented sprite rendering in a simple way: every game object is rendered as a quad with its own GPU draw call, meaning that if I had 200 game objects, I made 200 draw calls per frame. Of course this was a bad choice and my game was completely CPU bound because there is a little CPU overhead assosiacted in every GPU draw call. GPU stayed idle most of the time. Now, I thought I could improve performance by collecting objects into large batches and rendering these batches with only a few draw calls. I implemented batching (so that every game object sharing the same texture is rendered in same batch) and thought that my problems are gone... only to find out that my frame rate was even lower than before. Why? Well, I have 200 (or more) game objects, and they are updated 60 times per second. Every frame I have to recalculate new position (translation and rotation) for vertices in CPU (GPU on mobile platforms does not support instancing so I can't do it there), and doing this calculation 48000 per second (200*60*4 since every sprite has 4 vertices) simply seems to be too slow. What I could do to improve performance? All game objects are moving/rotating (almost) every frame so I really have to recalculate vertex positions. Only optimization that I could think of is a look-up table for rotations so that I wouldn't have to calculate them. Would point sprites help? Any nasty hacks? Anything else? Thanks.

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  • CodePlex Daily Summary for Tuesday, July 02, 2013

    CodePlex Daily Summary for Tuesday, July 02, 2013Popular ReleasesMastersign.Expressions: Mastersign.Expressions v0.4.2: added support for if(<cond>, <true-part>, <false-part>) fixed multithreading issue with rand() improved demo applicationNB_Store - Free DotNetNuke Ecommerce Catalog Module: NB_Store v2.3.6 Rel0: v2.3.6 Is now DNN6 and DNN7 compatible Important : During update this install with overwrite the menu.xml setting, if you have changed this then make a backup before you upgrade and reapply your changes after the upgrade. Please view the following documentation if you are installing and configuring this module for the first time System Requirements Skill requirements Downloads and documents Step by step guide to a working store Please ask all questions in the Discussions tab. Document.Editor: 2013.26: What's new for Document.Editor 2013.26: New Insert Chart Improved User Interface Minor Bug Fix's, improvements and speed upsWsus Package Publisher: Release V1.2.1307.01: Fix an issue in the UI, approvals are not shown correctly in the 'Report' tabDirectX Tool Kit: July 2013: July 1, 2013 VS 2013 Preview projects added and updates for DirectXMath 3.05 vectorcall Added use of sRGB WIC metadata for JPEG, PNG, and TIFF SaveToWIC functions updated with new optional setCustomProps parameter and error check with optional targetFormatCore Server 2012 Powershell Script Hyper-v Manager: new_root.zip: Verison 1.0JSON Toolkit: JSON Toolkit 4.1.736: Improved strinfigy performance New serializing feature New anonymous type support in constructorsDotNetNuke® IFrame: IFrame 04.05.00: New DNN6/7 Manifest file and Azure Compatibility.VidCoder: 1.5.2 Beta: Fixed crash on presets with an invalid bitrate.Gardens Point LEX: Gardens Point LEX version 1.2.1: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.2.1 has new facilities for defining and manipulating character classes. These changes make the construction of large Unicode character classes more convenient. The runtime code for performing automaton backup has been re-implemented, and is now faster for scanners that need backup. Source CodeThe distribution contains a complete VS2010 project for the appli...ZXMAK2: Version 2.7.5.7: - fix TZX emulation (Bruce Lee, Zynaps) - fix ATM 16 colors for border - add memory module PROFI 512K; add PROFI V03 rom image; fix PROFI 3.XX configTwitter image Downloader: Twitter Image Downloader 2 with Installer: Application file with Install shield and Dot Net 4.0 redistributableUltimate Music Tagger: Ultimate Music Tagger 1.0.0.0: First release of Ultimate Music TaggerBlackJumboDog: Ver5.9.2: 2013.06.28 Ver5.9.2 (1) ??????????(????SMTP?????)?????????? (2) HTTPS???????????Outlook 2013 Add-In: Configuration Form: This new version includes the following changes: - Refactored code a bit. - Removing configuration from main form to gain more space to display items. - Moved configuration to separate form. You can click the little "gear" icon to access the configuration form (still very simple). - Added option to show past day appointments from the selected day (previous in time, that is). - Added some tooltips. You will have to uninstall the previous version (add/remove programs) if you had installed it ...Terminals: Version 3.0 - Release: Changes since version 2.0:Choose 100% portable or installed version Removed connection warning when running RDP 8 (Windows 8) client Fixed Active directory search Extended Active directory search by LDAP filters Fixed single instance mode when running on Windows Terminal server Merged usage of Tags and Groups Added columns sorting option in tables No UAC prompts on Windows 7 Completely new file persistence data layer New MS SQL persistence layer (Store data in SQL database)...NuGet: NuGet 2.6: Released June 26, 2013. Release notes: http://docs.nuget.org/docs/release-notes/nuget-2.6Python Tools for Visual Studio: 2.0 Beta: We’re pleased to announce the release of Python Tools for Visual Studio 2.0 Beta. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, Edit/Intellisense/Debug/Profile, Cloud, HPC, IPython, and cross platform debugging support. For a quick overview of the general IDE experience, please watch this video: http://www.youtube.com/watch?v=TuewiStN...Player Framework by Microsoft: Player Framework for Windows 8 and WP8 (v1.3 beta): Preview: New MPEG DASH adaptive streaming plugin for Windows Azure Media Services Preview: New Ultraviolet CFF plugin. Preview: New WP7 version with WP8 compatibility. (source code only) Source code is now available via CodePlex Git Misc bug fixes and improvements: WP8 only: Added optional fullscreen and mute buttons to default xaml JS only: protecting currentTime from returning infinity. Some videos would cause currentTime to be infinity which could cause errors in plugins expectin...AssaultCube Reloaded: 2.5.8: SERVER OWNERS: note that the default maprot has changed once again. Linux has Ubuntu 11.10 32-bit precompiled binaries and Ubuntu 10.10 64-bit precompiled binaries, but you can compile your own as it also contains the source. If you are using Mac or other operating systems, please wait while we continue to try to package for those OSes. Or better yet, try to compile it. If it fails, download a virtual machine. The server pack is ready for both Windows and Linux, but you might need to compi...New ProjectsALM Rangers DevOps Tooling and Guidance: Practical tooling and guidance that will enable teams to realize a faster deployment based on continuous feedback.Core Server 2012 Powershell Script Hyper-v Manager: Free core Server 2012 powershell scripts and batch files that replace the non-existent hyper-v manager, vmconnect and mstsc.Enhanced Deployment Service (EDS): EDS is a web service based utility designed to extend the deployment capabilities of administrators with the Microsoft Deployment Toolkit.ExtendedDialogBox: Libreria DialogBoxJazdy: This project is here only because we wanted to take advantage of a public git server.Mon Examen: This web interface is meant to make examinationsneet: summaryOrchard Multi-Choice Voting: A multiple choice voting Orchard module.Particle Swarm Optimization Solving Quadratic Assignment Problem: This project is submitted for the solving of QAP using PSO algorithms with addition of some modification Porjects: 23123123PPL Power Pack: PPL Power PackProperty Builder: Visual Studio tool for speeding up process of coding class properties getters and setters.RedRuler for Redline: I tried some on-screen rulers, none of them help me measure the UI element quickly based on the Redline. So I decided to created this handy RedRuler tool. Royale Living: Mahindra Royale Community PortalSearch and booking Hotel or Tours: Ð? án nghiên c?u c?a sinh viên tdt theo mô hình mvc 4SystemBuilder.Show: This tool is a helper after you create your project in visual studio to create the respective objects and interface. TalentDesk: new ptojectTcmplex: The Training Center teaches many different kind of course such as English, French, Computer hardware and computer softwareTFS Reporting Guide: Provides guidance and samples to enable TFS users to generate reports based on WIT data.Umbraco AdaptiveImages: Adaptive Images Package for UmbracoVirtualNet - A ILcode interpreter/emulator written in C++/Assembly: VirtualNet is a interpreter/emulator for running .net code in native without having to install the .Net FrameWorkVisual Blocks: Visual Blocks ????IDE ????? ??????? ????? ????/?? Visual Studio and Cloud Based Mobile Device Testing: Practical guidance enabling field to remove blockers to adoption and to use and extend the Perfecto Mobile Cloud Device testing within the context of VS.Windows 8 Time Picker for Windows Phone: A Windows Phone implementation of the Time Picker control found in the Windows 8.1 Alarms app.???? - SmallBasic?: ?????????

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  • Swap, Swapiness and Standby: swapping starts when waking up

    - by mdo
    I'm running running Ubuntu 12.04 on a Lenovo W500 (Core2Duo T9400, 4GB Ram) Current kernel: 3.2.0-32-generic #51-Ubuntu SMP Wed Sep 26 21:33:09 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux -- but the problems exists since a couple of months, surviving quite a few software (includig kernel) updates I regularly put my machine into suspend-to-ram (S3) and when the machine comes back up Ubuntu starts to swap out processes. I was able to observe that the used swap-space starts to grow right after the box returns. See munin graphs below, the gap (obviously) shows the timeframe in STR. Needless to say that the box becomes unusable while swapping, load goes up beyond 10. What I've done so far: lowered swappiness from default (60) to 10 (via /etc/sysctl.conf: vm.swappiness=10) -- this has improved the situation much, but sometimes the problem comes back, I have not found a trigger (like memory usage) for this for now lowered swappiness to 5 -- perhaps this has brought an improvement again Before going to STR the box ran stable without (swapping) problems for hours. Today when the issue showed up again I used this script (- http://stackoverflow.com/questions/479953/how-to-find-out-which-processes-are-swapping-in-linux) to find what processes have the most used swap space. The result after the swap orgy is like that (all PIDs with more than 10M usage): Overall swap used: 2121344 kB ======================================== kB pid name ======================================== 439520 17491 java 208148 22719 firefox 136640 4337 /usr/bin/quodli 120852 5271 chrome 81832 5264 chrome 74284 17003 chrome 65368 16960 chrome 57088 3675 chrome 56184 30923 chrome 54412 11331 chrome 54264 3878 chrome 51508 18382 chrome 50088 3163 zeitgeist-fts 49772 15543 chrome 41344 15355 compiz 35040 1161 mysqld 32124 18374 chrome 30940 11339 chrome 30044 5752 chrome 28780 4235 plugin-containe 24576 31246 empathy-chat 23840 17703 chrome 22512 3207 ubuntuone-syncd 21588 1937 ntop 18336 2021 asterisk 17200 3915 chrome 13964 1935 Xorg 12036 10679 chrome 11104 30782 empathy 11056 2889 python 10932 16565 knotify4 The java instance at the top is IntelliJ. IntelliJ, Firefox and Chrome also were all used right before the box was put to STR. So my question is: can I somehow prevent these swapouts AND why do they happen? Is it perhaps related to some misidentification of idle processes? I'm not looking for resolutions like: turn off swap buy more RAM Thanks in advance!

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  • How to recover data from a failing hard drive?

    - by intuited
    An external 3½" HDD seems to be in danger of failing — it's making ticking sounds when idle. I've acquired a replacement drive, and want to know the best strategy to get the data off of the dubious drive with the best chance of saving as much as possible. There are some directories that are more important than others. However, I'm guessing that picking and choosing directories is going to reduce my chances of saving the whole thing. I would also have to mount it, dump a file listing, and then unmount it in order to be able to effectively prioritize directories. Adding in the fact that it's time-consuming to do this, I'm leaning away from this approach. I've considered just using dd, but I'm not sure how it would handle read errors or other problems that might prevent only certain parts of the data from being rescued, or which could be overcome with some retries, but not so many that they endanger other parts of the drive from being saved. I guess ideally it would do a single pass to get as much as possible and then go back to retry anything that was missed due to errors. Is it possible that copying more slowly — e.g. pausing every x MB/GB — would be better than just running the operation full tilt, for example to avoid any overheating issues? For the "where is your backup" crowd: this actually is my backup drive, but it also contains some non-critical and bulky stuff, like music, that aren't backups, i.e. aren't backed up. The drive has not exhibited any clear signs of failure other than this somewhat ominous sound. I did have to fsck a few errors recently — orphaned inodes, incorrect free blocks/inodes counts, inode bitmap differences, zero dtime on deleted inodes; about 20 errors in all. The filesystem of the partition is ext3.

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • mdadm starts resync on every boot

    - by Anteru
    Since a few days (and I'm positive it started shortly before I updated my server from 13.04-13.10) my mdadm is resyncing on every boot. In the syslog, I get the following output [ 0.809256] md: linear personality registered for level -1 [ 0.811412] md: multipath personality registered for level -4 [ 0.813153] md: raid0 personality registered for level 0 [ 0.815201] md: raid1 personality registered for level 1 [ 1.101517] md: raid6 personality registered for level 6 [ 1.101520] md: raid5 personality registered for level 5 [ 1.101522] md: raid4 personality registered for level 4 [ 1.106825] md: raid10 personality registered for level 10 [ 1.935882] md: bind<sdc1> [ 1.943367] md: bind<sdb1> [ 1.945199] md/raid1:md0: not clean -- starting background reconstruction [ 1.945204] md/raid1:md0: active with 2 out of 2 mirrors [ 1.945225] md0: detected capacity change from 0 to 2000396680192 [ 1.945351] md: resync of RAID array md0 [ 1.945357] md: minimum _guaranteed_ speed: 1000 KB/sec/disk. [ 1.945359] md: using maximum available idle IO bandwidth (but not more than 200000 KB/sec) for resync. [ 1.945362] md: using 128k window, over a total of 1953512383k. [ 2.220468] md0: unknown partition table I'm not sure what's up with that detected capacity change, looking at some old logs, this does have appeared earlier as well without a resync right afterwards. In fact, I let it run yesterday until completion and rebooted, and then it wouldn't resync, but today it does resync again. For instance, yesterday I got: [ 1.872123] md: bind<sdc1> [ 1.950946] md: bind<sdb1> [ 1.952782] md/raid1:md0: active with 2 out of 2 mirrors [ 1.952807] md0: detected capacity change from 0 to 2000396680192 [ 1.954598] md0: unknown partition table So it seems to be a problem that the RAID array does not get marked as clean after every shutdown? How can I troubleshoot this? The disks themselves are both fine, SMART tells me no errors, everything ok.

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  • The next next C++ [closed]

    - by Roger Pate
    It's entirely too early for speculation on what C++ will be like after C++0x, but idle hands make for wild predictions. What features would you find useful and why? Is there anything in another language that would fit nicely into the state of C++ after 0x? What should be considered for the next TC and TR? (Mostly TR, as the TC would depend more on what actually becomes the next standard.) Export was removed, rather than merely deprecated, in 0x. (It remains a keyword.) What other features carry so much baggage to also be more harmful than helpful? ISO Standards' process I'm not involved in the C++ committee, but it's also a mystery, unfortunately, to most programmers using C++. A few things worth keeping in mind: There will be 10 years between standards, barring extremely exceptional circumstances. The standard can get "bug fixes" in the form of a Technical Corrigendum. This happened to C++98 with TC1, named C++03. It fixed "simple" issues such as making the explicit guarantee that std::vector stores items contiguously, which was always intended. The committee can issue reports which can add to the language. This happened to C++98/03 with TR1 in 2005, which introduced the std::tr1 namespace.

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  • Hardware compatibility on H97 chipset/hardware support

    - by user3238850
    I am aware that there is documentation about compatibility but it is way out dated. I am also aware that there is a hardware compatibility page on Ubuntu website, but that one is focused on the whole box rather than a single piece of hardware. I have some experience with Linux OS, and some experience playing Ubuntu Server in a virtual machine, but never worked on a machine that lives in the real internet. I am building a home server with an Intel H97 chipset motherboard. I have looked at several models and none of them has Linux in the supported OS category. I have the experience of installing Ubuntu Desktop 14.04 on my 4-years-old lap top, and except for some system errors on start up, there is not too much I can complain about, so I guess I should be fine. However, this time I am going to install Ubuntu Server 14.04 on a relatively new piece of hardware(I went to http://linux-drivers.org/ but found nothing really helpful). For example the ASUS motherboard has M.2 socket and Intel LAN I218V chip, the Gigabyte motherboard has two LAN chips(Intel LAN WGI217V and ATHEROS AR8161-BL3A-R). So I really want to make sure everything will work. Usually I would just trust Ubuntu and buy all hardware I need, but basing on my past experience with the Ubuntu Desktop version on my lap top, I am not so convinced. There is an easily noticeable difference: when the system is idle, the fan runs much more frequently and longer under Ubuntu. This leads to my suspicion that generally hardware will have worse support for Ubuntu, which is no surprising at all but enough for me to put this post here. And as far as I know, some Intel CPU features come with software that usually will not run under Linux. Any help, idea or thoughts would be greatly appreciated!

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  • Enable wireless on Dell Inspiron 1300

    - by Simon
    As per subject, I've looked at various resources and attempted ndiswrapper solutions, found a one-click solution that lead to a 404 and this but none works. I've run all updates. Once I managed to lose my wired connection as well and had to reinstall. This is my first hour with Linux. iwconfig gives this before I do anything: lo no wireless extensions. wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on eth0 no wireless extens Thanks for responding lspci returns 00:00.0 Host bridge: Intel Corporation Mobile 915GM/PM/GMS/910GML Express Processor to DRAM Controller (rev 03) Subsystem: Dell Device 01c9 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort+ >SERR- <PERR- INTx- Latency: 0 Capabilities: <access denied> Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller: Intel Corporation Mobile 915GM/GMS/910GML Express Graphics Controller (rev 03) (prog-if 00 [VGA controller]) Subsystem: Dell Device 01c9 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 0: Memory at dff00000 (32-bit, non-prefetchable) [size=512K] Region 1: I/O ports at eff8 [size=8] Region 2: Memory at c0000000 (32-bit, prefetchable) [size=256M] Region 3: Memory at dfec0000 (32-bit, non-prefetchable) [size=256K] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: intelfb, i915 00:02.1 Display controller: Intel Corporation Mobile 915GM/GMS/910GML Express Graphics Controller (rev 03) Subsystem: Dell Device 01c9 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Region 0: Memory at dff80000 (32-bit, non-prefetchable) [size=512K] Capabilities: <access denied> 00:1b.0 Audio device: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller (rev 03) Subsystem: Dell Device 01c9 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 42 Region 0: Memory at dfebc000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) PCI Express Port 1 (rev 03) (prog-if 00 [Normal decode]) Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Bus: primary=00, secondary=0b, subordinate=0b, sec-latency=0 I/O behind bridge: 00002000-00002fff Memory behind bridge: 30000000-301fffff Prefetchable memory behind bridge: 0000000030200000-00000000303fffff Secondary status: 66MHz- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- <SERR- <PERR- BridgeCtl: Parity- SERR+ NoISA- VGA- MAbort- >Reset- FastB2B- PriDiscTmr- SecDiscTmr- DiscTmrStat- DiscTmrSERREn- Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) PCI Express Port 4 (rev 03) (prog-if 00 [Normal decode]) Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Bus: primary=00, secondary=0c, subordinate=0d, sec-latency=0 I/O behind bridge: 0000d000-0000dfff Memory behind bridge: dfc00000-dfdfffff Prefetchable memory behind bridge: 00000000d0000000-00000000d01fffff Secondary status: 66MHz- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- <SERR- <PERR- BridgeCtl: Parity- SERR+ NoISA- VGA- MAbort- >Reset- FastB2B- PriDiscTmr- SecDiscTmr- DiscTmrStat- DiscTmrSERREn- Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) USB UHCI #1 (rev 03) (prog-if 00 [UHCI]) Subsystem: Dell Device 01c9 Control: I/O+ Mem- BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 4: I/O ports at bf80 [size=32] Kernel driver in use: uhci_hcd 00:1d.1 USB controller: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) USB UHCI #2 (rev 03) (prog-if 00 [UHCI]) Subsystem: Dell Device 01c9 Control: I/O+ Mem- BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin B routed to IRQ 17 Region 4: I/O ports at bf60 [size=32] Kernel driver in use: uhci_hcd 00:1d.2 USB controller: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) USB UHCI #3 (rev 03) (prog-if 00 [UHCI]) Subsystem: Dell Device 01c9 Control: I/O+ Mem- BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin C routed to IRQ 18 Region 4: I/O ports at bf40 [size=32] Kernel driver in use: uhci_hcd 00:1d.3 USB controller: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) USB UHCI #4 (rev 03) (prog-if 00 [UHCI]) Subsystem: Dell Device 01c9 Control: I/O+ Mem- BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin D routed to IRQ 19 Region 4: I/O ports at bf20 [size=32] Kernel driver in use: uhci_hcd 00:1d.7 USB controller: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) USB2 EHCI Controller (rev 03) (prog-if 20 [EHCI]) Subsystem: Dell Device 01c9 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 0: Memory at b0000000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev d3) (prog-if 01 [Subtractive decode]) Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Bus: primary=00, secondary=02, subordinate=02, sec-latency=32 I/O behind bridge: 0000f000-00000fff Memory behind bridge: dfb00000-dfbfffff Prefetchable memory behind bridge: 00000000fff00000-00000000000fffff Secondary status: 66MHz- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort+ <SERR- <PERR- BridgeCtl: Parity- SERR+ NoISA- VGA- MAbort- >Reset- FastB2B- PriDiscTmr- SecDiscTmr- DiscTmrStat- DiscTmrSERREn- Capabilities: <access denied> 00:1f.0 ISA bridge: Intel Corporation 82801FBM (ICH6M) LPC Interface Bridge (rev 03) Subsystem: Dell Device 01c9 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B- ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Kernel modules: iTCO_wdt, intel-rng 00:1f.1 IDE interface: Intel Corporation 82801FB/FBM/FR/FW/FRW (ICH6 Family) IDE Controller (rev 03) (prog-if 8a [Master SecP PriP]) Subsystem: Dell Device 01c9 Control: I/O+ Mem- BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 0: I/O ports at 01f0 [size=8] Region 1: I/O ports at 03f4 [size=1] Region 2: I/O ports at 0170 [size=8] Region 3: I/O ports at 0374 [size=1] Region 4: I/O ports at bfa0 [size=16] Kernel driver in use: ata_piix 02:00.0 Ethernet controller: Broadcom Corporation BCM4401-B0 100Base-TX (rev 02) Subsystem: Dell Device 01c9 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 64 Interrupt: pin A routed to IRQ 18 Region 0: Memory at dfbfc000 (32-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: b44 Kernel modules: b44 02:03.0 Network controller: Broadcom Corporation BCM4318 [AirForce One 54g] 802.11g Wireless LAN Controller (rev 02) Subsystem: Dell Wireless 1370 WLAN Mini-PCI Card Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 64 Interrupt: pin A routed to IRQ 17 Region 0: Memory at dfbfe000 (32-bit, non-prefetchable) [size=8K] Kernel driver in use: b43-pci-bridge Kernel modules: ssb and the rfkill shows 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no Just checking addtional drivers. Says no additional driver installed in this system

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  • Is it correct to fix bugs without adding new features when releasing software for system testing?

    - by Pratik
    This question is to experienced testers or test leads. This is a scenario from a software project: Say the dev team have completed the first iteration of 10 features and released it to system testing. The test team has created test cases for these 10 features and estimated 5 days for testing. The dev team of course cannot sit idle for 5 days and they start creating 10 new features for next iteration. During this time the test team found defects and raised some bugs. The bugs are prioritised and some of them have to be fixed before next iteration. The catch is that they would not accept the new release with any new features or changes to existing features until all those bugs fixed. The test team says that's how can we guarantee a stable release for testing if we also introduce new features along with the bug fix. They also cannot do regression tests of all their test cases each iteration. Apparently this is proper testing process according to ISQTB. This means the dev team has to create a branch of code solely for bug fixing and another branch where they continue development. There is more merging overhead specially with refactoring and architectural changes. Can you agree if this is a common testing principle. Is the test team's concern valid. Have you encountered this in practice in your project.

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  • How to update entity states and animations in a component-based game

    - by mivic
    I'm trying to design a component-based entity system for learning purposes (and later use on some games) and I'm having some troubles when it comes to updating entity states. I don't want to have an update() method inside the Component to prevent dependencies between Components. What I currently have in mind is that components hold data and systems update components. So, if I have a simple 2D game with some entities (e.g. player, enemy1, enemy 2) that have Transform, Movement, State, Animation and Rendering components I think I should have: A MovementSystem that moves all the Movement components and updates the State components And a RenderSystem that updates the Animation components (the animation component should have one animation (i.e. a set of frames/textures) for each state and updating it means selecting the animation corresponding to the current state (e.g. jumping, moving_left, etc), and updating the frame index). Then, the RenderSystem updates the Render components with the texture corresponding to the current frame of each entity's Animation and renders everything on screen. I've seen some implementations like Artemis framework, but I don't know how to solve this situation: Let's say that my game has the following entities. Each entity have a set of states and one animation for each state: player: "idle", "moving_right", "jumping" enemy1: "moving_up", "moving_down" enemy2: "moving_left", "moving_right" What are the most accepted approaches in order to update the current state of each entity? The only thing that I can think of is having separate systems for each group of entities and separate State and Animation components so I would have PlayerState, PlayerAnimation, Enemy1State, Enemy1Animation... PlayerMovementSystem, PlayerRenderingSystem... but I think this is a bad solution and breaks the purpose of having a component-based system. As you can see, I'm quite lost here, so I'd very much appreciate any help.

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  • Problem connecting to isp server using xl2tpd as client. Ubuntu server 13.04

    - by Deon Pretorius
    I have followed guides found on google and ubuntu support pages and can get xl2tpd connection up but only under the following conditions: 1 - ADSL model must be configured and connected to the ISP or 2 - ADSL modem in bridge mode I must have an existing PPPoe connection established. If neither of the above are active xl2tpd wont trigger pppd and connect to the isp and thus tunnel connection fails to connect to the L2TP server of the ISP. Am I doing something wrong; /etc/ppp/options.l2tpd.axxess ipcp-accept-local ipcp-accept-remote refuse-eap refuse-chap require-pap noccp noauth idle 1800 mtu 1200 mru 1200 defaultroute usepeerdns debug lock connect-delay 5000 name (name used for ppp connection) /etc/ppp/pap-secrets # * password (name used for ppp connection as above) * (ppp password supplied by isp) /etc/xl2tpd/xl2tpd.conf [global] ; Global parameters: auth file = /etc/xl2tpd/l2tp-secrets ; * Where our challenge secrets are access control = yes ; * Refuse connections without IP match debug tunnel = yes [lac axxess] lns = 196.30.121.50 ; * Who is our LNS? redial = yes ; * Redial if disconnected? redial timeout = 5 ; * Wait n seconds between redials max redials = 5 ; * Give up after n consecutive failures hidden bit = yes ; * User hidden AVP's? length bit = yes ; * Use length bit in payload? require pap = yes ; * Require PAP auth. by peer require chap = no ; * Require CHAP auth. by peer refuse chap = yes ; * Refuse CHAP authentication require authentication = yes ; * Require peer to authenticate name = BLA85003@axxess ; * Report this as our hostname ppp debug = yes ; * Turn on PPP debugging pppoptfile = /etc/ppp/options.l2tpd.axxess ; * ppp options file for this lac /etc/xl2tpd/l2tp-secrets # Secrets for authenticating l2tp tunnels # us them secret # * marko blah2 # zeus marko blah # * * interop * vzb_l2tp (*** secret supplied by isp) ^ isp server host name Any help will be greatly appreciated

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  • Copying photos from camera stalls - how to track down issue?

    - by Hamish Downer
    When I copy files from my camera (connected via USB) to the SSD in my laptop a few files get copied and then the copy stalls. I'm not sure why, any ideas or things to investigate appreciated, or bug reports to go and look at. I have read this answer - the camera (Canon 40D in case that matters) mounts fine using gvfs. I can see the photos in Nautilus, or in the terminal (in /run/user/username/gvfs/... ) and I can copy a few photos, but not many. Using the terminal or Nautilus the process hangs until the camera goes to sleep. Digikam fails to copy any at all, as does Rapid Photo Downloader. Shotwell did manage it in the end, but that is very much a work around for me. I have disabled thumbnail generation by nautilus. Load average stays about 1 while this is happening, while CPU usage is half idle, half wait (and a little user/sys for other programs). None of the programs at the top of the cpu list in top are related to copying photos. There is not much in the logs - from /var/log/syslog Dec 2 16:20:52 mishtop dbus[945]: [system] Activating service name='org.freedesktop.UDisks' (using servicehelper) Dec 2 16:20:52 mishtop dbus[945]: [system] Successfully activated service 'org.freedesktop.UDisks' Dec 2 16:21:24 mishtop kernel: [ 2297.180130] usb 2-2: new high-speed USB device number 4 using ehci_hcd Dec 2 16:21:24 mishtop kernel: [ 2297.314272] usb 2-2: New USB device found, idVendor=04a9, idProduct=3146 Dec 2 16:21:24 mishtop kernel: [ 2297.314278] usb 2-2: New USB device strings: Mfr=1, Product=2, SerialNumber=0 Dec 2 16:21:24 mishtop kernel: [ 2297.314283] usb 2-2: Product: Canon Digital Camera Dec 2 16:21:24 mishtop kernel: [ 2297.314287] usb 2-2: Manufacturer: Canon Inc. Dec 2 16:21:24 mishtop mtp-probe: checking bus 2, device 4: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-2" Dec 2 16:21:24 mishtop mtp-probe: bus: 2, device: 4 was not an MTP device This problem has only started recently and I've had all the hardware for ages. I have also recently upgraded to 12.10, though I'm not sure if the problem started when I upgraded or after the upgrade. I also note this similar question but it is currently unanswered and I'm providing more detail

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