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  • How to Setup Gmail for Custom Domains on the Kindle Fire’s Email App

    - by The Geek
    If you’ve just opened your shiny new Kindle Fire and tried to connect it to Gmail using your own custom (not @gmail.com) email address, you might be in for a surprise: the email account wizard has no idea how to handle this scenario, even if you pick Gmail at the beginning. Here’s how to fix it. Note: we’re in the middle of doing a thorough test of the Kindle Fire, and we’ll post our in-depth review in the next few days. So far: it’s a great tablet for the price. Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed How to Run Android Apps on Your Desktop the Easy Way HTG Explains: Do You Really Need to Defrag Your PC?

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  • Daily tech links for .net and related technologies - Apr 5-7, 2010

    - by SanjeevAgarwal
    Daily tech links for .net and related technologies - Apr 5-7, 2010 Web Development HTML 5 is Born Old - Quake in HTML 5 Example Image Preview in ASP.NET MVC - Imran Advanced ASP.NET MVC 2 - Brad Wilson How to Serialize/Deserialize Complex XML in ASP.Net / C# - Impact Works Ban HTML comments from your pages and views - Bertrand Le Roy Measuring ASP.NET and SharePoint output cache - Gunnar Peipman Web Design Eye Candy vs. Bare-Bones in UI Design - Max Steenbergen Empathizing Color Psychology in Web...(read more)

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  • Book Review: Oracle ADF Real World Developer’s Guide

    - by Frank Nimphius
    Recently PACKT Publishing published "Oracle ADF Real World Developer’s Guide" by Jobinesh Purushothaman, a product manager in our team. Though already the sixth book dedicated to Oracle ADF, it has a lot of great information in it that none of the previous books covered, making it a safe buy even for those who own the other books published by Oracle Press (McGrwHill) and PACKT Publishing. More than the half of the "Oracle ADF Real World Developer’s Guide" book is dedicated to Oracle ADF Business Components in a depth and clarity that allows you to feel the expertise that Jobinesh gained in this area. If you enjoy Jobinesh blog (http://jobinesh.blogspot.co.uk/) about Oracle ADF, then, no matter what expert you are in Oracle ADF, this book makes you happy as it provides you with detail information you always wished to have. If you are new to Oracle ADF, then this book alone doesn't get you flying, but, if you have some Java background, accelerates your learning big, big, big times. Chapter 1 is an introduction to Oracle ADF and not only explains the layers but also how it compares to plain Java EE solutions (page 13). If you are new to Oracle JDeveloper and ADF, then at the end of this chapter you know how to start JDeveloper and begin your ADF development Chapter 2 starts with what Jobinesh really is good at: ADF Business Components. In this chapter you learn about the architecture ingredients of ADF Business Components: View Objects, View Links, Associations, Entities, Row Sets, Query Collections and Application Modules. This chapter also provides a introduction to ADFBC SDO services, as well as sequence diagrams for what happens when you execute queries or commit updates. Chapter 3 is dedicated to entity objects and  is one of many chapters in this book you will enjoy and never want to miss. Jobinesh explains the artifacts that make up an entity object, how to work with entities and resource bundles, and many advanced topics, including inheritance, change history tracking, custom properties, validation and cursor handling.  Chapter 4 - you guessed it - is all about View objects. Comparable to entities, you learn about the XM files and classes that make a view object, as well as how to define and work with queries. List-of-values, inheritance, polymorphism, bind variables and data filtering are interesting - and important topics that follow. Again the chapter provides helpful sequence diagrams for you to understand what happens internally within a view object. Chapter 5 focuses on advanced view object and entity object topics, like lifecycle callback methods and when you want to override them. This chapter is a good digest of Jobinesh's blog entries (which most ADF developers have in their bookmark list). Really worth reading ! Chapter 6 then is bout Application Modules. Beside of what application modules are, this chapter covers important topics like properties, passivation, activation, application module pooling, how and where to write custom logic. In addition you learn about the AM lifecycle and request sequence. Chapter 7 is about the ADF binding layer. If you are new to Oracle ADF and got lost in the more advanced ADF Business Components chapters, then this chapter is where you get back into the game. In very easy terms, Jobinesh explains what the ADF binding is, how it fits into the JSF request lifecycle and what are the metadata file involved. Chapter 8 then goes into building data bound web user interfaces. In this chapter you get the basics of JavaServer Faces (e.g. managed beans) and learn about the interaction between the JSF UI and the ADF binding layer. Later this chapter provides advanced solutions for working with tree components and list of values. Chapter 9 introduces bounded task flows and ADF controller. This is a chapter you want to read if you are new to ADF of have started. Experts don't find anything new here, which doesn't mean that it is not worth reading it (I for example, enjoyed the controller talk very much) Chapter 10 is an advanced coverage of bounded task flow and talks about contextual events  Chapter 11 is another highlight and explains error handling, trains, transactions and more. I can only recommend you read this chapter. I am aware of many documents that cover exception handling in Oracle ADF (and my Oracle Magazine article for January/February 2013 does the same), but none that covers it in such a great depth. Chapter 12 covers ADF best practices, which is a great round-up of all the tips provided in this book (without Jobinesh to repeat himself). Its all cool stuff that helps you with your ADF projects. In summary, "Oracle ADF Real World Developer’s Guide" by Jobinesh Purushothaman is a great book and addition for all Oracle ADF developers and those who want to become one. Frank

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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • Amazon’s New Kindle Fire Tablet: the How-To Geek Review

    - by The Geek
    We got our Kindle Fire a few days ago, and since then we’ve been poking, prodding, and generally trying to figure out how to break it. Before you go out and buy your own, check out our in-depth review. Note: This review is extremely long, so we’ve split it up between multiple pages. You can use the navigation links or buttons at the bottom to flip between pages. Amazon’s New Kindle Fire Tablet: the How-To Geek Review HTG Explains: How Hackers Take Over Web Sites with SQL Injection / DDoS Use Your Android Phone to Comparison Shop: 4 Scanner Apps Reviewed

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  • Smooth terrain rendering

    - by __dominic
    I'm trying to render a smooth terrain with Direct3D. I've got a 50*50 grid with all y values = 0, and a set of 3D points that indicate the location on the grid and depth or height of the "valley" or "hill". I need to make the y values of the grid vertices higher or lower depending on how close they are to each 3D point. Thus, in the end I should have a smooth terrain renderer. I'm not sure at all what way I can do this. I've tried changing the height of the vertices based on the distance to each point just using this basic formula: dist = a² + b² + c² where a, b and c are the x, y, and z distance from a vertex to a 3D point. The result I get with this is not smooth at all. I'm thinking there is probably a better way. Here is a screenshot of what I've got for the moment: https://dl.dropbox.com/u/2562049/terrain.jpg

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Software Development in an Offshore Destination

    India is a country of color, of unity in diversity and of culture. It?s a land of the saints and seers. It?s a land where languages change every six miles. At the behest of a technically demanding wo... [Author: David Jackson - Computers and Internet - August 31, 2009]

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  • Panduit Delivers on the Digital Business Promise

    - by Kellsey Ruppel
    How a 60-Year-Old Company Transformed into a Modern Digital BusinessConnecting with audiences through a robust online experience across multiple channels and devices is a nonnegotiable requirement in today’s digital world. Companies need a digital platform that helps them create, manage, and integrate processes, content, analytics, and more.Panduit, a company founded nearly 60 years ago, needed to simplify and modernize its enterprise application and infrastructure to position itself for long-term growth. Learn how it transformed into a digital business using Oracle WebCenter and Oracle Business Process Management. Join this webcast for an in-depth look at how these Oracle technologies helped Panduit: Increase self-service activity on their portal by 75% Improve number and quality of sales leads through increased customer interactions and registration over the web and mobile Create multichannel self-service interactions and content-enabled business processes Register now for this webcast. Register Now Presented by:Andy KershawSenior Director, Oracle WebCenter, Oracle BPM and Oracle Social Network Product Management, OracleVidya IyerIT Delivery Manager, PanduitPatrick GarciaIT Solutions Architect, Panduit Copyright © 2014, Oracle Corporation and/or its affiliates.All rights reserved. Contact Us | Legal Notices and Terms of Use | Privacy Statement

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  • ArcSig Meeting at 04/20/2010 with Sam Abraham

    - by Rainer
    Sam Abraham gave a great presentation, “MVC2 – Do it your way in VS 2010”, at our monthly ArcSig meeting on 04/20/2010 at Global Response. The interest in Sam’s talk was immense, we almost run out of seats. The audience got an in-depth view and walkthrough of the Model View Controller functionality in Visual Studio 2010 with detailed code examples. Sam answered many user questions about practical applications in MVC. Free soft drinks and pizza kept the participants energized during the whole presentation and a raffle of books and software completed this meeting, with a preview about the upcoming meetings and events in May and June. Thank you to Sam for the exciting presentation, and to the Shooster family for hosting us this month at Global Response! Posted: Rainer Habermann ArcSig Site Director CIO @ Global Response

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  • ETPM/OUAF 2.3.1 Framework Overview - Session 1

    - by MHundal
    A number of sessions are planned to review the ETPM (OUAF) 2.3.1 Framework.  These sessions will include an overview of the Navigation, Portals, Zones, Business Objects, Business Services, Algorithms, Scripts, etc.. Session 1 includes an overview of the standards in ETPM 2.3.1 Navigation and changes in the configuration and options for Portals and Zones.  Session 1 starts to look at the configuration of Business Objects.  The next session will provide an in-depth explanation for the configuration of Business Objects.  Click on the link below for Session 1 (45 minutes) that provides an overview of the changes in Navigation, general standards, changes in Portals/Zones configuration and a high-level overview of Business Objects. To stream the recording:   https://oracletalk.webex.com/oracletalk/ldr.php?AT=pb&SP=MC&rID=70387157&rKey=f791a7285affeb25 To download the recording: https://oracletalk.webex.com/oracletalk/lsr.php?AT=dw&SP=MC&rID=70387157&rKey=0be61590fd72d20e For additional questions, please contact [email protected].

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  • Alert visualization recipe: Get out your blender, drop in some sp_send_dbmail, Google Charts API, add your favorite colors and sprinkle with html. Blend till it’s smooth and looks pretty enough to taste.

    - by Maria Zakourdaev
      I really like database monitoring. My email inbox have a constant flow of different types of alerts coming from our production servers with all kinds of information, sometimes more useful and sometimes less useful. Usually database alerts look really simple, it’s usually a plain text email saying “Prod1 Database data file on Server X is 80% used. You’d better grow it manually before some query triggers the AutoGrowth process”. Imagine you could have received email like the one below.  In addition to the alert description it could have also included the the database file growth chart over the past 6 months. Wouldn’t it give you much more information whether the data growth is natural or extreme? That’s truly what data visualization is for. Believe it or not, I have sent the graph below from SQL Server stored procedure without buying any additional data monitoring/visualization tool.   Would you like to visualize your database alerts like I do? Then like myself, you’d love the Google Charts. All you need to know is a little HTML and have a mail profile configured on your SQL Server instance regardless of the SQL Server version. First of all, I hope you know that the sp_send_dbmail procedure has a great parameter @body_format = ‘HTML’, which allows us to send rich and colorful messages instead of boring black and white ones. All that we need is to dynamically create HTML code. This is how, for instance, you can create a table and populate it with some data: DECLARE @html varchar(max) SET @html = '<html>' + '<H3><font id="Text" style='color: Green;'>Top Databases: </H3>' + '<table border="1" bordercolor="#3300FF" style='background-color:#DDF8CC' width='70%' cellpadding='3' cellspacing='3'>' + '<tr><font color="Green"><th>Database Name</th><th>Size</th><th>Physical Name</th></tr>' + CAST( (SELECT TOP 10                             td = name,'',                             td = size * 8/1024 ,'',                             td = physical_name              FROM sys.master_files               ORDER BY size DESC             FOR XML PATH ('tr'),TYPE ) AS VARCHAR(MAX)) + '</table>' EXEC msdb.dbo.sp_send_dbmail @recipients = '[email protected]', @subject ='Top databases', @body = @html, @body_format = 'HTML' This is the result:   If you want to add more visualization effects, you can use Google Charts Tools https://google-developers.appspot.com/chart/interactive/docs/index which is a free and rich library of data visualization charts, they’re also easy to populate and embed. There are two versions of the Google Charts Image based charts: https://google-developers.appspot.com/chart/image/docs/gallery/chart_gall This is an old version, it’s officially deprecated although it will be up for a next few years or so. I really enjoy using this one because it can be viewed within the email body. For mobile devices you need to change the “Load remote images” property in your email application configuration.           Charts based on JavaScript classes: https://google-developers.appspot.com/chart/interactive/docs/gallery This API is newer, with rich and highly interactive charts, and it’s much more easier to understand and configure. The only downside of it is that they cannot be viewed within the email body. Outlook, Gmail and many other email clients, as part of their security policy, do not run any JavaScript that’s placed within the email body. However, you can still enjoy this API by sending the report as an email attachment. Here is an example of the old version of Google Charts API, sending the same top databases report as in the previous example but instead of a simple table, this script is using a pie chart right from  the T-SQL code DECLARE @html  varchar(8000) DECLARE @Series  varchar(800),@Labels  varchar(8000),@Legend  varchar(8000);     SET @Series = ''; SET @Labels = ''; SET @Legend = ''; SELECT TOP 5 @Series = @Series + CAST(size * 8/1024 as varchar) + ',',                         @Labels = @Labels +CAST(size * 8/1024 as varchar) + 'MB'+'|',                         @Legend = @Legend + name + '|' FROM sys.master_files ORDER BY size DESC SELECT @Series = SUBSTRING(@Series,1,LEN(@Series)-1),         @Labels = SUBSTRING(@Labels,1,LEN(@Labels)-1),         @Legend = SUBSTRING(@Legend,1,LEN(@Legend)-1) SET @html =   '<H3><font color="Green"> '+@@ServerName+' top 5 databases : </H3>'+    '<br>'+    '<img src="http://chart.apis.google.com/chart?'+    'chf=bg,s,DDF8CC&'+    'cht=p&'+    'chs=400x200&'+    'chco=3072F3|7777CC|FF9900|FF0000|4A8C26&'+    'chd=t:'+@Series+'&'+    'chl='+@Labels+'&'+    'chma=0,0,0,0&'+    'chdl='+@Legend+'&'+    'chdlp=b"'+    'alt="'+@@ServerName+' top 5 databases" />'              EXEC msdb.dbo.sp_send_dbmail @recipients = '[email protected]',                             @subject = 'Top databases',                             @body = @html,                             @body_format = 'HTML' This is what you get. Isn’t it great? Chart parameters reference: chf     Gradient fill  bg - backgroud ; s- solid cht     chart type  ( p - pie) chs        chart size width/height chco    series colors chd        chart data string        1,2,3,2 chl        pir chart labels        a|b|c|d chma    chart margins chdl    chart legend            a|b|c|d chdlp    chart legend text        b - bottom of chart   Line graph implementation is also really easy and powerful DECLARE @html varchar(max) DECLARE @Series varchar(max) DECLARE @HourList varchar(max) SET @Series = ''; SET @HourList = ''; SELECT @HourList = @HourList + SUBSTRING(CONVERT(varchar(13),last_execution_time,121), 12,2)  + '|' ,              @Series = @Series + CAST( COUNT(1) as varchar) + ',' FROM sys.dm_exec_query_stats s     CROSS APPLY sys.dm_exec_sql_text(plan_handle) t WHERE last_execution_time > = getdate()-1 GROUP BY CONVERT(varchar(13),last_execution_time,121) ORDER BY CONVERT(varchar(13),last_execution_time,121) SET @Series = SUBSTRING(@Series,1,LEN(@Series)-1) SET @html = '<img src="http://chart.apis.google.com/chart?'+ 'chco=CA3D05,87CEEB&'+ 'chd=t:'+@Series+'&'+ 'chds=1,350&'+ 'chdl= Proc executions from cache&'+ 'chf=bg,s,1F1D1D|c,lg,0,363433,1.0,2E2B2A,0.0&'+ 'chg=25.0,25.0,3,2&'+ 'chls=3|3&'+ 'chm=d,CA3D05,0,-1,12,0|d,FFFFFF,0,-1,8,0|d,87CEEB,1,-1,12,0|d,FFFFFF,1,-1,8,0&'+ 'chs=600x450&'+ 'cht=lc&'+ 'chts=FFFFFF,14&'+ 'chtt=Executions for from' +(SELECT CONVERT(varchar(16),min(last_execution_time),121)          FROM sys.dm_exec_query_stats          WHERE last_execution_time > = getdate()-1) +' till '+ +(SELECT CONVERT(varchar(16),max(last_execution_time),121)     FROM sys.dm_exec_query_stats) + '&'+ 'chxp=1,50.0|4,50.0&'+ 'chxs=0,FFFFFF,12,0|1,FFFFFF,12,0|2,FFFFFF,12,0|3,FFFFFF,12,0|4,FFFFFF,14,0&'+ 'chxt=y,y,x,x,x&'+ 'chxl=0:|1|350|1:|N|2:|'+@HourList+'3:|Hour&'+ 'chma=55,120,0,0" alt="" />' EXEC msdb.dbo.sp_send_dbmail @recipients = '[email protected]', @subject ='Daily number of executions', @body = @html, @body_format = 'HTML' Chart parameters reference: chco    series colors chd        series data chds    scale format chdl    chart legend chf        background fills chg        grid line chls    line style chm        line fill chs        chart size cht        chart type chts    chart style chtt    chart title chxp    axis label positions chxs    axis label styles chxt    axis tick mark styles chxl    axis labels chma    chart margins If you don’t mind to get your charts as an email attachment, you can enjoy the Java based Google Charts which are even easier to configure, and have much more advanced graphics. In the example below, the sp_send_email procedure uses the parameter @query which will be executed at the time that sp_send_dbemail is executed and the HTML result of this execution will be attached to the email. DECLARE @html varchar(max),@query varchar(max) DECLARE @SeriesDBusers  varchar(800);     SET @SeriesDBusers = ''; SELECT @SeriesDBusers = @SeriesDBusers +  ' ["'+DB_NAME(r.database_id) +'", ' +cast(count(1) as varchar)+'],' FROM sys.dm_exec_requests r GROUP BY DB_NAME(database_id) ORDER BY count(1) desc; SET @SeriesDBusers = SUBSTRING(@SeriesDBusers,1,LEN(@SeriesDBusers)-1) SET @query = ' PRINT '' <html>   <head>     <script type="text/javascript" src="https://www.google.com/jsapi"></script>     <script type="text/javascript">       google.load("visualization", "1", {packages:["corechart"]});        google.setOnLoadCallback(drawChart);       function drawChart() {                      var data = google.visualization.arrayToDataTable([                        ["Database Name", "Active users"],                        '+@SeriesDBusers+'                      ]);                        var options = {                        title: "Active users",                        pieSliceText: "value"                      };                        var chart = new google.visualization.PieChart(document.getElementById("chart_div"));                      chart.draw(data, options);       };     </script>   </head>   <body>     <table>     <tr><td>         <div id="chart_div" style='width: 800px; height: 300px;'></div>         </td></tr>     </table>   </body> </html> ''' EXEC msdb.dbo.sp_send_dbmail    @recipients = '[email protected]',    @subject ='Active users',    @body = @html,    @body_format = 'HTML',    @query = @Query,     @attach_query_result_as_file = 1,     @query_attachment_filename = 'Results.htm' After opening the email attachment in the browser you are getting this kind of report: In fact, the above is not only for database alerts. It can be used for applicative reports if you need high levels of customization that you cannot achieve using standard methods like SSRS. If you need more information on how to customize the charts, you can try the following: Image Based Charts wizard https://google-developers.appspot.com/chart/image/docs/chart_wizard  Live Image Charts Playground https://google-developers.appspot.com/chart/image/docs/chart_playground Image Based Charts Parameters List https://google-developers.appspot.com/chart/image/docs/chart_params Java Script Charts Playground https://code.google.com/apis/ajax/playground/?type=visualization Use the above examples as a starting point for your procedures and I’d be more than happy to hear of your implementations of the above techniques. Yours, Maria

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  • The 20 Best How-To Geek Linux Articles of 2010

    - by The Geek
    We might be known for our Windows articles, but in 2010 we sure posted a lot of really in-depth articles covering Linux. Here’s the 20 best articles that we covered this year, covering everything from how to tweak your setup to how to use Linux to fix Windows. Want even more? You should make sure to check out the top 20 How-To Geek Explains topics of 2010, the 50 Windows Registry hacks that make Windows better, or the best 50 Windows articles for 2010 Latest Features How-To Geek ETC The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC The Complete List of iPad Tips, Tricks, and Tutorials Is Your Desktop Printer More Expensive Than Printing Services? 20 OS X Keyboard Shortcuts You Might Not Know Enjoy Christmas Beyond the Holiday with Christmas Eve Crisis Parrotfish Extends the Number of Services Accessible in Twitter Previews Winter Sunset by a Mountain Stream Wallpaper Add Sleek Style to Your Desktop with the Aston Martin Theme for Windows 7 Awesome WebGL Demo – Flight of the Navigator from Mozilla Sunrise on the Alien Desert Planet Wallpaper

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  • White Paper/Case Study on ICONICS’ Use of StreamInsight for its Energy AnalytiX&#174; Solution

    - by Roman Schindlauer
    A couple of days ago, we released a new StreamInsight white paper/case study on TechNet and MSDN. The paper is joint work with ICONICS and discusses how ICONICS is using StreamInsight technology for its Energy AnalytiX® solution. The paper is available for download here in the Technical Articles section of the StreamInsight documentation. Today, businesses and organizations need to pay more and more attention to energy usage, as customers and the general public are becoming increasingly concerned about a respectful and sustainable use of resources. Organizations therefore need to carefully manage their use of energy and provide better visibility into their energy consumption. In this paper, we discuss how software solutions can help address these challenges. Besides providing some background on the drivers behind energy management, the paper discusses how organizations manage their use of energy with current product and service offerings from Microsoft and ICONICS. In the main body of the paper, a case study explains in depth how ICONICS Energy AnalytiX® is using Microsoft data platform components such as SQL Server StreamInsight to deliver market leading energy management solutions. Regards, The StreamInsight Team

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  • Silverlight Cream for March 15, 2011 -- #1061

    - by Dave Campbell
    In this Issue: Peter Kuhn, Emil Stoychev, Viktor Larsson(-2-), Kevin Hoffman, Rudi Grobler, WindowsPhoneGeek, Jesse Liberty(-2-), and Martin Krüger. Above the Fold: Silverlight: "Image comparison using a GridSplitter" Martin Krüger WP7: "Using WP7 accent color effectively" Viktor Larsson XNA: "XNA for Silverlight developers: Part 7 - Collision detection" Peter Kuhn From SilverlightCream.com: XNA for Silverlight developers: Part 7 - Collision detection Peter Kuhn has part 7 of his XNA for Silverlight devs tutorial series up at SilverlightShow... discussing Collision detection... something you need to get your head around if you're going to do a game. Interview with John Papa about the upcoming MIX11 event and the Open Source Fest Emil Stoychev of SilverlightShow reverses the roles with John Papa and interviews John on this MIX11 and Open Source Fest discussion they had at the MVP Summit Debugging Videos or Camera in WP7 Viktor Larsson has a quick post up on the 3 ways of debugging a WP7 app and why and under what circumstances you should change debug method. Using WP7 accent color effectively Viktor Larsson's next post is about the 10 accent colors available on WP7 devices. He shows how to make best use of that capability in XAML and runtime code. WP7 for iPhone and Android Developers - Hardware and Device Services Kevin Hoffman's part 4 of a 12-part tutorial series at SilverlightShow on WP7 for iPhone/Android devs is up ... this oe concentrates on Hardware and Device Services... Launchers/Choosers/Sensors. How to publish WP7 applications if you live in the Middle-east & Africa region Rudi Grobler has a short post up on a legit way to publish WP7 apps if you are in the MEA region. Creating WP7 Custom Theme – Sample Theme Implementation WindowsPhoneGeek has a new post up and he's starting a series of 3 articles on Creating Wp7 Custom Themes... first up is this tutorial on Basic Theme Implementation... and use it as well. From Android to Windows Phone For "Windows Phone from Scratch #43", Jesse Liberty begins a series on moving apps from Android to WP7, beginning with a tip calculating program. Yet Another Podcast #28–Jeremy Likness Jesse Liberty's next post is his "Yet Another Podcast #28" with Jeremy Likness this time around... the list of all things fun that Jeremy's involved in is getting long... should be a good podcast! Image comparison using a GridSplitter Martin Krüger posted a cool 'Clip Splitter' for comparing images, and what a great set of example images he's using... pretty darn cool lining them up with a grid-splitter. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • links for 2010-04-08

    - by Bob Rhubart
    Rittman Mead Consulting: Realtime Data Warehouses Rittman Mead Consulting's Peter Scott with a preview of his Real Time Data Warehousing talk at Collaborate 10. (tags: oracle otn rittmanmead collaborate2010 datawarehousing) Arun Gupta: Java EE 6, GlassFish, NetBeans, Eclipse, OSGi at Über Conf: Jun 14-17, Denver "Über Conf is a conference by No Fluff Just Stuff gang and plans to blow the minds of attendees with over 100 in-depth sessions (90 minutes each) from over 40 world class speakers on the Java platform and pragmatic Agile practices targeted at developers, architects, and technical managers." Arun Gupta (tags: oracle sun javaee glassfish netbeans) Aaron Lazenby: Profit's COLLABORATE 10 Session Selections Profit Magazine editor-in-chief Aaron Lazenby shares his annual list of COLLABORATE 2010 sessions that "reflect some of the more interesting people/trends in enterprise IT." (tags: oracle otn collaborate2010)

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  • Data Mining Resources

    - by Dejan Sarka
    There are many different types of analyses, each one with its own pros and cons. Relational reports have a predefined structure, and end users cannot change it. They are simple to use for end users. Reports can use real-time data and snapshots of data to show the state of a report at specific points in time. One of the drawbacks is that report authoring is limited to IT pros and advanced users. Any kind of dynamic restructuring is very limited. If real-time data is used for a report, the report has a negative impact on the performance of the source system. Processing of the reports might be slow because the data comes from relational database management systems, which are not optimized for reporting only. If you create a semantic model of your data, your end users can create ad-hoc report structures. However, the development is more complex because a developer is needed to create these semantic models. For OLAP, you typically use specialized database management systems. You get lightning speed of analyses. End users can use rich and thin clients to interactively change the structure of the report. Typically, they do it graphically. However, the development of an OLAP system is many times quite complex. It involves the preparation and maintenance of an enterprise data warehouse and OLAP cubes. In order to exploit the possibility of real-time restructuring of reports, the users must be both active and educated. The data is usually stale, as it is loaded into data warehouses and OLAP cubes with a scheduled process. With data mining, a structure is not selected in advance; it searches for the structure. As a result, data mining can give you the most valuable results because you can discover patterns you did not expect. A data mining model structure is limited only by the attributes that you use to train the model. One of the drawbacks is that a lot of knowledge is needed for a successful data mining project. End users have to understand the results. Subject matter experts and IT professionals need to understand business problem thoroughly. The development might be sometimes even more complex than the development of OLAP cubes. Each type of analysis has its own place in an enterprise system. SQL Server has tools for all kinds of analyses. However, data mining is the most advanced way of analyzing the data; this is the “I” in BI. In order to get the most out of it, you need to learn quite a lot. In this blog post, I am gathering together resources for learning, including forthcoming events. Books Multiple authors: SQL Server MVP Deep Dives – I wrote an introductory data mining chapter there. Erik Veerman, Teo Lachev and Dejan Sarka: MCTS Self-Paced Training Kit (Exam 70-448): Microsoft SQL Server 2008 - Business Intelligence Development and Maintenance – you can find a good overview of a complete BI solution, including data mining, in this book. Jamie MacLennan, ZhaoHui Tang, and Bogdan Crivat: Data Mining with Microsoft SQL Server 2008 – can’t miss this book if you want to mine your data with SQL Server tools. Michael Berry, Gordon Linoff: Mastering Data Mining: The Art and Science of Customer Relationship Management – data mining from both, business and technical perspective. Dorian Pyle: Data Preparation for Data Mining – an in-depth book about data preparation. Thomas and Ronald Wonnacott: Introductory Statistics – if you thought that you could get away without statistics, then you are not serious about data mining. Jiawei Han and Micheline Kamber: Data Mining Concepts and Techniques – in-depth explanation of the most popular data mining algorithms. Michael Berry and Gordon Linoff: Data Mining Techniques – another book that explains data mining algorithms, more fro a business perspective. Paolo Guidici: Applied Data Mining – very mathematical book, only if you enjoy statistics and mathematics in general. Forthcoming presentations I am presenting two data mining related sessions during the PASS Summit in Charlotte, NC: Wednesday, October 16th, 2013 - Fraud Detection: Notes from the Field – I am showing how to use data mining for a specific business problem. The presentation is based on real-life projects. Friday, October 18th: Excel 2013 Advanced Analytics – I am focusing on Excel Data Mining Add-ins, and how to use them together with Power Pivot and other add-ins. This is the most you can get out of Excel. Sinergija 2013, Belgrade, Serbia Tuesday, October 22nd: Excel 2013 Analytics to the Max – another presentation focusing on the most advanced analytics you can get in Excel. SQL Rally Amsterdam, Netherlands Thursday, November 7th: Advanced Analytics in Excel 2013 – and again I am presenting about data mining in Excel. Why three different titles for the same presentation? I don’t know, I guess I forgot the name I proposed every time right after I sent the proposal. Courses Data Mining with SQL Server 2012 – I wrote a 3-day course for SolidQ. If you are interested in this course, which I could also deliver in a shorter seminar way, you can contact your closes SolidQ subsidiary, or, of course, me directly on addresses [email protected] or [email protected]. This course could also complement the existing courseware portfolio of training providers, which are welcome to contact me as well. OK, now you know: no more excuses, start learning data mining, get the most out of your data

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  • jBullet Collision/Physics not working correctly

    - by Kenneth Bray
    Below is the code for one of my objects in the game I am creating (yes although this is a cube, I am not making anything remotely like MineCraft), and my issue is I while the cube will display and is does follow the physics if the cube falls, it does not interact with any other objects in the game. If I was to have multiple cubes in screen at once they all just sit there, or shoot off in all directions never stopping. Anyway, I am new to jBullet, and any help would be appreciated. package Object; import static org.lwjgl.opengl.GL11.GL_QUADS; import static org.lwjgl.opengl.GL11.glBegin; import static org.lwjgl.opengl.GL11.glColor3f; import static org.lwjgl.opengl.GL11.glEnd; import static org.lwjgl.opengl.GL11.glPopMatrix; import static org.lwjgl.opengl.GL11.glPushMatrix; import static org.lwjgl.opengl.GL11.glVertex3f; import javax.vecmath.Matrix4f; import javax.vecmath.Quat4f; import javax.vecmath.Vector3f; import com.bulletphysics.collision.shapes.BoxShape; import com.bulletphysics.collision.shapes.CollisionShape; import com.bulletphysics.dynamics.RigidBody; import com.bulletphysics.dynamics.RigidBodyConstructionInfo; import com.bulletphysics.linearmath.DefaultMotionState; import com.bulletphysics.linearmath.Transform; public class Cube { // Cube size/shape variables private float size; boolean cubeCollidable; boolean cubeDestroyable; // Position variables - currently this defines the center of the cube private float posX; private float posY; private float posZ; // Rotation variables - should be between 0 and 359, might consider letting rotation go higher though I can't think of a purpose currently private float rotX; private float rotY; private float rotZ; //collision shape is a box shape CollisionShape fallShape; // setup the motion state for the ball DefaultMotionState fallMotionState; Vector3f fallInertia = new Vector3f(0, 1, 0); RigidBodyConstructionInfo fallRigidBodyCI; public RigidBody fallRigidBody; int mass = 1; // Constructor public Cube(float pX, float pY, float pZ, float pSize) { posX = pX; posY = pY; posZ = pZ; size = pSize; rotX = 0; rotY = 0; rotZ = 0; // define the physics based on the values passed in fallShape = new BoxShape(new Vector3f(size, size, size)); fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, 50, 0), 1f))); fallRigidBodyCI = new RigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new RigidBody(fallRigidBodyCI); } public void Update() { Transform trans = new Transform(); fallRigidBody.getMotionState().getWorldTransform(trans); posY = trans.origin.x; posX = trans.origin.y; posZ = trans.origin.z; } public void Draw() { fallShape.calculateLocalInertia(mass, fallInertia); // center point posX, posY, posZ float radius = size / 2; //top glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,0.0f); // red glVertex3f(posX + radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //bottom glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,1.0f,0.0f); // ?? color glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY - radius, posZ - radius); } glEnd(); glPopMatrix(); //right side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(1.0f,0.0f,1.0f); // ?? color glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); //left side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,1.0f); // ?? color glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); } glEnd(); glPopMatrix(); //front side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,0.0f,1.0f); //blue glVertex3f(posX + radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY + radius, posZ + radius); glVertex3f(posX - radius, posY - radius, posZ + radius); glVertex3f(posX + radius, posY - radius, posZ + radius); } glEnd(); glPopMatrix(); //back side glPushMatrix(); glBegin(GL_QUADS); { glColor3f(0.0f,1.0f,0.0f); // green glVertex3f(posX + radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY - radius, posZ - radius); glVertex3f(posX - radius, posY + radius, posZ - radius); glVertex3f(posX + radius, posY + radius, posZ - radius); } glEnd(); glPopMatrix(); } }

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  • E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = new ImageLoadInformation() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Depth = 32, FilterFlags = FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm, Height = 512, MipFilterFlags = FilterFlags.Linear, MipLevels = 1, OptionFlags = ResourceOptionFlags.TextureCube, Usage = ResourceUsage.Default, Width = 512 }; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); } Each of the faces of my cube texture are 512x512.

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  • Shuffle tiles position in the beginning of the game XNA Csharp

    - by GalneGunnar
    Im trying to create a puzzlegame where you move tiles to certain positions to make a whole image. I need help with randomizing the tiles startposition so that they don't create the whole image at the beginning. There is also something wrong with my offset, that's why it's set to (0,0). I know my code is not good, but Im just starting to learn :] Thanks in advance My Game1 class: { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D PictureTexture; Texture2D FrameTexture; // Offset för bildgraff Vector2 Offset = new Vector2(0,0); //skapar en array som ska hålla delar av den stora bilden Square[,] squareArray = new Square[4, 4]; // Random randomeraBilder = new Random(); //Width och Height för bilden int pictureHeight = 95; int pictureWidth = 144; Random randomera = new Random(); int index = 0; MouseState oldMouseState; int WindowHeight; int WindowWidth; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; //scalar Window till 800x 600y graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); } protected override void Initialize() { IsMouseVisible = true; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); PictureTexture = Content.Load<Texture2D>(@"Images/bildgraff"); FrameTexture = Content.Load<Texture2D>(@"Images/framer"); //Laddar in varje liten bild av den stora bilden i en array for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { Vector2 position = new Vector2(x * pictureWidth, y * pictureHeight); position = position + Offset; Rectangle square = new Rectangle(x * pictureWidth, y * pictureHeight, pictureWidth, pictureHeight); Square frame = new Square(position, PictureTexture, square, Offset, index); squareArray[x, y] = frame; index++; } } } protected override void UnloadContent() { } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); MouseState ms = Mouse.GetState(); if (oldMouseState.LeftButton == ButtonState.Pressed && ms.LeftButton == ButtonState.Released) { // ta reda på vilken position vi har tryckt på int col = ms.X / pictureWidth; int row = ms.Y / pictureHeight; for (int x = 0; x < squareArray.GetLength(0); x++) { for (int y = 0; y < squareArray.GetLength(1); y++) { // kollar om rutan är tom och så att indexet inte går utanför för "col" och "row" if (squareArray[x, y].index == 0 && col >= 0 && row >= 0 && col <= 3 && row <= 3) { if (squareArray[x, y].index == 0 * col) { //kollar om rutan brevid mouseclick är tom if (col > 0 && squareArray[col - 1, row].index == 0 || row > 0 && squareArray[col, row - 1].index == 0 || col < 3 && squareArray[col + 1, row].index == 0 || row < 3 && squareArray[col, row + 1].index == 0) { Square sqaure = squareArray[col, row]; Square hal = squareArray[x, y]; squareArray[x, y] = sqaure; squareArray[col, row] = hal; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { Vector2 goalPosition = new Vector2(x * pictureWidth, y * pictureHeight); squareArray[x, y].Swap(goalPosition); } } } } } } } } //if (oldMouseState.RightButton == ButtonState.Pressed && ms.RightButton == ButtonState.Released) //{ // for (int x = 0; x < 4; x++) // { // for (int y = 0; y < 4; y++) // { // } // } //} oldMouseState = ms; base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); WindowHeight = Window.ClientBounds.Height; WindowWidth = Window.ClientBounds.Width; Rectangle screenPosition = new Rectangle(0,0, WindowWidth, WindowHeight); spriteBatch.Begin(); spriteBatch.Draw(FrameTexture, screenPosition, Color.White); //Ritar ut alla brickorna förutom den som har index 0 for (int x = 0; x < 4; x++) { for (int y = 0; y < 4; y++) { if (squareArray[x, y].index != 0) { squareArray[x, y].Draw(spriteBatch); } } } spriteBatch.End(); base.Draw(gameTime); } } } My square class: class Square { public Vector2 position; public Texture2D grafTexture; public Rectangle square; public Vector2 offset; public int index; public Square(Vector2 position, Texture2D grafTexture, Rectangle square, Vector2 offset, int index) { this.position = position; this.grafTexture = grafTexture; this.square = square; this.offset = offset; this.index = index; } public void Draw(SpriteBatch spritebatch) { spritebatch.Draw(grafTexture, position, square, Color.White); } public void RandomPosition() { } public void Swap(Vector2 Goal ) { if (Goal.X > position.X) { position.X = position.X + 144; } else if (Goal.X < position.X) { position.X = position.X - 144; } else if (Goal.Y < position.Y) { position.Y = position.Y - 95; } else if (Goal.Y > position.Y) { position.Y = position.Y + 95; } } } }

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  • What should web programmers know about cryptography?

    - by davidhaskins
    Should programmers who build websites/web applications understand cryptography? I have no idea how most crypographic algorithms work, and I really don't understand the differences between md5/des/aes/etc. Have any of you found any need for an in-depth understanding of cryptography? I haven't needed it, but I wonder if perhaps I'm missing something. I've used salt + md5 hash to encrypt passwords, and I tell webservers to use SSL. Beyond that, I can't say I've used much else, nor can I say with any certainty how secure these methods are. I only use them because other people claim they are safe. Have you ever found a need to use cryptography in web programming aside from these two simple examples?

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  • Central Banks Rely On MySQL Based Simulator

    - by bertrand.matthelie(at)oracle.com
    @font-face { font-family: "Arial"; }@font-face { font-family: "Courier New"; }@font-face { font-family: "Wingdings"; }@font-face { font-family: "Calibri"; }@font-face { font-family: "Cambria"; }@font-face { font-family: "Garamond"; }p.MsoNormal, li.MsoNormal, div.MsoNormal { margin: 0cm 0cm 0.0001pt; font-size: 12pt; font-family: "Times New Roman"; }a:link, span.MsoHyperlink { color: blue; text-decoration: underline; }a:visited, span.MsoHyperlinkFollowed { color: purple; text-decoration: underline; }span.description { }div.Section1 { page: Section1; }ol { margin-bottom: 0cm; }ul { margin-bottom: 0cm; } We recently published a case study describing how central banks worldwide rely on the Bank of Finland's MySQL based simulator.   The Bank of Finland (BoF) acts as Finland's central bank, national monetary authority, and member of the European System of Central Banks and the Eurosystem. The BoF developed a MySQL based versatile system for making payments and settlement simulations, used for analyzing liquidity needs, risk issues, changes in authority policies & regulations, and more. Running on Windows, the application has been widely adopted by central bank economists worldwide.   The Simulator is managing large data sets and thus needed a robust database as its foundation. Key requirements to select the database included:   ·       Low Costs ·       Performance & Scalability ·       Ease of Use   You can read more about why the Bank of Finland selected MySQL to power its economic simulator in our case study, posted here.   For more information about MySQL on Windows, check out our MySQL on Windows Resource Center, and, join today's Oracle TechCast Live: "MySQL 5.5 Does Windows" with Mike Frank at 10.00 am PT!

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  • Getting Started with Prism (aka Composite Application Guidance for WPF and Silverlight)

    - by dotneteer
    Overview Prism is a framework from the Microsoft Patterns and Practice team that allow you to create WPF and Silverlight in a modular way. It is especially valuable for larger projects in which a large number of developers can develop in parallel. Prism achieves its goal by supplying several services: · Dependency Injection (DI) and Inversion of control (IoC): By using DI, Prism takes away the responsibility of instantiating and managing the life time of dependency objects from individual components to a container. Prism relies on containers to discover, manage and compose large number of objects. By varying the configuration, the container can also inject mock objects for unit testing. Out of the box, Prism supports Unity and MEF as container although it is possible to use other containers by subclassing the Bootstrapper class. · Modularity and Region: Prism supplies the framework to split application into modules from the application shell. Each module is a library project that contains both UI and code and is responsible to initialize itself when loaded by the shell. Each window can be further divided into regions. A region is a user control with associated model. · Model, view and view-model (MVVM) pattern: Prism promotes the user MVVM. The use of DI container makes it much easier to inject model into view. WPF already has excellent data binding and commanding mechanism. To be productive with Prism, it is important to understand WPF data binding and commanding well. · Event-aggregation: Prism promotes loosely coupled components. Prism discourages for components from different modules to communicate each other, thus leading to dependency. Instead, Prism supplies an event-aggregation mechanism that allows components to publish and subscribe events without knowing each other. Architecture In the following, I will go into a little more detail on the services provided by Prism. Bootstrapper In a typical WPF application, application start-up is controls by App.xaml and its code behind. The main window of the application is typically specified in the App.xaml file. In a Prism application, we start a bootstrapper in the App class and delegate the duty of main window to the bootstrapper. The bootstrapper will start a dependency-injection container so all future object instantiations are managed by the container. Out of box, Prism provides the UnityBootstrapper and MefUnityBootstrapper abstract classes. All application needs to either provide a concrete implementation of one of these bootstrappers, or alternatively, subclass the Bootstrapper class with another DI container. A concrete bootstrapper class must implement the CreateShell method. Its responsibility is to resolve and create the Shell object through the DI container to serve as the main window for the application. The other important method to override is ConfigureModuleCatalog. The bootstrapper can register modules for the application. In a more advance scenario, an application does not have to know all its modules at compile time. Modules can be discovered at run time. Readers to refer to one of the Open Modularity Quick Starts for more information. Modules Once modules are registered with or discovered by Prism, they are instantiated by the DI container and their Initialize method is called. The DI container can inject into a module a region registry that implements IRegionViewRegistry interface. The module, in its Initialize method, can then call RegisterViewWithRegion method of the registry to register its regions. Regions Regions, once registered, are managed by the RegionManager. The shell can then load regions either through the RegionManager.RegionName attached property or dynamically through code. When a view is created by the region manager, the DI container can inject view model and other services into the view. The view then has a reference to the view model through which it can interact with backend services. Service locator Although it is possible to inject services into dependent classes through a DI container, an alternative way is to use the ServiceLocator to retrieve a service on demard. Prism supplies a service locator implementation and it is possible to get an instance of the service by calling: ServiceLocator.Current.GetInstance<IServiceType>() Event aggregator Prism supplies an IEventAggregator interface and implementation that can be injected into any class that needs to communicate with each other in a loosely-coupled fashion. The event aggregator uses a publisher/subscriber model. A class can publishes an event by calling eventAggregator.GetEvent<EventType>().Publish(parameter) to raise an event. Other classes can subscribe the event by calling eventAggregator.GetEvent<EventType>().Subscribe(EventHandler, other options). Getting started The easiest way to get started with Prism is to go through the Prism Hands-On labs and look at the Hello World QuickStart. The Hello World QuickStart shows how bootstrapper, modules and region works. Next, I would recommend you to look at the Stock Trader Reference Implementation. It is a more in depth example that resemble we want to set up an application. Several other QuickStarts cover individual Prism services. Some scenarios, such as dynamic module discovery, are more advanced. Apart from the official prism document, you can get an overview by reading Glen Block’s MSDN Magazine article. I have found the best free training material is from the Boise Code Camp. To be effective with Prism, it is important to understands key concepts of WPF well first, such as the DependencyProperty system, data binding, resource, theme and ICommand. It is also important to know your DI container of choice well. I will try to explorer these subjects in depth in the future. Testimony Recently, I worked on a desktop WPF application using Prism. I had a wonderful experience with Prism. The Prism is flexible enough even in the presence of third party controls such as Telerik WPF controls. We have never encountered any significant obstacle.

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  • White Paper/Case Study on ICONICS’ Use of StreamInsight for its Energy AnalytiX&#174; Solution

    - by Roman Schindlauer
    A couple of days ago, we released a new StreamInsight white paper/case study on TechNet and MSDN. The paper is joint work with ICONICS and discusses how ICONICS is using StreamInsight technology for its Energy AnalytiX® solution. The paper is available for download here in the Technical Articles section of the StreamInsight documentation. Today, businesses and organizations need to pay more and more attention to energy usage, as customers and the general public are becoming increasingly concerned about a respectful and sustainable use of resources. Organizations therefore need to carefully manage their use of energy and provide better visibility into their energy consumption. In this paper, we discuss how software solutions can help address these challenges. Besides providing some background on the drivers behind energy management, the paper discusses how organizations manage their use of energy with current product and service offerings from Microsoft and ICONICS. In the main body of the paper, a case study explains in depth how ICONICS Energy AnalytiX® is using Microsoft data platform components such as SQL Server StreamInsight to deliver market leading energy management solutions. Regards, The StreamInsight Team

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  • Ubuntu 14.04 Failed to load module udlfb

    - by jar276705
    DisplayLink doesn't load and run. The adapter is recognized and /dev/FB1 is created. USB bus info: Bus 001 Device 006: ID 17e9:0198 DisplayLink Xorg.0.log: X.Org X Server 1.15.1 Release Date: 2014-04-13 [ 44708.386] X Protocol Version 11, Revision 0 [ 44708.389] Build Operating System: Linux 3.2.0-37-generic i686 Ubuntu [ 44708.392] Current Operating System: Linux rrl 3.13.0-24-generic #46-Ubuntu SMP Thu Apr 10 19:08:14 UTC 2014 i686 [ 44708.392] Kernel command line: BOOT_IMAGE=/boot/vmlinuz-3.13.0-24-generic root=UUID=6b719a77-29e0-4668-8f16-57d0d3a73a3f ro quiet splash vt.handoff=7 [ 44708.399] Build Date: 16 April 2014 01:40:08PM [ 44708.402] xorg-server 2:1.15.1-0ubuntu2 (For technical support please see http://www.ubuntu.com/support) [ 44708.405] Current version of pixman: 0.30.2 [ 44708.412] Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. [ 44708.412] Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. [ 44708.427] (==) Log file: "/var/log/Xorg.0.log", Time: Thu May 1 09:38:27 2014 [ 44708.431] (==) Using config file: "/etc/X11/xorg.conf" [ 44708.434] (==) Using system config directory "/usr/share/X11/xorg.conf.d" [ 44708.435] (==) ServerLayout "X.org Configured" [ 44708.435] (**) |-->Screen "DisplayLinkScreen" (0) [ 44708.435] (**) | |-->Monitor "DisplayLinkMonitor" [ 44708.435] (**) | |-->Device "DisplayLinkDevice" [ 44708.435] (**) |-->Screen "Screen0" (1) [ 44708.435] (**) | |-->Monitor "Monitor0" [ 44708.435] (**) | |-->Device "Card0" [ 44708.435] (**) |-->Input Device "Mouse0" [ 44708.435] (**) |-->Input Device "Keyboard0" [ 44708.435] (==) Automatically adding devices [ 44708.435] (==) Automatically enabling devices [ 44708.435] (==) Automatically adding GPU devices [ 44708.435] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 44708.435] Entry deleted from font path. [ 44708.435] (WW) The directory "/usr/share/fonts/X11/75dpi/" does not exist. [ 44708.435] Entry deleted from font path. [ 44708.435] (WW) The directory "/usr/share/fonts/X11/75dpi" does not exist. [ 44708.435] Entry deleted from font path. [ 44708.435] (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. [ 44708.435] Entry deleted from font path. [ 44708.435] (WW) The directory "/usr/share/fonts/X11/75dpi/" does not exist. [ 44708.435] Entry deleted from font path. [ 44708.435] (WW) The directory "/usr/share/fonts/X11/75dpi" does not exist. [ 44708.435] Entry deleted from font path. [ 44708.435] (**) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/100dpi/:unscaled, /usr/share/fonts/X11/Type1, /usr/share/fonts/X11/100dpi, built-ins, /usr/share/fonts/X11/misc, /usr/share/fonts/X11/100dpi/:unscaled, /usr/share/fonts/X11/Type1, /usr/share/fonts/X11/100dpi, built-ins [ 44708.435] (**) ModulePath set to "/usr/lib/xorg/modules" [ 44708.435] (WW) Hotplugging is on, devices using drivers 'kbd', 'mouse' or 'vmmouse' will be disabled. [ 44708.435] (WW) Disabling Mouse0 [ 44708.435] (WW) Disabling Keyboard0 [ 44708.435] (II) Loader magic: 0xb77106c0 [ 44708.435] (II) Module ABI versions: [ 44708.435] X.Org ANSI C Emulation: 0.4 [ 44708.435] X.Org Video Driver: 15.0 [ 44708.435] X.Org XInput driver : 20.0 [ 44708.435] X.Org Server Extension : 8.0 [ 44708.436] (II) xfree86: Adding drm device (/dev/dri/card0) [ 44708.436] (II) xfree86: Adding drm device (/dev/dri/card1) [ 44708.437] (--) PCI:*(0:1:5:0) 1002:9616:105b:0e26 rev 0, Mem @ 0xf0000000/134217728, 0xfeae0000/65536, 0xfe900000/1048576, I/O @ 0x0000b000/256 [ 44708.441] Initializing built-in extension Generic Event Extension [ 44708.444] Initializing built-in extension SHAPE [ 44708.448] Initializing built-in extension MIT-SHM [ 44708.452] Initializing built-in extension XInputExtension [ 44708.456] Initializing built-in extension XTEST [ 44708.460] Initializing built-in extension BIG-REQUESTS [ 44708.464] Initializing built-in extension SYNC [ 44708.468] Initializing built-in extension XKEYBOARD [ 44708.471] Initializing built-in extension XC-MISC [ 44708.475] Initializing built-in extension SECURITY [ 44708.479] Initializing built-in extension XINERAMA [ 44708.483] Initializing built-in extension XFIXES [ 44708.487] Initializing built-in extension RENDER [ 44708.491] Initializing built-in extension RANDR [ 44708.494] Initializing built-in extension COMPOSITE [ 44708.498] Initializing built-in extension DAMAGE [ 44708.502] Initializing built-in extension MIT-SCREEN-SAVER [ 44708.506] Initializing built-in extension DOUBLE-BUFFER [ 44708.510] Initializing built-in extension RECORD [ 44708.513] Initializing built-in extension DPMS [ 44708.517] Initializing built-in extension Present [ 44708.521] Initializing built-in extension DRI3 [ 44708.525] Initializing built-in extension X-Resource [ 44708.528] Initializing built-in extension XVideo [ 44708.532] Initializing built-in extension XVideo-MotionCompensation [ 44708.535] Initializing built-in extension SELinux [ 44708.539] Initializing built-in extension XFree86-VidModeExtension [ 44708.542] Initializing built-in extension XFree86-DGA [ 44708.546] Initializing built-in extension XFree86-DRI [ 44708.549] Initializing built-in extension DRI2 [ 44708.549] (II) "glx" will be loaded. This was enabled by default and also specified in the config file. [ 44708.549] (WW) "xmir" is not to be loaded by default. Skipping. [ 44708.549] (II) LoadModule: "glx" [ 44708.549] (II) Loading /usr/lib/xorg/modules/extensions/libglx.so [ 44708.550] (II) Module glx: vendor="X.Org Foundation" [ 44708.550] compiled for 1.15.1, module version = 1.0.0 [ 44708.550] ABI class: X.Org Server Extension, version 8.0 [ 44708.550] (==) AIGLX enabled [ 44708.553] Loading extension GLX [ 44708.553] (II) LoadModule: "udlfb" [ 44708.554] (WW) Warning, couldn't open module udlfb [ 44708.554] (II) UnloadModule: "udlfb" [ 44708.554] (II) Unloading udlfb [ 44708.554] (EE) Failed to load module "udlfb" (module does not exist, 0) [ 44708.554] (II) LoadModule: "modesetting" [ 44708.554] (II) Loading /usr/lib/xorg/modules/drivers/modesetting_drv.so [ 44708.554] (II) Module modesetting: vendor="X.Org Foundation" [ 44708.554] compiled for 1.15.0, module version = 0.8.1 [ 44708.554] Module class: X.Org Video Driver [ 44708.554] ABI class: X.Org Video Driver, version 15.0 [ 44708.554] (==) Matched fglrx as autoconfigured driver 0 [ 44708.554] (==) Matched ati as autoconfigured driver 1 [ 44708.554] (==) Matched fglrx as autoconfigured driver 2 [ 44708.554] (==) Matched ati as autoconfigured driver 3 [ 44708.554] (==) Matched modesetting as autoconfigured driver 4 [ 44708.554] (==) Matched fbdev as autoconfigured driver 5 [ 44708.554] (==) Matched vesa as autoconfigured driver 6 [ 44708.554] (==) Assigned the driver to the xf86ConfigLayout [ 44708.554] (II) LoadModule: "fglrx" [ 44708.554] (WW) Warning, couldn't open module fglrx [ 44708.554] (II) UnloadModule: "fglrx" [ 44708.554] (II) Unloading fglrx [ 44708.554] (EE) Failed to load module "fglrx" (module does not exist, 0) [ 44708.554] (II) LoadModule: "ati" [ 44708.554] (II) Loading /usr/lib/xorg/modules/drivers/ati_drv.so [ 44708.554] (II) Module ati: vendor="X.Org Foundation" [ 44708.554] compiled for 1.15.0, module version = 7.3.0 [ 44708.554] Module class: X.Org Video Driver [ 44708.554] ABI class: X.Org Video Driver, version 15.0 [ 44708.554] (II) LoadModule: "radeon" [ 44708.555] (II) Loading /usr/lib/xorg/modules/drivers/radeon_drv.so [ 44708.555] (II) Module radeon: vendor="X.Org Foundation" [ 44708.555] compiled for 1.15.0, module version = 7.3.0 [ 44708.555] Module class: X.Org Video Driver [ 44708.555] ABI class: X.Org Video Driver, version 15.0 [ 44708.555] (II) LoadModule: "modesetting" [ 44708.555] (II) Loading /usr/lib/xorg/modules/drivers/modesetting_drv.so [ 44708.555] (II) Module modesetting: vendor="X.Org Foundation" [ 44708.555] compiled for 1.15.0, module version = 0.8.1 [ 44708.555] Module class: X.Org Video Driver [ 44708.555] ABI class: X.Org Video Driver, version 15.0 [ 44708.555] (II) UnloadModule: "modesetting" [ 44708.555] (II) Unloading modesetting [ 44708.555] (II) Failed to load module "modesetting" (already loaded, 0) [ 44708.555] (II) LoadModule: "fbdev" [ 44708.555] (II) Loading /usr/lib/xorg/modules/drivers/fbdev_drv.so [ 44708.555] (II) Module fbdev: vendor="X.Org Foundation" [ 44708.555] compiled for 1.15.0, module version = 0.4.4 [ 44708.555] Module class: X.Org Video Driver [ 44708.555] ABI class: X.Org Video Driver, version 15.0 [ 44708.555] (II) LoadModule: "vesa" [ 44708.555] (II) Loading /usr/lib/xorg/modules/drivers/vesa_drv.so [ 44708.555] (II) Module vesa: vendor="X.Org Foundation" [ 44708.555] compiled for 1.15.0, module version = 2.3.3 [ 44708.555] Module class: X.Org Video Driver [ 44708.555] ABI class: X.Org Video Driver, version 15.0 [ 44708.555] (II) modesetting: Driver for Modesetting Kernel Drivers: kms [ 44708.555] (II) RADEON: Driver for ATI Radeon chipsets: [ 44708.560] (II) FBDEV: driver for framebuffer: fbdev [ 44708.560] (II) VESA: driver for VESA chipsets: vesa [ 44708.560] (--) using VT number 7 [ 44708.578] (II) modesetting(0): using drv /dev/dri/card0 [ 44708.578] (II) modesetting(G0): using drv /dev/dri/card1 [ 44708.578] (WW) Falling back to old probe method for fbdev [ 44708.578] (II) Loading sub module "fbdevhw" [ 44708.578] (II) LoadModule: "fbdevhw" [ 44708.578] (II) Loading /usr/lib/xorg/modules/libfbdevhw.so [ 44708.578] (II) Module fbdevhw: vendor="X.Org Foundation" [ 44708.578] compiled for 1.15.1, module version = 0.0.2 [ 44708.578] ABI class: X.Org Video Driver, version 15.0 [ 44708.578] (WW) Falling back to old probe method for vesa [ 44708.578] (**) modesetting(0): Depth 16, (--) framebuffer bpp 16 [ 44708.578] (==) modesetting(0): RGB weight 565 [ 44708.578] (==) modesetting(0): Default visual is TrueColor [ 44708.578] (II) modesetting(0): ShadowFB: preferred YES, enabled YES [ 44708.608] (II) modesetting(0): Output VGA-0 using monitor section DisplayLinkMonitor [ 44708.610] (II) modesetting(0): Output DVI-0 has no monitor section [ 44708.640] (II) modesetting(0): EDID for output VGA-0 [ 44708.640] (II) modesetting(0): Manufacturer: ACR Model: 74 Serial#: 2483090993 [ 44708.640] (II) modesetting(0): Year: 2009 Week: 40 [ 44708.640] (II) modesetting(0): EDID Version: 1.3 [ 44708.640] (II) modesetting(0): Analog Display Input, Input Voltage Level: 0.700/0.700 V [ 44708.640] (II) modesetting(0): Sync: Separate [ 44708.640] (II) modesetting(0): Max Image Size [cm]: horiz.: 53 vert.: 29 [ 44708.640] (II) modesetting(0): Gamma: 2.20 [ 44708.640] (II) modesetting(0): DPMS capabilities: StandBy Suspend Off; RGB/Color Display [ 44708.641] (II) modesetting(0): First detailed timing is preferred mode [ 44708.641] (II) modesetting(0): redX: 0.649 redY: 0.338 greenX: 0.289 greenY: 0.609 [ 44708.641] (II) modesetting(0): blueX: 0.146 blueY: 0.070 whiteX: 0.313 whiteY: 0.329 [ 44708.641] (II) modesetting(0): Supported established timings: [ 44708.641] (II) modesetting(0): 720x400@70Hz [ 44708.641] (II) modesetting(0): 640x480@60Hz [ 44708.641] (II) modesetting(0): 640x480@72Hz [ 44708.641] (II) modesetting(0): 640x480@75Hz [ 44708.641] (II) modesetting(0): 800x600@56Hz [ 44708.641] (II) modesetting(0): 800x600@60Hz [ 44708.641] (II) modesetting(0): 800x600@72Hz [ 44708.641] (II) modesetting(0): 800x600@75Hz [ 44708.641] (II) modesetting(0): 1024x768@60Hz [ 44708.641] (II) modesetting(0): 1024x768@70Hz [ 44708.641] (II) modesetting(0): 1024x768@75Hz [ 44708.641] (II) modesetting(0): 1280x1024@75Hz [ 44708.641] (II) modesetting(0): Manufacturer's mask: 0 [ 44708.641] (II) modesetting(0): Supported standard timings: [ 44708.641] (II) modesetting(0): #0: hsize: 1280 vsize 1024 refresh: 60 vid: 32897 [ 44708.641] (II) modesetting(0): #1: hsize: 1152 vsize 864 refresh: 75 vid: 20337 [ 44708.641] (II) modesetting(0): #2: hsize: 1440 vsize 900 refresh: 60 vid: 149 [ 44708.641] (II) modesetting(0): #3: hsize: 1440 vsize 900 refresh: 75 vid: 3989 [ 44708.641] (II) modesetting(0): #4: hsize: 1600 vsize 1200 refresh: 60 vid: 16553 [ 44708.641] (II) modesetting(0): #5: hsize: 1680 vsize 1050 refresh: 60 vid: 179 [ 44708.641] (II) modesetting(0): Supported detailed timing: [ 44708.641] (II) modesetting(0): clock: 138.5 MHz Image Size: 531 x 298 mm [ 44708.641] (II) modesetting(0): h_active: 1920 h_sync: 1968 h_sync_end 2000 h_blank_end 2080 h_border: 0 [ 44708.641] (II) modesetting(0): v_active: 1080 v_sync: 1083 v_sync_end 1088 v_blanking: 1111 v_border: 0 [ 44708.641] (II) modesetting(0): Monitor name: H243H [ 44708.641] (II) modesetting(0): Ranges: V min: 56 V max: 76 Hz, H min: 31 H max: 83 kHz, PixClock max 185 MHz [ 44708.641] (II) modesetting(0): Serial No: LEW0C0044002 [ 44708.641] (II) modesetting(0): EDID (in hex): [ 44708.641] (II) modesetting(0): 00ffffffffffff000472740031f60094 [ 44708.641] (II) modesetting(0): 2813010368351d78ea6085a6564a9c25 [ 44708.641] (II) modesetting(0): 125054afcf008180714f9500950fa940 [ 44708.641] (II) modesetting(0): b300010101011a3680a070381f403020 [ 44708.641] (II) modesetting(0): 3500132a2100001a000000fc00483234 [ 44708.642] (II) modesetting(0): 33480a20202020202020000000fd0038 [ 44708.642] (II) modesetting(0): 4c1f5312000a202020202020000000ff [ 44708.642] (II) modesetting(0): 004c45573043303034343030320a003c [ 44708.642] (II) modesetting(0): Printing probed modes for output VGA-0 [ 44708.642] (II) modesetting(0): Modeline "1280x1024"x75.0 135.00 1280 1296 1440 1688 1024 1025 1028 1066 +hsync +vsync (80.0 kHz UeP) [ 44708.642] (II) modesetting(0): Modeline "1920x1080"x59.9 138.50 1920 1968 2000 2080 1080 1083 1088 1111 +hsync -vsync (66.6 kHz eP) [ 44708.642] (II) modesetting(0): Modeline "1600x1200"x60.0 162.00 1600 1664 1856 2160 1200 1201 1204 1250 +hsync +vsync (75.0 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1680x1050"x60.0 146.25 1680 1784 1960 2240 1050 1053 1059 1089 -hsync +vsync (65.3 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1280x1024"x60.0 108.00 1280 1328 1440 1688 1024 1025 1028 1066 +hsync +vsync (64.0 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1440x900"x75.0 136.75 1440 1536 1688 1936 900 903 909 942 -hsync +vsync (70.6 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1440x900"x59.9 106.50 1440 1520 1672 1904 900 903 909 934 -hsync +vsync (55.9 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1152x864"x75.0 108.00 1152 1216 1344 1600 864 865 868 900 +hsync +vsync (67.5 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1024x768"x75.1 78.80 1024 1040 1136 1312 768 769 772 800 +hsync +vsync (60.1 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1024x768"x70.1 75.00 1024 1048 1184 1328 768 771 777 806 -hsync -vsync (56.5 kHz e) [ 44708.642] (II) modesetting(0): Modeline "1024x768"x60.0 65.00 1024 1048 1184 1344 768 771 777 806 -hsync -vsync (48.4 kHz e) [ 44708.642] (II) modesetting(0): Modeline "800x600"x72.2 50.00 800 856 976 1040 600 637 643 666 +hsync +vsync (48.1 kHz e) [ 44708.642] (II) modesetting(0): Modeline "800x600"x75.0 49.50 800 816 896 1056 600 601 604 625 +hsync +vsync (46.9 kHz e) [ 44708.642] (II) modesetting(0): Modeline "800x600"x60.3 40.00 800 840 968 1056 600 601 605 628 +hsync +vsync (37.9 kHz e) [ 44708.642] (II) modesetting(0): Modeline "800x600"x56.2 36.00 800 824 896 1024 600 601 603 625 +hsync +vsync (35.2 kHz e) [ 44708.642] (II) modesetting(0): Modeline "640x480"x75.0 31.50 640 656 720 840 480 481 484 500 -hsync -vsync (37.5 kHz e) [ 44708.642] (II) modesetting(0): Modeline "640x480"x72.8 31.50 640 664 704 832 480 489 491 520 -hsync -vsync (37.9 kHz e) [ 44708.642] (II) modesetting(0): Modeline "640x480"x60.0 25.20 640 656 752 800 480 490 492 525 -hsync -vsync (31.5 kHz e) [ 44708.642] (II) modesetting(0): Modeline "720x400"x70.1 28.32 720 738 846 900 400 412 414 449 -hsync +vsync (31.5 kHz e) [ 44708.645] (II) modesetting(0): EDID for output DVI-0 [ 44708.645] (II) modesetting(0): Output VGA-0 connected [ 44708.645] (II) modesetting(0): Output DVI-0 disconnected [ 44708.645] (II) modesetting(0): Using user preference for initial modes [ 44708.645] (II) modesetting(0): Output VGA-0 using initial mode 1280x1024 [ 44708.645] (II) modesetting(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 44708.645] (==) modesetting(0): DPI set to (96, 96) [ 44708.645] (II) Loading sub module "fb" [ 44708.645] (II) LoadModule: "fb" [ 44708.645] (II) Loading /usr/lib/xorg/modules/libfb.so [ 44708.645] (II) Module fb: vendor="X.Org Foundation" [ 44708.645] compiled for 1.15.1, module version = 1.0.0 [ 44708.645] ABI class: X.Org ANSI C Emulation, version 0.4 [ 44708.645] (II) Loading sub module "shadow" [ 44708.645] (II) LoadModule: "shadow" [ 44708.646] (II) Loading /usr/lib/xorg/modules/libshadow.so [ 44708.646] (II) Module shadow: vendor="X.Org Foundation" [ 44708.646] compiled for 1.15.1, module version = 1.1.0 [ 44708.646] ABI class: X.Org ANSI C Emulation, version 0.4 [ 44708.646] (**) modesetting(G0): Depth 16, (--) framebuffer bpp 16 [ 44708.646] (==) modesetting(G0): RGB weight 565 [ 44708.646] (==) modesetting(G0): Default visual is TrueColor [ 44708.646] (II) modesetting(G0): ShadowFB: preferred NO, enabled NO [ 44708.727] (II) modesetting(G0): Output DVI-1-0 using monitor section DisplayLinkMonitor [ 44708.808] (II) modesetting(G0): EDID for output DVI-1-0 [ 44708.808] (II) modesetting(G0): Manufacturer: WDE Model: 1702 Serial#: 0 [ 44708.808] (II) modesetting(G0): Year: 2005 Week: 14 [ 44708.808] (II) modesetting(G0): EDID Version: 1.3 [ 44708.808] (II) modesetting(G0): Analog Display Input, Input Voltage Level: 0.700/0.700 V [ 44708.808] (II) modesetting(G0): Sync: Separate [ 44708.808] (II) modesetting(G0): Max Image Size [cm]: horiz.: 34 vert.: 27 [ 44708.808] (II) modesetting(G0): Gamma: 2.20 [ 44708.808] (II) modesetting(G0): DPMS capabilities: StandBy Suspend Off; RGB/Color Display [ 44708.808] (II) modesetting(G0): Default color space is primary color space [ 44708.808] (II) modesetting(G0): First detailed timing is preferred mode [ 44708.808] (II) modesetting(G0): GTF timings supported [ 44708.808] (II) modesetting(G0): redX: 0.643 redY: 0.352 greenX: 0.283 greenY: 0.608 [ 44708.808] (II) modesetting(G0): blueX: 0.147 blueY: 0.102 whiteX: 0.313 whiteY: 0.329 [ 44708.808] (II) modesetting(G0): Supported established timings: [ 44708.808] (II) modesetting(G0): 720x400@70Hz [ 44708.808] (II) modesetting(G0): 640x480@60Hz [ 44708.808] (II) modesetting(G0): 640x480@67Hz [ 44708.808] (II) modesetting(G0): 640x480@72Hz [ 44708.808] (II) modesetting(G0): 640x480@75Hz [ 44708.808] (II) modesetting(G0): 800x600@56Hz [ 44708.808] (II) modesetting(G0): 800x600@60Hz [ 44708.808] (II) modesetting(G0): 800x600@72Hz [ 44708.808] (II) modesetting(G0): 800x600@75Hz [ 44708.808] (II) modesetting(G0): 832x624@75Hz [ 44708.808] (II) modesetting(G0): 1024x768@60Hz [ 44708.808] (II) modesetting(G0): 1024x768@70Hz [ 44708.808] (II) modesetting(G0): 1024x768@75Hz [ 44708.809] (II) modesetting(G0): 1280x1024@75Hz [ 44708.809] (II) modesetting(G0): Manufacturer's mask: 0 [ 44708.809] (II) modesetting(G0): Supported standard timings: [ 44708.809] (II) modesetting(G0): #0: hsize: 1280 vsize 1024 refresh: 60 vid: 32897 [ 44708.809] (II) modesetting(G0): #1: hsize: 1152 vsize 864 refresh: 75 vid: 20337 [ 44708.809] (II) modesetting(G0): Supported detailed timing: [ 44708.809] (II) modesetting(G0): clock: 108.0 MHz Image Size: 338 x 270 mm [ 44708.809] (II) modesetting(G0): h_active: 1280 h_sync: 1328 h_sync_end 1440 h_blank_end 1688 h_border: 0 [ 44708.809] (II) modesetting(G0): v_active: 1024 v_sync: 1025 v_sync_end 1028 v_blanking: 1066 v_border: 0 [ 44708.809] (II) modesetting(G0): Ranges: V min: 50 V max: 75 Hz, H min: 30 H max: 82 kHz, PixClock max 145 MHz [ 44708.809] (II) modesetting(G0): Monitor name: WDE LCM-17v2 [ 44708.809] (II) modesetting(G0): Serial No: 0 [ 44708.809] (II) modesetting(G0): EDID (in hex): [ 44708.809] (II) modesetting(G0): 00ffffffffffff005c85021700000000 [ 44708.809] (II) modesetting(G0): 0e0f010368221b78ef8bc5a45a489b25 [ 44708.809] (II) modesetting(G0): 1a5054bfef008180714f010101010101 [ 44708.809] (II) modesetting(G0): 010101010101302a009851002a403070 [ 44708.809] (II) modesetting(G0): 1300520e1100001e000000fd00324b1e [ 44708.809] (II) modesetting(G0): 520e000a202020202020000000fc0057 [ 44708.809] (II) modesetting(G0): 4445204c434d2d313776320a000000ff [ 44708.809] (II) modesetting(G0): 00300a202020202020202020202000e7 [ 44708.809] (II) modesetting(G0): Printing probed modes for output DVI-1-0 [ 44708.809] (II) modesetting(G0): Modeline "1280x1024"x60.0 108.00 1280 1328 1440 1688 1024 1025 1028 1066 +hsync +vsync (64.0 kHz UeP) [ 44708.809] (II) modesetting(G0): Modeline "1280x1024"x75.0 135.00 1280 1296 1440 1688 1024 1025 1028 1066 +hsync +vsync (80.0 kHz e) [ 44708.809] (II) modesetting(G0): Modeline "1280x960"x60.0 108.00 1280 1376 1488 1800 960 961 964 1000 +hsync +vsync (60.0 kHz e) [ 44708.809] (II) modesetting(G0): Modeline "1280x800"x74.9 106.50 1280 1360 1488 1696 800 803 809 838 -hsync +vsync (62.8 kHz e) [ 44708.809] (II) modesetting(G0): Modeline "1280x800"x59.8 83.50 1280 1352 1480 1680 800 803 809 831 +hsync -vsync (49.7 kHz e) [ 44708.809] (II) modesetting(G0): Modeline "1152x864"x75.0 108.00 1152 1216 1344 1600 864 865 868 900 +hsync +vsync (67.5 kHz e) [ 44708.809] (II) modesetting(G0): Modeline "1280x768"x74.9 102.25 1280 1360 1488 1696 768 771 778 805 +hsync -vsync (60.3 kHz e) [ 44708.809] (II) modesetting(G0): Modeline "1280x768"x59.9 79.50 1280 1344 1472 1664 768 771 778 798 -hsync +vsync (47.8 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "1024x768"x75.1 78.80 1024 1040 1136 1312 768 769 772 800 +hsync +vsync (60.1 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "1024x768"x70.1 75.00 1024 1048 1184 1328 768 771 777 806 -hsync -vsync (56.5 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "1024x768"x60.0 65.00 1024 1048 1184 1344 768 771 777 806 -hsync -vsync (48.4 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "1024x576"x60.0 46.97 1024 1064 1168 1312 576 577 580 597 -hsync +vsync (35.8 kHz) [ 44708.810] (II) modesetting(G0): Modeline "832x624"x74.6 57.28 832 864 928 1152 624 625 628 667 -hsync -vsync (49.7 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "800x600"x72.2 50.00 800 856 976 1040 600 637 643 666 +hsync +vsync (48.1 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "800x600"x75.0 49.50 800 816 896 1056 600 601 604 625 +hsync +vsync (46.9 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "800x600"x60.3 40.00 800 840 968 1056 600 601 605 628 +hsync +vsync (37.9 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "800x600"x56.2 36.00 800 824 896 1024 600 601 603 625 +hsync +vsync (35.2 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "848x480"x60.0 33.75 848 864 976 1088 480 486 494 517 +hsync +vsync (31.0 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "640x480"x75.0 31.50 640 656 720 840 480 481 484 500 -hsync -vsync (37.5 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "640x480"x72.8 31.50 640 664 704 832 480 489 491 520 -hsync -vsync (37.9 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "640x480"x66.7 30.24 640 704 768 864 480 483 486 525 -hsync -vsync (35.0 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "640x480"x60.0 25.20 640 656 752 800 480 490 492 525 -hsync -vsync (31.5 kHz e) [ 44708.810] (II) modesetting(G0): Modeline "720x400"x70.1 28.32 720 738 846 900 400 412 414 449 -hsync +vsync (31.5 kHz e) [ 44708.810] (II) modesetting(G0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 44708.810] (==) modesetting(G0): DPI set to (96, 96) [ 44708.810] (II) Loading sub module "fb" [ 44708.810] (II) LoadModule: "fb" [ 44708.810] (II) Loading /usr/lib/xorg/modules/libfb.so [ 44708.810] (II) Module fb: vendor="X.Org Foundation" [ 44708.810] compiled for 1.15.1, module version = 1.0.0 [ 44708.811] ABI class: X.Org ANSI C Emulation, version 0.4 [ 44708.811] (II) UnloadModule: "radeon" [ 44708.811] (II) Unloading radeon [ 44708.811] (II) UnloadModule: "fbdev" [ 44708.811] (II) Unloading fbdev [ 44708.811] (II) UnloadSubModule: "fbdevhw" [ 44708.811] (II) Unloading fbdevhw [ 44708.811] (II) UnloadModule: "vesa" [ 44708.811] (II) Unloading vesa [ 44708.811] (==) modesetting(G0): Backing store enabled [ 44708.811] (==) modesetting(G0): Silken mouse enabled [ 44708.812] (II) modesetting(G0): RandR 1.2 enabled, ignore the following RandR disabled message. [ 44708.812] (==) modesetting(G0): DPMS enabled [ 44708.812] (WW) modesetting(G0): Option "fbdev" is not used [ 44708.812] (==) modesetting(0): Backing store enabled [ 44708.812] (==) modesetting(0): Silken mouse enabled [ 44708.812] (II) modesetting(0): RandR 1.2 enabled, ignore the following RandR disabled message. [ 44708.812] (==) modesetting(0): DPMS enabled [ 44708.812] (WW) modesetting(0): Option "fbdev" is not used [ 44708.856] (--) RandR disabled [ 44708.867] (II) SELinux: Disabled on system [ 44708.868] (II) AIGLX: Screen 0 is not DRI2 capable [ 44708.868] (EE) AIGLX: reverting to software rendering [ 44708.878] (II) AIGLX: Loaded and initialized swrast [ 44708.878] (II) GLX: Initialized DRISWRAST GL provider for screen 0 [ 44708.879] (II) modesetting(G0): Damage tracking initialized [ 44708.879] (II) modesetting(0): Damage tracking initialized [ 44708.879] (II) modesetting(0): Setting screen physical size to 338 x 270 [ 44708.900] (II) XKB: generating xkmfile /tmp/server-B20D7FC79C7F597315E3E501AEF10E0D866E8E92.xkm [ 44708.918] (II) config/udev: Adding input device Power Button (/dev/input/event1) [ 44708.918] (**) Power Button: Applying InputClass "evdev keyboard catchall" [ 44708.918] (II) LoadModule: "evdev" [ 44708.918] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 44708.918] (II) Module evdev: vendor="X.Org Foundation" [ 44708.918] compiled for 1.15.0, module version = 2.8.2 [ 44708.918] Module class: X.Org XInput Driver [ 44708.918] ABI class: X.Org XInput driver, version 20.0 [ 44708.918] (II) Using input driver 'evdev' for 'Power Button' [ 44708.918] (**) Power Button: always reports core events [ 44708.918] (**) evdev: Power Button: Device: "/dev/input/event1" [ 44708.918] (--) evdev: Power Button: Vendor 0 Product 0x1 [ 44708.918] (--) evdev: Power Button: Found keys [ 44708.918] (II) evdev: Power Button: Configuring as keyboard [ 44708.918] (**) Option "config_info" "udev:/sys/devices/LNXSYSTM:00/LNXPWRBN:00/input/input1/event1" [ 44708.918] (II) XINPUT: Adding extended input device "Power Button" (type: KEYBOARD, id 6) [ 44708.918] (**) Option "xkb_rules" "evdev" [ 44708.918] (**) Option "xkb_model" "pc105" [ 44708.918] (**) Option "xkb_layout" "us" [ 44708.919] (II) config/udev: Adding input device Power Button (/dev/input/event0) [ 44708.919] (**) Power Button: Applying InputClass "evdev keyboard catchall" [ 44708.919] (II) Using input driver 'evdev' for 'Power Button' [ 44708.919] (**) Power Button: always reports core events [ 44708.919] (**) evdev: Power Button: Device: "/dev/input/event0" [ 44708.919] (--) evdev: Power Button: Vendor 0 Product 0x1 [ 44708.919] (--) evdev: Power Button: Found keys [ 44708.919] (II) evdev: Power Button: Configuring as keyboard [ 44708.919] (**) Option "config_info" "udev:/sys/devices/LNXSYSTM:00/device:00/PNP0C0C:00/input/input0/event0" Is there anything I can do to fix this problem.

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