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  • ANTS Memory Profiler 7.0

    - by Sam Abraham
    In the next few lines, I would like to briefly review ANTS Memory Profiler 7.0.  I was honored to be extended the opportunity to review this valuable tool as part of the GeeksWithBlogs influencers Program, a quarterly award providing its recipients access to valuable tools and enabling them with an opportunity to provide a brief write-up reviewing the complimentary tools they receive.   Typical Usage   ANTS Memory Profiler 7.0 is very intuitive and easy to use for any user be it novice or expert. A simple yet comprehensive menu screen enables the selection of the appropriate program type to profile as well as the executable or site for this program.   A typical use case starts with establishing a baseline memory snapshot, which tells us the initial memory cost used by the program under normal or low activity conditions. We would then take a second snapshot after the program has performed an activity which we want to investigate for memory leaks. We can then compare the initial baseline snapshot against the snapshot when the program has completed processing the activity in question to study anomalies in memory that did not get freed-up after the program has completed its performed function. The following are some screenshots outlining the selection of the program to profile (an executable for this demonstration’s purposes).   Figure 1 - Getting Started   Figure 2 - Selecting an Application to Profile     Features and Options   Right after the second snapshot is generated, Memory Profiler gives us immediate access to information on memory fragmentation, size differences between snapshots, unmanaged memory allocation and statistics on the largest classes taking up un-freed memory space.   We would also have the option to itemize objects held in memory grouped by object types within which we can study the instances allocated of each type. Filtering options enable us to quickly narrow object instances we are interested in.   Figure 3 - Easily accessible Execution Memory Information   Figure 4 - Class List   Figure 5 - Instance List   Figure 6-  Retention Graph for a Particular Instance   Conclusion I greatly enjoyed the opportunity to evaluate ANTS Memory Profiler 7.0. The tool's intuitive User Interface design and easily accessible menu options enabled me to quickly identify problem areas where memory was left unfreed in my code.     Tutorials and References  FInd out more About ANTS Memory Profiler 7.0 http://www.red-gate.com/supportcenter/Product?p=ANTS Memory Profiler   Checkout what other reviewers of this valuable tool have already shared: http://geekswithblogs.net/BlackRabbitCoder/archive/2011/03/10/ants-memory-profiler-7.0.aspx http://geekswithblogs.net/mikebmcl/archive/2011/02/28/ants-memory-profiler-7.0-review.aspx

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  • Applications: The Mathematics of Movement, Part 2

    - by TechTwaddle
    In part 1 of this series we saw how we can make the marble move towards the click point, with a fixed speed. In this post we’ll see, first, how to get rid of Atan2(), sine() and cosine() in our calculations, and, second, reducing the speed of the marble as it approaches the destination, so it looks like the marble is easing into it’s final position. As I mentioned in one of the previous posts, this is achieved by making the speed of the marble a function of the distance between the marble and the destination point. Getting rid of Atan2(), sine() and cosine() Ok, to be fair we are not exactly getting rid of these trigonometric functions, rather, replacing one form with another. So instead of writing sin(?), we write y/length. You see the point. So instead of using the trig functions as below, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and current position, before updating marble position distanceSqrd = x * x + y * y; double angle = Math.Atan2(y, x); //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction incrX = speed * Math.Cos(angle); incrY = speed * Math.Sin(angle); marble1.x += incrX; marble1.y += incrY; we use the following, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and marble (before updating marble position) lengthSqrd = x * x + y * y; length = Math.Sqrt(lengthSqrd); //unit vector along the same direction as vector(x, y) unitX = x / length; unitY = y / length; //update marble position incrX = speed * unitX; incrY = speed * unitY; marble1.x += incrX; marble1.y += incrY; so we replaced cos(?) with x/length and sin(?) with y/length. The result is the same.   Adding oomph to the way it moves In the last post we had the speed of the marble fixed at 6, double speed = 6; to make the marble decelerate as it moves, we have to keep updating the speed of the marble in every frame such that the speed is calculated as a function of the length. So we may have, speed = length/12; ‘length’ keeps decreasing as the marble moves and so does speed. The Form1_MouseUp() function remains the same as before, here is the UpdatePosition() method, private void UpdatePosition() {     double incrX = 0, incrY = 0;     double lengthSqrd = 0, length = 0, lengthSqrdNew = 0;     double unitX = 0, unitY = 0;     double speed = 0;     double x = destX - marble1.x;     double y = destY - marble1.y;     //distance between destination and marble (before updating marble position)     lengthSqrd = x * x + y * y;     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     //speed as a function of length     speed = length / 12;     //update marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and marble (after updating marble position)     x = destX - (marble1.x);     y = destY - (marble1.y);     lengthSqrdNew = x * x + y * y;     /*      * End Condition:      * 1. If there is not much difference between lengthSqrd and lengthSqrdNew      * 2. If the marble has moved more than or equal to a distance of totLenToTravel (see Form1_MouseUp)      */     x = startPosX - marble1.x;     y = startPosY - marble1.y;     double totLenTraveledSqrd = x * x + y * y;     if ((int)totLenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because Total Len has been traveled");         timer1.Enabled = false;     }     else if (Math.Abs((int)lengthSqrd - (int)lengthSqrdNew) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New");         timer1.Enabled = false;     } } A point to note here is that, in this implementation, the marble never stops because it travelled a distance of totLenToTravelSqrd (first if condition). This happens because speed is a function of the length. During the final few frames length becomes very small and so does speed; and so the amount by which the marble shifts is quite small, and the second if condition always hits true first. I’ll end this series with a third post. In part 3 we will cover two things, one, when the user clicks, the marble keeps moving in that direction, rebounding off the screen edges and keeps moving forever. Two, when the user clicks on the screen, the marble moves towards it, with it’s speed reducing by every frame. It doesn’t come to a halt when the destination point is reached, instead, it continues to move, rebounds off the screen edges and slowly comes to halt. The amount of time that the marble keeps moving depends on how far the user clicks from the marble. I had mentioned this second situation here. Finally, here’s a video of this program running,

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  • How do I make this rendering thread run together with the main one?

    - by funk
    I'm developing an Android game and need to show an animation of an exploding bomb. It's a spritesheet with 1 row and 13 different images. Each image should be displayed in sequence, 200 ms apart. There is one Thread running for the entire game: package com.android.testgame; import android.graphics.Canvas; public class GameLoopThread extends Thread { static final long FPS = 10; // 10 Frames per Second private final GameView view; private boolean running = false; public GameLoopThread(GameView view) { this.view = view; } public void setRunning(boolean run) { running = run; } @Override public void run() { long ticksPS = 1000 / FPS; long startTime; long sleepTime; while (running) { Canvas c = null; startTime = System.currentTimeMillis(); try { c = view.getHolder().lockCanvas(); synchronized (view.getHolder()) { view.onDraw(c); } } finally { if (c != null) { view.getHolder().unlockCanvasAndPost(c); } } sleepTime = ticksPS - (System.currentTimeMillis() - startTime); try { if (sleepTime > 0) { sleep(sleepTime); } else { sleep(10); } } catch (Exception e) {} } } } As far as I know I would have to create a second Thread for the bomb. package com.android.testgame; import android.graphics.Bitmap; import android.graphics.Canvas; import android.graphics.Rect; public class Bomb { private final Bitmap bmp; private final int width; private final int height; private int currentFrame = 0; private static final int BMPROWS = 1; private static final int BMPCOLUMNS = 13; private int x = 0; private int y = 0; public Bomb(GameView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMPCOLUMNS; this.height = bmp.getHeight() / BMPROWS; this.bmp = bmp; x = 250; y = 250; } private void update() { currentFrame++; new BombThread().start(); } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } class BombThread extends Thread { @Override public void run() { try { sleep(200); } catch(InterruptedException e){ } } } } The Threads would then have to run simultaneously. How do I do this?

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  • Passing a parameter so that it cannot be changed – C#

    - by nmarun
    I read this requirement of not allowing a user to change the value of a property passed as a parameter to a method. In C++, as far as I could recall (it’s been over 10 yrs, so I had to refresh memory), you can pass ‘const’ to a function parameter and this ensures that the parameter cannot be changed inside the scope of the function. There’s no such direct way of doing this in C#, but that does not mean it cannot be done!! Ok, so this ‘not-so-direct’ technique depends on the type of the parameter – a simple property or a collection. Parameter as a simple property: This is quite easy (and you might have guessed it already). Bulent Ozkir clearly explains how this can be done here. Parameter as a collection property: Obviously the above does not work if the parameter is a collection of some type. Let’s dig-in. Suppose I need to create a collection of type KeyTitle as defined below. 1: public class KeyTitle 2: { 3: public int Key { get; set; } 4: public string Title { get; set; } 5: } My class is declared as below: 1: public class Class1 2: { 3: public Class1() 4: { 5: MyKeyTitleList = new List<KeyTitle>(); 6: } 7: 8: public List<KeyTitle> MyKeyTitleList { get; set; } 9: public ReadOnlyCollection<KeyTitle> ReadonlyKeyTitleCollection 10: { 11: // .AsReadOnly creates a ReadOnlyCollection<> type 12: get { return MyKeyTitleList.AsReadOnly(); } 13: } 14: } See the .AsReadOnly() method used in the second property? As MSDN says it: “Returns a read-only IList<T> wrapper for the current collection.” Knowing this, I can implement my code as: 1: public static void Main() 2: { 3: Class1 class1 = new Class1(); 4: class1.MyKeyTitleList.Add(new KeyTitle { Key = 1, Title = "abc" }); 5: class1.MyKeyTitleList.Add(new KeyTitle { Key = 2, Title = "def" }); 6: class1.MyKeyTitleList.Add(new KeyTitle { Key = 3, Title = "ghi" }); 7: class1.MyKeyTitleList.Add(new KeyTitle { Key = 4, Title = "jkl" }); 8:  9: TryToModifyCollection(class1.MyKeyTitleList.AsReadOnly()); 10:  11: Console.ReadLine(); 12: } 13:  14: private static void TryToModifyCollection(ReadOnlyCollection<KeyTitle> readOnlyCollection) 15: { 16: // can only read 17: for (int i = 0; i < readOnlyCollection.Count; i++) 18: { 19: Console.WriteLine("{0} - {1}", readOnlyCollection[i].Key, readOnlyCollection[i].Title); 20: } 21: // Add() - not allowed 22: // even the indexer does not have a setter 23: } The output is as expected: The below image shows two things. In the first line, I’ve tried to access an element in my read-only collection through an indexer. It shows that the ReadOnlyCollection<> does not have a setter on the indexer. The second line tells that there’s no ‘Add()’ method for this type of collection. The capture below shows there’s no ‘Remove()’ method either, there-by eliminating all ways of modifying a collection. Mission accomplished… right? Now, even if you have a collection of different type, all you need to do is to somehow cast (used loosely) it to a List<> and then do a .AsReadOnly() to get a ReadOnlyCollection of your custom collection type. As an example, if you have an IDictionary<int, string>, you can create a List<T> of this type with a wrapper class (KeyTitle in our case). 1: public IDictionary<int, string> MyDictionary { get; set; } 2:  3: public ReadOnlyCollection<KeyTitle> ReadonlyDictionary 4: { 5: get 6: { 7: return (from item in MyDictionary 8: select new KeyTitle 9: { 10: Key = item.Key, 11: Title = item.Value, 12: }).ToList().AsReadOnly(); 13: } 14: } Cool huh? Just one thing you need to know about the .AsReadOnly() method is that the only way to modify your ReadOnlyCollection<> is to modify the original collection. So doing: 1: public static void Main() 2: { 3: Class1 class1 = new Class1(); 4: class1.MyKeyTitleList.Add(new KeyTitle { Key = 1, Title = "abc" }); 5: class1.MyKeyTitleList.Add(new KeyTitle { Key = 2, Title = "def" }); 6: class1.MyKeyTitleList.Add(new KeyTitle { Key = 3, Title = "ghi" }); 7: class1.MyKeyTitleList.Add(new KeyTitle { Key = 4, Title = "jkl" }); 8: TryToModifyCollection(class1.MyKeyTitleList.AsReadOnly()); 9:  10: Console.WriteLine(); 11:  12: class1.MyKeyTitleList.Add(new KeyTitle { Key = 5, Title = "mno" }); 13: class1.MyKeyTitleList[2] = new KeyTitle{Key = 3, Title = "GHI"}; 14: TryToModifyCollection(class1.MyKeyTitleList.AsReadOnly()); 15:  16: Console.ReadLine(); 17: } Gives me the output of: See that the second element’s Title is changed to upper-case and the fifth element also gets displayed even though we’re still looping through the same ReadOnlyCollection<KeyTitle>. Verdict: Now you know of a way to implement ‘Method(const param1)’ in your code!

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  • yahoo media player not working.

    - by luca590
    I have a yahoo media player embedded in my webpage. I am currently using Ruby on Rails to create/edit my web page. When i click the play button next to a track the YMP waits a while and then goes to the next track without playing the first one. I then get a warning on my second (last) track that its file could not be found. Does anyone has a better recommendation for an audio player or a way to fix this one?

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  • Thunderbird FireTray Add-on - Must close twice

    - by Marcin
    I've installed Thunderbird and FireTray addon, then checked to minimize to tray on close. Now, if I start Thunderbird after quitting (Win+Q) and try to close with Alt+f4: for the first time it's minimised properly to tray on each next time I need to double press "close button", and if the window is not maximised firstly it maximizes (first Alt+f4), then closes(second Alt+f4) Could you help me, please? Ubuntu 11.10, Unity 2d

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  • Blending transition in cocos2d

    - by fiddler
    In my cocos2d-iphone game, I have 2 backgrounds (CCnodes), each containing a quite complex hierarchy of sprites. I would like to make a smooth transition between them: initially, only the first background is visible at the end, only the second one is visible Is there a good way to set the opacity of a full hierarchy of sprites ? I tried to recursively set the opacity of all the contained sprites. It kinda works except that: i guess it's not very efficient i would like the opacity of overlapping sprites to be 'merged' (as if the background was one single big sprite)

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  • Current trends in Random Access Memory

    - by Nutel
    As I know for now because of laws of Physics there will be not any tangible improvements in CPU cycles per second for the nearest future. However because of Von Neumann bottleneck it seems to not be an issue for non-server applications. So what about RAM, is there any upcoming technologies that promise to improve memory speed or we are stack with the current situation till quantum computers will come out from labs?

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  • Criteria for selecting timeout value?

    - by stijn
    Situation: a piece of software reads frames of data from a file in a seperate thread and puts it on a queue, emptied by another thread. That second thread periodically checks on the queue and fails rather gracefully, by showing an error message stating the read timed out, if no data is available within a certain amount of time. Initially this timeout was set to 200mSec. There was no real reasoning behind that constant though, but it worked fine. We measured on a couple of machines and for large data frames, larger than what would be used by customers, a read took like 20mSec whith no other load on the machine. However one customer now gets timeout errors now and then (on the second try all is fine, probably the file is in cache or the virus scanner leaves it alone). The programmers are like 'well, yeah, but that customer's machine is full of cruft, virus scanners, tons of unneeded background processes etc'. Of course the customer is like 'hey this should just work, shouldn't it'? While the programers have a point, since the software is heavy enough to validate the need for a dedicated machine, that does not make the customer happy. Increasing the timeout to 2 seconds, for example, solves the problem. But I'd like to make a proper decision now instead of just randomly pick some magic constant that is probably ok in 99% of cases. What criteria should be used for that? We could just pick a large number, but that feels wrong. (and then we end up with a program that has the horrible bahaviour of hanging when trying to read from a disconnected drive for instance, whereas we'd rather make it show an error right away). Or we could make the timeout value a user setting, but then we need to ducument it clearly and even then not all customers are tech savy enough to really understand what it does. Or we could try and wait until another customer reports timeouts and increase the value again. And again. Until we find something ok for 99.99% of the cases.. Any good practice for this type of situation?

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  • TechEd NorthAmerica 2010 (and MS BI Conference 2010) Sessions

    - by Marco Russo (SQLBI)
    I just read the Dave Wickert post about his sessions about PowerPivot from Microsoft at TechEd 2010 in New Orleans (June 7-10, 2010) and there are at least two things I’d like to add. First of all, there is also another conference! In fact, this time the Microsoft Business Intelligence Conference 2010 is co-located with TechEd 2010 and all the BI sessions of TechEd…. are sessions of the MS BI Conference too! The second news is that there are many other sessions about PowerPivot at the conference!...(read more)

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  • Mobile or the Science of Programming Languages

    - by user12652314
    Just two things to share today. First is some news in the mobile computing space and a pretty cool new relationship developing with DubLabs and AT&T to enable a student-centric mobile experience for our Campus Solution customers. And second, is an interesting article shared by a friend on Research in Programming Languages related to STEM education, a key story element to my project with Americas Cup and iED, but also to our national interest

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  • yahoo media player not working

    - by luca590
    I have a yahoo media player embedded in my webpage. I am currently using Ruby on Rails to create/edit my web page. When i click the play button next to a track the YMP waits a while and then goes to the next track without playing the first one. I then get a warning on my second (last) track that its file could not be found. Does anyone has a better recommendation for an audio player or a way to fix this one?

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  • Microsoft Visual C# MVP 2012

    - by James Michael Hare
    I was informed on July 1st, 2012 that I was awarded a Microsoft Visual C# MVP recognition for 2012.  This is my second year now, and I'm doubly thankful to have been nominated and selected, and thankful that you guys all find my posts informative and useful! Even though life has thrown me some curve balls in this past last year, I look forward to continuing my posts (especially the Little Wonders) as much as possible!Thanks again!

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  • Week in Geek: Free Version of Google Apps for Business has been Discontinued

    - by Asian Angel
    This week’s edition of WIG is filled with news link coverage on topics such as Android’s ‘Google Now’ services are headed for Chrome, Microsoft is ready to push Hotmail users to Outlook.com, a 25 GPU setup devours password hashes at up to 348 billion per second, and more. How to Factory Reset Your Android Phone or Tablet When It Won’t Boot Our Geek Trivia App for Windows 8 is Now Available Everywhere How To Boot Your Android Phone or Tablet Into Safe Mode

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  • Simple rendering produces minor stutter

    - by Ben
    For some reason, this game loop renders the movement of a simple rectangle with no stuttering. double currTime; double prevTime = System.nanoTime() / NANO_TO_SEC; double FPSTIMER = System.nanoTime(); double maxTimeDiff = 100.0 / 1000.0; double delta = 1.0 / 60.0; int processes = 0, frames = 0; while(true){ currTime = System.nanoTime() / NANO_TO_SEC; if(currTime - prevTime > maxTimeDiff) prevTime = currTime; if(currTime >= prevTime){ process(); processes++; prevTime += delta; if(currTime < prevTime){ render(); frames++; } } else{ try{ Thread.sleep((long) (1000 * (prevTime - currTime))); } catch(Exception e){} } if(System.nanoTime() - FPSTIMER > 1000000000.0){ System.out.println("Process: " + (1000 / processes) + "ms FPS: " + (1000 / frames) + "ms"); processes = frames = 0; FPSTIMER += 1000000000.0; } } But for this game loop, I get really minor stuttering where the movement does not look smooth. long prevTime = System.currentTimeMillis(); long prevRenderTime = 0; long currRenderTime = 0; long delta = 0; long msPerTick = 1000 / 60; int frames = 0; int ticks = 0; double FPSTIMER = System.currentTimeMillis(); while (true){ long currTime = System.currentTimeMillis(); delta += (currTime - prevTime) / msPerTick; prevTime = currTime; while (delta >= 1){ ticks++; process(); delta -= 1; } prevRenderTime = System.currentTimeMillis(); render(); frames++; currRenderTime = System.currentTimeMillis(); try{ Thread.sleep((long) ((1000 / FPS) - (currRenderTime - prevRenderTime))); } catch(Exception e){} if(System.currentTimeMillis() - FPSTIMER > 1000.0){ System.out.println("Process: " + (1000.0 / ticks) + "ms FPS: " + (1000.0 / frames) + "ms"); ticks = frames = 0; FPSTIMER += 1000.0; } Is there any critical difference that I'm missing here? The one thing I noticed is that if I uncap the fps for the second game loop, the stuttering goes away. It doesn't make sense to me. Also, the second game loop came from Notch's Minicraft code with just my thread sleeping code added in.

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  • Minecraft help?

    - by Michael Duke
    I have tried several ways to get Minecraft to work I have had no results. I would much appreciate help. i have tried downloading it from Minecraft.net changing the permission and running it in terminal it crashed the second it opened so manually opened it from terminal using cd and bash commands it then said michael@MichaelsLaptop:~$ cd Downloads michael@MichaelsLaptop:~/Downloads$ bash Minecraft_Installer_20.sh Minecraft_Installer_20.sh: line 1: syntax error near unexpected token newline' Minecraft_Installer_20.sh: line 1:'

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  • Terrain square loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of unnecessary loading and unloading is done. Is there a general approach to this because I dont think games like skyrim have this issue? Cheers!

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  • Dual Frame Buffer on Ubuntu 12.04 Intel HD Graphics 4600 i7-4770

    - by user3692512
    I have 2 monitors connected to the PC, one in HDMI, one in DVI. I have Intel integrated graphics HD4600 Now as far my understanding, both the monitors is connected at the same framebuffer /dev/fb0 How can I detach them and create 2 frame buffers at startup, so that I can directly write to the second monitor, by writing on the /dev/fb1, and not hamper the /dev/fb0, so that x-server can run normally on that?

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  • Dropbox often stalls "Saving 1 file", have to restart it

    - by Nicolas Raoul
    Dropbox works well, but often the tray icon starts spinning forever with the tooltip message "Saving 1 file..." I usually don't worry about it, and I never had any loss, despite switching computers often. An easy solution is to restart Dropbox, it spins for a second before the tooltip says "All files up to date". But how to permanently prevent this problem? Ubuntu 2010.10 Dropbox 0.7.110 Dropbox stores about 50 text files, 1 MB in total.

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  • Southampton SQL Server User Group–February 2011

    - by GavinPayneUK
    Earlier this week I attended the second sitting of the Southampton SQL Server user group, one of the regional events which compliments the larger SQL Server events we put in our diaries. The event is very well organised by Mark Pryce-Maher ( twitter ), Matt Whitfield ( twitter ) and Adrian Hills ( twitter ) in an easy to find Southampton church hall room with drinks and pizza supplied in addition to quality time with fellow SQL Server peers.  Thanks must also go to another of the event’s supporters...(read more)

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  • Can't Run Assault Cube

    - by Debashis Pradhan
    I installed assault cube from the Software centre and it just opens for half a second and closes. When i run in it from the terminal, this is what i get - d@d-platform:~$ assaultcube Using home directory: /home/d/.assaultcube_v1.104 current locale: en_IN init: sdl init: net init: world init: video: sdl init: video: mode X Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 129 (XFree86-VidModeExtension) Minor opcode of failed request: 10 (XF86VidModeSwitchToMode) Value in failed request: 0xb3 Serial number of failed request: 131 Current serial number in output stream: 133

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  • Car brands and models licensing

    - by Ju-v
    We are small team which working on car racing game but we don't know about licensing process for branded cars like Nissan, Lamborghini, Chevrolet and etc. Do we need to buy any licence for using real car brand names, models, logos,... or we can use them for free? Second option we think about using not real brand with real models is it possible? If someone have experience with that, fell free to share it. Any information about that is welcome.

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  • Time Capsule With Raspberry Pi

    - by Richard Jones
    So I have a Raspberry PI, with an 1TB external USB HD plugged into it. I have Debian Wheezy installed to which I added the NetaTalk package. Following this guide which is on Ubuntu, but was easy enough to understand - http://kremalicious.com/ubuntu-as-mac-file-server-and-time-machine-volume/ I was even able to change the icon to look like an X-Serve :-) Next step to add a second HD that will backup my Windows 8 laptop as well.

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