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  • Web hosting providers for businesses (with offsite backups, disaster recovery options, etc.) [closed]

    - by Harry Muscle
    Possible Duplicate: How to find web hosting that meets my requirements? I'm wondering if anyone can point me in the direction of a couple of web hosting providers that are geared towards businesses. By this I mean providers that make it easy to create daily off site backups, are aware that websites require disaster recovery options and have these in place or are able to assist with them, etc. We currently have about a dozen sites with various providers, however, I've been asked to consolidate all of these into one provider and create a full disaster recovery plan. Unfortunately it seems like most providers are geared towards average users that don't require all these extra bells and whistles that businesses need. For example, HostGator, which is a very popular and well reviewed provider, doesn't even allow you to schedule full backups, they have to be manually requested via cPanel and then downloaded once available. If anyone can point out a couple companies that might be able to help with these sorts of things that would be much appreciated. Thanks, Harry P.S. I should also add that we are hoping to stay away from having to manage our own server, we're hoping for a fully managed solution like what HostGator would offer for example.

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  • Domino 8.5.3: Modify Subject of Incoming Email

    - by Void
    I am a newbie in managing and development for Domino. Recently, I have request from other teams at work to set up a filter or agent for incoming mail. This is the requirement for the request: Look for Incoming Mail addressed to #CRITICAL (mutlipurpose, internal group containing a list of engineers) For mail matching Point 1, append "For Immediate Action: " to the front of the Subject Some restrictions I have: Only the Domino server is under my charge, not to touch on network-side or other servers No 3rd party software to be installed I have gone through the configurations in the Domino server and the closest thing I have to filtering Email is the Router/SMTP Restrictions... Rules. But this is not able to fulfill Point 2 in any way. Is this even possible using just Domino server settings, or through agents?

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  • Collision within a poly

    - by G1i1ch
    For an html5 engine I'm making, for speed I'm using a path poly. I'm having trouble trying to find ways to get collision with the walls of the poly. To make it simple I just have a vector for the object and an array of vectors for the poly. I'm using Cartesian vectors and they're 2d. Say poly = [[550,0],[169,523],[-444,323],[-444,-323],[169,-523]], it's just a pentagon I generated. The object that will collide is object, object.pos is it's position and object.vel is it's velocity. They're both 2d vectors too. I've had some success to get it to find a collision, but it's just black box code I ripped from a c++ example. It's very obscure inside and all it does though is return true/false and doesn't return what vertices are collided or collision point, I'd really like to be able to understand this and make my own so I can have more meaningful collision. I'll tackle that later though. Again the question is just how does one find a collision to walls of a poly given you know the poly vertices and the object's position + velocity? If more info is needed please let me know. And if all anyone can do is point me to the right direction that's great.

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  • Misconceptions about purely functional languages?

    - by Giorgio
    I often encounter the following statements / arguments: Pure functional programming languages do not allow side effects (and are therefore of little use in practice because any useful program does have side effects, e.g. when it interacts with the external world). Pure functional programming languages do not allow to write a program that maintains state (which makes programming very awkward because in many application you do need state). I am not an expert in functional languages but here is what I have understood about these topics until now. Regarding point 1, you can interact with the environment in purely functional languages but you have to explicitly mark the code (functions) that introduces them (e.g. in Haskell by means of monadic types). Also, AFAIK computing by side effects (destructively updating data) should also be possible (using monadic types?) but is not the preferred way of working. Regarding point 2, AFAIK you can represent state by threading values through several computation steps (in Haskell, again, using monadic types) but I have no practical experience doing this and my understanding is rather vague. So, are the two statements above correct in any sense or are they just misconceptions about purely functional languages? If they are misconceptions, how did they come about? Could you write a (possibly small) code snippet illustrating the Haskell idiomatic way to (1) implement side effects and (2) implement a computation with state?

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  • Countdown to Transit of Venus and a List of Feeds

    - by TATWORTH
    At http://www.space.com/14568-venus-transits-sun-2012-skywatching.html there is a countdown to the transit of Venus.NASA will providing a video feed from Mauna Kea of the event from http://venustransit.nasa.gov/2012/transit/webcast.php.The SLOOH space camera site will provide a feed at http://www.slooh.com/transit-of-venus/Astronomers Without Borders will provide a feed from Mount Wilson at http://www.astronomerswithoutborders.org/projects/transit-of-venus.htmlOther web camera feeds are at:http://www.skywatchersindia.com/http://venustransit.nasa.gov/transitofvenus/http://venustransit.nso.edu/http://www.transitofvenus.com.au/HOME.htmlhttp://www.exploratorium.edu/venus/http://www.bareket-astro.com/live-astronomical-web-cast/live-free-venus-transit-webcast-6-june-2012.htmlhttp://cas.appstate.edu/streams/2012/05/physics-and-astronomy-astrocamhttp://skycenter.arizona.edu/

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  • Deliver email to Gmail AND Office 365?

    - by gbegley
    We moved our Office app hosting from Google Apps to Office 365. Many of us miss Google Apps, especially its superior search functionality. The pressure to use Office 365 has disappeared; many (but not all) of us would like to go back to Google Apps. Is it possible to configure our domain's mail delivery so that messages are delivered to both Google Apps's Gmail and Office 365, allowing users to choose which platform they prefer? If so, what are the options? Google Apps documentation specifies the ability to deliver messages to a secondary mail server using routing configuration. Currently our MX records are point to Office 365. If I change the MX records to point to Google Apps Mails servers, is the "Office 365 MX record address" the address I would want to use for a Google Apps Routing Target?

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  • Shooter in iOS and a visible Aim line before shooting

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

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  • How to add precedence to LALR parser like in YACC?

    - by greenoldman
    Please note, I am asking about writing LALR parser, not writing rules for LALR parser. What I need is... ...to mimic YACC precedence definitions. I don't know how it is implemented, and below I describe what I've done and read so far. For now I have basic LALR parser written. Next step -- adding precedence, so 2+3*4 could be parsed as 2+(3*4). I've read about precedence parsers, however I don't see how to fit such model into LALR. I don't understand two points: how to compute when insert parenthesis generator how to compute how many parenthesis the generator should create I insert generators when the symbols is taken from input and put at the stack, right? So let's say I have something like this (| denotes boundary between stack and input): ID = 5 | + ..., at this point I add open, so it gives ID = < 5 | + ..., then I read more input ID = < 5 + | 5 ... and more ID = < 5 + 5 | ; ... and more ID = < 5 + 5 ; | ... At this point I should have several reduce moves in normal LALR, but the open parenthesis does not match so I continue reading more input. Which does not make sense. So this was when problem. And about count, let's say I have such data < 2 + < 3 * 4 >. As human I can see that the last generator should create 2 parenthesis, but how to compute this? After all there could be two scenarios: ( 2 + ( 3 *4 )) -- parenthesis is used to show the outcome of generator or (2 + (( 3 * 4 ) ^ 5) because there was more input Please note that in both cases before 3 was open generator, and after 4 there was close generator. However in both cases, after reading 4 I have to reduce, so I have to know what generator "creates".

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  • How to retrieve data from a corrupted volume

    - by explorex
    Hi, My Ubuntu 10.10 just crashed, probably due to hardware error (and in the end I was getting errors like Unknown filesystem ..... grub> .., and it went to the GRUB console before I could take any other action). I reinstalled the same version from a USB stick. I had Ubuntu installed with the ext4 file system and I also have the same filesystem in the same hard disk on a different drive. When I try to access my previous filesystem, I get errors: Error mounting: mount: wrong fs type, bad option, bad superblock on /dev/sda6, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so I had some important files in the previous volume ; I don't know how to retrieve them. And what are the chances that I would get the same outcome (hardware error)? Please help me!

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  • Check parameters annotated with @Nonnull for null?

    - by David Harkness
    We've begun using FindBugs with and annotating our parameters with @Nonnull appropriately, and it works great to point out bugs early in the cycle. So far we have continued checking these arguments for null using Guava's checkNotNull, but I would prefer to check for null only at the edges--places where the value can come in without having been checked for null, e.g., a SOAP request. // service layer accessible from outside public Person createPerson(@CheckForNull String name) { return new Person(Preconditions.checkNotNull(name)); } ... // internal constructor accessed only by the service layer public Person(@Nonnull String name) { this.name = Preconditions.checkNotNull(name); // remove this check? } I understand that @Nonnull does not block null values itself. However, given that FindBugs will point out anywhere a value is transferred from an unmarked field to one marked @Nonnull, can't we depend on it to catch these cases (which it does) without having to check these values for null everywhere they get passed around in the system? Am I naive to want to trust the tool and avoid these verbose checks? Bottom line: While it seems safe to remove the second null check below, is it bad practice? This question is perhaps too similar to Should one check for null if he does not expect null, but I'm asking specifically in relation to the @Nonnull annotation.

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  • How do I create a camera?

    - by Morphex
    I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions and matrices, but I do not understand how to implement it. Particularly, it seems you need "Up", "Forward" and "Right" vectors, a Quaternion for rotations, and View and Projection matrices. For example, an FPS camera only rotates around the World Y and the Right Axis of the camera; the 6DoF rotates always around its own axis, and the orbital is just translating for a set distance and making it look always at a fixed target point. The concepts are there; implementing this is not trivial for me. SharpDX seems to have has already Matrices and Quaternions implemented, but I don't know how to use them to create a camera. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.

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  • Are there any concrete examples of where a paralellizing compiler would provide a value-adding benefit?

    - by jamie
    Paul Graham argues that: It would be great if a startup could give us something of the old Moore's Law back, by writing software that could make a large number of CPUs look to the developer like one very fast CPU. ... The most ambitious is to try to do it automatically: to write a compiler that will parallelize our code for us. There's a name for this compiler, the sufficiently smart compiler, and it is a byword for impossibility. But is it really impossible? Can someone provide a concrete example where a paralellizing compiler would solve a pain point? Web-apps don't appear to be a problem: just run a bunch of Node processes. Real-time raytracing isn't a problem: the programmers are writing multi-threaded, SIMD assembly language quite happily (indeed, some might complain if we make it easier!). The holy grail is to be able to accelerate any program, be it MySQL, Garage Band, or Quicken. I'm looking for a middle ground: is there a real-world problem that you have experienced where a "smart-enough" compiler would have provided a real benefit, i.e that someone would pay for? A good answer is one where there is a process where the computer runs at 100% CPU on a single core for a painful period of time. That time might be 10 seconds, if the task is meant to be quick. It might be 500ms if the task is meant to be interactive. It might be 10 hours. Please describe such a problem. Really, that's all I'm looking for: candidate areas for further investigation. (Hence, raytracing is off the list because all the low-hanging fruit have been feasted upon.) I am not interested in why it cannot be done. There are a million people willing to point to the sound reasons why it cannot be done. Such answers are not useful.

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  • Installing updates from hard drive [closed]

    - by Ajay
    I am using Oneiric Beta 2. Installed it yesterday. Then downloaded 350+ MB of updates and installed it. Then when I tried to auto-mount my drives using Storage manager, I screwed up and the system will boot right up to the Ubuntu Splash screen, then turn off. Anyways planning to reinstall Ubuntu again. But I do not want to have to download the updates again. I have a copy of all the downloaded update files with me. Can anyone tell me how I can install the updates from the hard drive without downloading them again ?? Thanks in advance.....

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  • How do I install the EW-7318Ug wireless drivers?

    - by user69731
    I'm on Ubuntu 12.04 and I need to install & configure Internet connection. I want to use montor mode in Wireshark. After Ubuntu installation my wireless card was recognized but it doesn't connect to the Internet. Internal wireless card works well. What should I do? I'm new to Linux. PC:~$ ifconfig -a eth0 Link encap:Ethernet HWaddr 64:31:50:0f:d4:70 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:45 Base address:0x8000 eth1 Link encap:Ethernet HWaddr e0:2a:82:aa:2d:3e inet addr:192.168.0.101 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::e22a:82ff:feaa:2d3e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:20978 errors:0 dropped:0 overruns:0 frame:364651 TX packets:20949 errors:171 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:19299119 (19.2 MB) TX bytes:3024858 (3.0 MB) Interrupt:19 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:4788 errors:0 dropped:0 overruns:0 frame:0 TX packets:4788 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:387017 (387.0 KB) TX bytes:387017 (387.0 KB) wlan1 Link encap:Ethernet HWaddr 00:1f:1f:44:c1:a4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:10508 errors:0 dropped:0 overruns:0 frame:0 TX packets:6143 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:14831319 (14.8 MB) TX bytes:644606 (644.6 KB) PC:~$ iwconfig lo no wireless extensions. wlan1 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=20 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on eth1 IEEE 802.11 Access Point: Not-Associated Link Quality:5 Signal level:225 Noise level:162 Rx invalid nwid:0 invalid crypt:0 invalid misc:0 eth0 no wireless extensions.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • Trouble with SAT style vector projection in C#/XNA

    - by ssb
    Simply put I'm having a hard time working out how to work with XNA's Vector2 types while maintaining spatial considerations. I'm working with separating axis theorem and trying to project vectors onto an arbitrary axis to check if those projections overlap, but the severe lack of XNA-specific help online combined with pseudo code everywhere that omits key parts of the algorithm, googling has left me little help. I'm aware of HOW to project a vector, but the way that I know of doing it involves the two vectors starting from the same point. Particularly here: http://www.metanetsoftware.com/technique/tutorialA.html So let's say I have a simple rectangle, and I store each of its corners in a list of Vector2s. How would I go about projecting that onto an arbitrary axis? The crux of my problem is that taking the dot product of say, a vector2 of (1, 0) and a vector2 of (50, 50) won't get me the dot product I'm looking for.. or will it? Because that (50, 50) won't be the vector of the polygon's vertex but from whatever XNA calculates. It's getting the calculation from the right starting point that's throwing me off. I'm sorry if this is unclear, but my brain is fried from trying to think about this. I need a better understanding of how XNA calculates Vector2s as actual vectors and not just as random points.

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  • Bad sound quality of 3.5mm headphone with mic on laptop

    - by Isaac
    I have a set of headphones that have a built-in mic for hands-free calling. They just work great on my Sony Ericsson Cedar cellphone. The problem is that when I connect headphone to my Dell N5010 laptop to listen to music, the quality is horrible, with very weak or no vocals. They funny part is when I hold down the talk button on the mic (headphone mic), at which point it sounds great, but goes back to bad quality as soon as I release talk button. Also, when I take out the jack a little, at some point, the sound is great but I have to hold the jack there. I looked for any configuration on the sound card driver but find nothing. Besides using a glue to hold down the talk button of mic :), is there any other solution?

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  • Error installing Japanese game on lubuntu

    - by Daniel Choi
    So, I have a .iso file for a japanese game. so I used Furious ISO mounter to mount the image, and used wine loader to install the game, but when I try, there's this small windows with two options, most likely YEs and No, with weird symbols and squares in the area there shoudl be text. I installed Japanese Language, but doesn't work. I got the Fake Japanese for Winetrick, but I'm not sure how to use this. Does anyoneno know how to fix this problem?? THank you.

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  • Control convention for circular movement?

    - by Christian
    I'm currently doing a kind of training project in Unity (still a beginner). It's supposed to be somewhat like Breakout, but instead of just going left and right I want the paddle to circle around the center point. This is all fine and dandy, but the problem I have is: how do you control this with a keyboard or gamepad? For touch and mouse control I could work around the problem by letting the paddle follow the cursor/finger, but with the other control methods I'm a bit stumped. With a keyboard for example, I could either make it so that the Left arrow always moves the paddle clockwise (it starts at the bottom of the circle), or I could link it to the actual direction - meaning that if the paddle is at the bottom, it goes left and up along the circle or, if it's in the upper hemisphere, it moves left and down, both times toward the outer left point of the circle. Both feel kind of weird. With the first one, it can be counter intuitive to press Left to move the paddle right when it's in the upper area, while in the second method you'd need to constantly switch buttons to keep moving. So, long story short: is there any kind of existing standard, convention or accepted example for this type of movement and the corresponding controls? I didn't really know what to google for (control conventions for circular movement was one of the searches I tried, but it didn't give me much), and I also didn't really find anything about this on here. If there is a Question that I simply didn't see, please excuse the duplicate.

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  • Rebasing a branch which is public

    - by Dror
    I'm failing to understand how to use git-rebase, and I consider the following example. Let's start a repository in ~/tmp/repo: $ git init Then add a file foo $ echo "hello world" > foo which is then added and committed: $ git add foo $ git commit -m "Added foo" Next, I started a remote repository. In ~/tmp/bare.git I ran $ git init --bare In order to link repo to bare.git I ran $ git remote add origin ../bare.git/ $ git push --set-upstream origin master Next, lets branch, add a file and set an upstream for the new branch b1: $ git checkout -b b1 $ echo "bar" > foo2 $ git add foo2 $ git commit -m "add foo2 in b1" $ git push --set-upstream origin b1 Now it is time to switch back to master and change something there: $ echo "change foo" > foo $ git commit -a -m "changed foo in master" $ git push At this point in master the file foo contain changed foo, while in b1 it is still hello world. Finally, I want to sync b1 with the progress made in master. $ git checkout b1 $ git fetch origin $ git rebase origin/master At this point git st returns: # On branch b1 # Your branch and 'origin/b1' have diverged, # and have 2 and 1 different commit each, respectively. # (use "git pull" to merge the remote branch into yours) # nothing to commit, working directory clean At this point the content of foo in the branch b1 is change foo as well. So what does this warning mean? I expected I should do a git push, git suggests to do git pull... According to this answer, this is more or less it, and in his comment @FrerichRaabe explicitly say that I don't need to do a pull. What's going on here? What is the danger, how should one proceed? How should the history be kept consistent? What is the interplay between the case described above and the following citation: Do not rebase commits that you have pushed to a public repository. taken from pro git book. I guess it is somehow related, and if not I would love to know why. What's the relation between the above scenario and the procedure I described in this post.

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  • Folder Permissions for new partition - can't move files

    - by user292743
    I'm using Ubuntu 14.04. I used the install CD to repartition my HD by resizing /dev/sda1 and creating /dev/sda3 as a Primary Partition. I named it "Media". When I reboot from HD, when I try to move files from the home directory to the new partition, I get an error message "Error while copying. The folder “TV” cannot be copied because you do not have permissions to create it in the destination." The new partition shows up in Gparted as locked, with mount point /media/ian/Media and Label Media. I want to move my media files from the boot partition to a separate partition. Any advice?

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  • MAAS fails to Commission nodes

    - by user3644848
    I'm evaluating MaaS/Juju. I followed instructions in this link http://maas.ubuntu.com/docs1.5/install.html to setup MaaS. I'm running this in Oracle VirtualBox environment so Power options are not configured for the VMs. PXE booting VM works fine. The node shuts down itself and registers with MaaS in Declared state. Issues: a) When I Commission the VM (which is in the Declared state), first it gets IP-Config: no response after 60 secs - giving up errors. (See link below for a screenshot). b) Fails to mount the boot device and drops into initramfs prompt. I've copied logs here: https://www.dropbox.com/sh/5gy9nnonbnccufo/AAD9o4awSOtyaCCmRe5q7rBva Any help to get past this is greatly appreciated. Thanks!

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  • Raspberry Pi Now Shipping with 512MB RAM; Still Only $35

    - by Jason Fitzpatrick
    Fans of the tiny Raspberry Pi will be pleased to hear the new version of their Model B board now ships with 512MB of RAM (up from the previous 256MB). The best part about the upgrade? The price point stays at $35 a board. From the official Raspberry Pi blog: One of the most common suggestions we’ve heard since launch is that we should produce a more expensive “Model C” version of Raspberry Pi with extra RAM. This would be useful for people who want to use the Pi as a general-purpose computer, with multiple large applications running concurrently, and would enable some interesting embedded use cases (particularly using Java) which are slightly too heavyweight to fit comfortably in 256MB. The downside of this suggestion for us is that we’re very attached to $35 as our highest price point. With this in mind, we’re pleased to announce that from today all Model B Raspberry Pis will ship with 512MB of RAM as standard. If you have an outstanding order with either distributor, you will receive the upgraded device in place of the 256MB version you ordered. Units should start arriving in customers’ hands today, and we will be making a firmware upgrade available in the next couple of days to enable access to the additional memory. We’re excited to get our hands on a new board and try out Raspbmc with that extra RAM. HTG Explains: What is the Windows Page File and Should You Disable It? How To Get a Better Wireless Signal and Reduce Wireless Network Interference How To Troubleshoot Internet Connection Problems

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  • Apache virtual hosts - Resources on website not loaded when accessed from other hostname than localhost

    - by Christian Stadegaart
    Running virtual hosts on Mac OS X 10.6.8 running Apache 2.2.22. /etc/hosts is as follows: 127.0.0.1 localhost 3dweergave studio-12.fritz.box 255.255.255.255 broadcasthost ::1 localhost fe80::1%lo0 localhost Virtual hosts configuration: NameVirtualHost *:80 <VirtualHost *:80> DocumentRoot "/opt/local/www/3dweergave" ServerName 3dweergave ErrorLog "logs/3dweergave-error_log" CustomLog "logs/3dweergave-access_log" common <Directory "/opt/local/www/3dweergave"> Options Indexes FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> </VirtualHost> <VirtualHost *:80> ServerName main </VirtualHost> This will output the following settings: *:80 is a NameVirtualHost default server 3dweergave (/opt/local/apache2/conf/extra/httpd-vhosts.conf:21) port 80 namevhost 3dweergave (/opt/local/apache2/conf/extra/httpd-vhosts.conf:21) port 80 namevhost main (/opt/local/apache2/conf/extra/httpd-vhosts.conf:34) I made 3dweergave the default server by putting it first in the list. This will cause all undefined virtual hosts' names to load 3dweergave, and thus http://localhost will point to 3dweergave. Of course, normally, the first in the list is the virtual host main and localhost will point to main, but for testing purposes I switched them. When I navigate to http://localhost, my CakePHP default homepage shows as expected: Screenshot 1 But when I navigate to http://3dweergave, my CakePHP default homepage doesn't show as expected. It looks like every relative link to resources are not accepted by the server: Screenshot 2 For example, the CSS isn't loaded. When I open the source and click on the link, it opens the CSS file in the browser without errors. But when I run FireBug while loading the webpage, it seems that the CSS file isn't retrieved. (<link rel="stylesheet" type="text/css" href="/css/cake.generic.css" />) How can I fix this unwanted behaviour?

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  • Implementing `fling` logic without pan gesture recognizers

    - by KDiTraglia
    So I am trying to port over a simple game that I originally wrote to iphone into cocos2d-x. I've hit a minor bump however in implementing simple 'fling' logic I had in the iphone version that is difficult to port over to the c++. In iOS I could get the velocity of a pan gesture very easily: CGPoint velocity = [recognizer velocityInView:recognizer.view]; However now I basically only know where the touch began, where the touch ended, and all the touches that are logged in between. For now I logged all the pts onto a stack then pulled the last point and the 6th to last point (seemed to work the best), find the difference between those pts multiply by a constant and use that as the velocity. It works relatively well, but I'm wondering if anyone else has any better algorithms, when given a bunch of touch pts, to figure out a new speed upon releasing an object that feels natural (Note speed in my game is just a constant x and y, there's no drag or spin or anything tricky like that). Bonus points if anyone has figured out how to get pan gestures into the newest version (3.0 alpha) of cocos2d-x without losing ability to build cross platform.

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