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  • Best partition Scheme for Ubuntu Server

    - by K.K Patel
    I am going to deploy Ubuntu server having Following servers on it Bind server, dhcp server, LAMP Server, Openssh Server, Ldap server, Monodb database, FTP server,mail server, Samba server, NFS server , in future I want to set Openstack for PAAS. Currently I have Raid 5 with 10TB. How should I make my Partition Scheme So never get problem in future and easily expand Storage size. Suggest me such a partition Scheme with giving specific percentage of Storage to partitions like /, /boot, /var, /etc. Thanks In advance

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  • Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

    - by Casey
    I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for local rotations based on the center of the object. The issue is how do I determine/concatenate non-origin rotations in addition to origin rotations. Normally this would be achieved as a Transform-Rotate-Transform for the center rotation followed by a Transform-Rotate-Transform for the non-origin point. The problem is because I am storing the individual components, the final Transform matrix is not calculated until needed by using the individual components to fill an appropriate Matrix. (See GetLocalTransform()) Do I need to store an additional rotation (and radius) for world rotations as well or is there a method of implementation that works while only using the single rotation value? Transform.h #ifndef A2DE_CTRANSFORM_H #define A2DE_CTRANSFORM_H #include "../a2de_vals.h" #include "CMatrix4x4.h" #include "CVector3D.h" #include <vector> A2DE_BEGIN class Transform { public: Transform(); Transform(Transform* parent); Transform(const Transform& other); Transform& operator=(const Transform& rhs); virtual ~Transform(); void SetParent(Transform* parent); void AddChild(Transform* child); void RemoveChild(Transform* child); Transform* FirstChild(); Transform* LastChild(); Transform* NextChild(); Transform* PreviousChild(); Transform* GetChild(std::size_t index); std::size_t GetChildCount() const; std::size_t GetChildCount(); void SetPosition(const a2de::Vector3D& position); const a2de::Vector3D& GetPosition() const; a2de::Vector3D& GetPosition(); void SetRotation(const a2de::Vector3D& rotation); const a2de::Vector3D& GetRotation() const; a2de::Vector3D& GetRotation(); void SetScale(const a2de::Vector3D& scale); const a2de::Vector3D& GetScale() const; a2de::Vector3D& GetScale(); a2de::Matrix4x4 GetLocalTransform() const; a2de::Matrix4x4 GetLocalTransform(); protected: private: a2de::Vector3D _position; a2de::Vector3D _scale; a2de::Vector3D _rotation; std::size_t _curChildIndex; Transform* _parent; std::vector<Transform*> _children; }; A2DE_END #endif Transform.cpp #include "CTransform.h" #include "CVector2D.h" #include "CVector4D.h" A2DE_BEGIN Transform::Transform() : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(nullptr), _children() { /* DO NOTHING */ } Transform::Transform(Transform* parent) : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(parent), _children() { /* DO NOTHING */ } Transform::Transform(const Transform& other) : _position(other._position), _scale(other._scale), _rotation(other._rotation), _curChildIndex(0), _parent(other._parent), _children(other._children) { /* DO NOTHING */ } Transform& Transform::operator=(const Transform& rhs) { if(this == &rhs) return *this; this->_position = rhs._position; this->_scale = rhs._scale; this->_rotation = rhs._rotation; this->_curChildIndex = 0; this->_parent = rhs._parent; this->_children = rhs._children; return *this; } Transform::~Transform() { _children.clear(); _parent = nullptr; } void Transform::SetParent(Transform* parent) { _parent = parent; } void Transform::AddChild(Transform* child) { if(child == nullptr) return; _children.push_back(child); } void Transform::RemoveChild(Transform* child) { if(_children.empty()) return; _children.erase(std::remove(_children.begin(), _children.end(), child), _children.end()); } Transform* Transform::FirstChild() { if(_children.empty()) return nullptr; return *(_children.begin()); } Transform* Transform::LastChild() { if(_children.empty()) return nullptr; return *(_children.end()); } Transform* Transform::NextChild() { if(_children.empty()) return nullptr; std::size_t s(_children.size()); if(_curChildIndex >= s) { _curChildIndex = s; return nullptr; } return _children[_curChildIndex++]; } Transform* Transform::PreviousChild() { if(_children.empty()) return nullptr; if(_curChildIndex == 0) { return nullptr; } return _children[_curChildIndex--]; } Transform* Transform::GetChild(std::size_t index) { if(_children.empty()) return nullptr; if(index > _children.size()) return nullptr; return _children[index]; } std::size_t Transform::GetChildCount() const { if(_children.empty()) return 0; return _children.size(); } std::size_t Transform::GetChildCount() { return static_cast<const Transform&>(*this).GetChildCount(); } void Transform::SetPosition(const a2de::Vector3D& position) { _position = position; } const a2de::Vector3D& Transform::GetPosition() const { return _position; } a2de::Vector3D& Transform::GetPosition() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetPosition()); } void Transform::SetRotation(const a2de::Vector3D& rotation) { _rotation = rotation; } const a2de::Vector3D& Transform::GetRotation() const { return _rotation; } a2de::Vector3D& Transform::GetRotation() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetRotation()); } void Transform::SetScale(const a2de::Vector3D& scale) { _scale = scale; } const a2de::Vector3D& Transform::GetScale() const { return _scale; } a2de::Vector3D& Transform::GetScale() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetScale()); } a2de::Matrix4x4 Transform::GetLocalTransform() const { Matrix4x4 p((_parent ? _parent->GetLocalTransform() : a2de::Matrix4x4::GetIdentity())); Matrix4x4 t(a2de::Matrix4x4::GetTranslationMatrix(_position)); Matrix4x4 r(a2de::Matrix4x4::GetRotationMatrix(_rotation)); Matrix4x4 s(a2de::Matrix4x4::GetScaleMatrix(_scale)); return (p * t * r * s); } a2de::Matrix4x4 Transform::GetLocalTransform() { return static_cast<const Transform&>(*this).GetLocalTransform(); } A2DE_END

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  • Cost Comparison Hard Disk Drive to Solid State Drive on Price per Gigabyte - dispelling a myth!

    - by tonyrogerson
    It is often said that Hard Disk Drive storage is significantly cheaper per GiByte than Solid State Devices – this is wholly inaccurate within the database space. People need to look at the cost of the complete solution and not just a single component part in isolation to what is really required to meet the business requirement. Buying a single Hitachi Ultrastar 600GB 3.5” SAS 15Krpm hard disk drive will cost approximately £239.60 (http://scan.co.uk, 22nd March 2012) compared to an OCZ 600GB Z-Drive R4 CM84 PCIe costing £2,316.54 (http://scan.co.uk, 22nd March 2012); I’ve not included FusionIO ioDrive because there is no public pricing available for it – something I never understand and personally when companies do this I immediately think what are they hiding, luckily in FusionIO’s case the product is proven though is expensive compared to OCZ enterprise offerings. On the face of it the single 15Krpm hard disk has a price per GB of £0.39, the SSD £3.86; this is what you will see in the press and this is what sales people will use in comparing the two technologies – do not be fooled by this bullshit people! What is the requirement? The requirement is the database will have a static size of 400GB kept static through archiving so growth and trim will balance the database size, the client requires resilience, there will be several hundred call centre staff querying the database where queries will read a small amount of data but there will be no hot spot in the data so the randomness will come across the entire 400GB of the database, estimates predict that the IOps required will be approximately 4,000IOps at peak times, because it’s a call centre system the IO latency is important and must remain below 5ms per IO. The balance between read and write is 70% read, 30% write. The requirement is now defined and we have three of the most important pieces of the puzzle – space required, estimated IOps and maximum latency per IO. Something to consider with regard SQL Server; write activity requires synchronous IO to the storage media specifically the transaction log; that means the write thread will wait until the IO is completed and hardened off until the thread can continue execution, the requirement has stated that 30% of the system activity will be write so we can expect a high amount of synchronous activity. The hardware solution needs to be defined; two possible solutions: hard disk or solid state based; the real question now is how many hard disks are required to achieve the IO throughput, the latency and resilience, ditto for the solid state. Hard Drive solution On a test on an HP DL380, P410i controller using IOMeter against a single 15Krpm 146GB SAS drive, the throughput given on a transfer size of 8KiB against a 40GiB file on a freshly formatted disk where the partition is the only partition on the disk thus the 40GiB file is on the outer edge of the drive so more sectors can be read before head movement is required: For 100% sequential IO at a queue depth of 16 with 8 worker threads 43,537 IOps at an average latency of 2.93ms (340 MiB/s), for 100% random IO at the same queue depth and worker threads 3,733 IOps at an average latency of 34.06ms (34 MiB/s). The same test was done on the same disk but the test file was 130GiB: For 100% sequential IO at a queue depth of 16 with 8 worker threads 43,537 IOps at an average latency of 2.93ms (340 MiB/s), for 100% random IO at the same queue depth and worker threads 528 IOps at an average latency of 217.49ms (4 MiB/s). From the result it is clear random performance gets worse as the disk fills up – I’m currently writing an article on short stroking which will cover this in detail. Given the work load is random in nature looking at the random performance of the single drive when only 40 GiB of the 146 GB is used gives near the IOps required but the latency is way out. Luckily I have tested 6 x 15Krpm 146GB SAS 15Krpm drives in a RAID 0 using the same test methodology, for the same test above on a 130 GiB for each drive added the performance boost is near linear, for each drive added throughput goes up by 5 MiB/sec, IOps by 700 IOps and latency reducing nearly 50% per drive added (172 ms, 94 ms, 65 ms, 47 ms, 37 ms, 30 ms). This is because the same 130GiB is spread out more as you add drives 130 / 1, 130 / 2, 130 / 3 etc. so implicit short stroking is occurring because there is less file on each drive so less head movement required. The best latency is still 30 ms but we have the IOps required now, but that’s on a 130GiB file and not the 400GiB we need. Some reality check here: a) the drive randomness is more likely to be 50/50 and not a full 100% but the above has highlighted the effect randomness has on the drive and the more a drive fills with data the worse the effect. For argument sake let us assume that for the given workload we need 8 disks to do the job, for resilience reasons we will need 16 because we need to RAID 1+0 them in order to get the throughput and the resilience, RAID 5 would degrade performance. Cost for hard drives: 16 x £239.60 = £3,833.60 For the hard drives we will need disk controllers and a separate external disk array because the likelihood is that the server itself won’t take the drives, a quick spec off DELL for a PowerVault MD1220 which gives the dual pathing with 16 disks 146GB 15Krpm 2.5” disks is priced at £7,438.00, note its probably more once we had two controller cards to sit in the server in, racking etc. Minimum cost taking the DELL quote as an example is therefore: {Cost of Hardware} / {Storage Required} £7,438.60 / 400 = £18.595 per GB £18.59 per GiB is a far cry from the £0.39 we had been told by the salesman and the myth. Yes, the storage array is composed of 16 x 146 disks in RAID 10 (therefore 8 usable) giving an effective usable storage availability of 1168GB but the actual storage requirement is only 400 and the extra disks have had to be purchased to get the  IOps up. Solid State Drive solution A single card significantly exceeds the IOps and latency required, for resilience two will be required. ( £2,316.54 * 2 ) / 400 = £11.58 per GB With the SSD solution only two PCIe sockets are required, no external disk units, no additional controllers, no redundant controllers etc. Conclusion I hope by showing you an example that the myth that hard disk drives are cheaper per GiB than Solid State has now been dispelled - £11.58 per GB for SSD compared to £18.59 for Hard Disk. I’ve not even touched on the running costs, compare the costs of running 18 hard disks, that’s a lot of heat and power compared to two PCIe cards!Just a quick note: I've left a fair amount of information out due to this being a blog! If in doubt, email me :)I'll also deal with the myth that SSD's wear out at a later date as well - that's just way over done still, yes, 5 years ago, but now - no.

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  • In Case You Weren’t There: Blogwell NYC

    - by Mike Stiles
    0 0 1 1009 5755 Vitrue 47 13 6751 14.0 Normal 0 false false false EN-US JA X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman";} Your roving reporter roved out to another one of Socialmedia.org’s fantastic Blogwell events, this time in NYC. As Central Park and incredible weather beckoned, some of the biggest brand names in the world gathered to talk about how they’re incorporating social into marketing and CRM, as well as extending social across their entire organizations internally. Below we present a collection of the live tweets from many of the key sessions GE @generalelectricJon Lombardo, Leader of Social Media COE How GE builds and extends emotional connections with consumers around health and reaps the benefits of increased brand equity in the process. GE has a social platform around Healthyimagination to create better health for people. If you and a friend are trying to get healthy together, you’ll do better. Health is inherently. Get health challenges via Facebook and share with friends to achieve goals together. They’re creating an emotional connection around the health context. You don’t influence people at large. Your sphere of real influence is around 5-10 people. They find relevant conversations about health on Twitter and engage sounding like a friend, not a brand. Why would people share on behalf of a brand? Because you tapped into an activity and emotion they’re already having. To create better habits in health, GE gave away inexpensive, relevant gifts related to their goals. Create the context, give the relevant gift, get social acknowledgment for giving it. What you get when you get acknowledgment for your engagement and gift is user generated microcontent. GE got 12,000 unique users engaged and 1400 organic posts with the healthy gift campaign. The Dow Chemical Company @DowChemicalAbby Klanecky, Director of Digital & Social Media Learn how Dow Chemical is finding, training, and empowering their scientists to be their storytellers in social media. There are 1m jobs coming open in science. Only 200k are qualified for them. Dow Chemical wanted to use social to attract and talk to scientists. Dow Chemical decided to use real scientists as their storytellers. Scientists are incredibly passionate, the key ingredient of a great storyteller. Step 1 was getting scientists to focus on a few platforms, blog, Twitter, LinkedIn. Dow Chemical social flow is Core Digital Team - #CMs – ambassadors – advocates. The scientists were trained in social etiquette via practice scenarios. It’s not just about sales. It’s about growing influence and the business. Dow Chemical trained about 100 scientists, 55 are active and there’s a waiting list for the next sessions. In person social training produced faster results and better participation. Sometimes you have to tell pieces of the story instead of selling your execs on the whole vision. Social Media Ethics Briefing: Staying Out of TroubleAndy Sernovitz, CEO @SocialMediaOrg How do we get people to share our message for us? We have to have their trust. The difference between being honest and being sleazy is disclosure. Disclosure does not hurt the effectiveness of your marketing. No one will get mad if you tell them up front you’re a paid spokesperson for a company. It’s a legal requirement by the FTC, it’s the law, to disclose if you’re being paid for an endorsement. Require disclosure and truthfulness in all your social media outreach. Don’t lie to people. Monitor the conversation and correct misstatements. Create social media policies and training programs. If you want to stay safe, never pay cash for social media. Money changes everything. As soon as you pay, it’s not social media, it’s advertising. Disclosure, to the feds, means clear, conspicuous, and understandable to the average reader. This phrase will keep you in the clear, “I work for ___ and this is my personal opinion.” Who are you? Were you paid? Are you giving an honest opinion based on a real experience? You as a brand are responsible for what an agency or employee or contactor does in your behalf. SocialMedia.org makes available a Disclosure Best Practices Toolkit. Socialmedia.org/disclosure. The point is to not ethically mess up and taint social media as happened to e-mail. Not only is the FTC cracking down, so is Google and Facebook. Visa @VisaNewsLucas Mast, Senior Business Leader, Global Corporate Social Media Visa built a mobile studio for the Olympics for execs and athletes. They wanted to do postcard style real time coverage of Visa’s Olympics sponsorships, and on a shoestring. Challenges included Olympic rules, difficulty getting interviews, time zone trouble, and resourcing. Another problem was they got bogged down with their own internal approval processes. Despite all the restrictions, they created and published a variety of and fair amount of content. They amassed 1000+ views of videos posted to the Visa Communication YouTube channel. Less corporate content yields more interest from media outlets and bloggers. They did real world video demos of how their products work in the field vs. an exec doing a demo in a studio. Don’t make exec interview videos dull and corporate. Keep answers short, shoot it in an interesting place, do takes until they’re comfortable and natural. Not everything will work. Not everything will get a retweet. But like the lottery, you can’t win if you don’t play. Promoting content is as important as creating it. McGraw-Hill Companies @McGrawHillCosPatrick Durando, Senior Director of Global New Media McGraw-Hill has 26,000 employees. McGraw-Hill created a social intranet called Buzz. Intranets create operational efficiency, help product dev, facilitate crowdsourcing, and breaks down geo silos. Intranets help with talent development, acquisition, retention. They replaced the corporate directory with their own version of LinkedIn. The company intranet has really cut down on the use of email. Long email threats become organized, permanent social discussions. The intranet is particularly useful in HR for researching and getting answers surrounding benefits and policies. Using a profile on your company intranet can establish and promote your internal professional brand. If you’re going to make an intranet, it has to look great, work great, and employees are going have to want to go there. You can’t order them to like it. 

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  • What should you do differently when designing websites for an embedded web server

    - by Roger Attrill
    When designing a website to be accessed from an embedded webserver such as KLone, what do you need to do differently compared to a 'standard' web server. I'm talking about considerations at the front end design stage, before the actual building and coding up. For example, typically in such situations, memory size is a premium, so I guess larger images are out, and maybe more attention should be focused on achieving a good look and feel using CSS/Javascript rather than bitmap images.

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  • wifi problems with lenovo g580 on kubuntu-13.04-desktop-amd64

    - by user203963
    i have a wifi connection problem in lenovo g580 on kubuntu-13.04-desktop-amd64. ethernet cable is working properly but wifi does'nt connect below are some hardware information sudo lshw -class network gives *-network description: Ethernet interface product: AR8162 Fast Ethernet vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 10 serial: 20:89:84:3d:e9:10 size: 100Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm pciexpress msi msix bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=alx driverversion=1.2.3 duplex=full firmware=N/A ip=192.168.0.106 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:16 memory:90500000-9053ffff ioport:2000(size=128) *-network description: Network controller product: BCM4313 802.11b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=bcma-pci-bridge latency=0 resources: irq:17 memory:90400000-90403fff *-network description: Wireless interface physical id: 3 logical name: wlan0 serial: 68:94:23:fa:2c:d9 capabilities: ethernet physical wireless configuration: broadcast=yes driver=brcmsmac driverversion=3.8.0-19-generic firmware=N/A link=no multicast=yes wireless=IEEE 802.11bgn lsubs gives Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 003: ID 0489:e032 Foxconn / Hon Hai Bus 002 Device 003: ID 04f2:b2e2 Chicony Electronics Co., Ltd lspci gives 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation 7 Series/C210 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 2 (rev c4) 00:1d.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation HM76 Express Chipset LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation 7 Series Chipset Family 6-port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation 7 Series/C210 Series Chipset Family SMBus Controller (rev 04) 01:00.0 Ethernet controller: Qualcomm Atheros AR8162 Fast Ethernet (rev 10) 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Does anyone knows the solution? rfkill list all gives 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: yes Hard blocked: no 2: ideapad_wlan: Wireless LAN Soft blocked: yes Hard blocked: no 3: ideapad_bluetooth: Bluetooth Soft blocked: no Hard blocked: no

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  • Desktop Fun: Google Themed Icon Packs

    - by Asian Angel
    Are you an avid user of Google’s online services, but the icons for your desktop and app launcher shortcuts leave something to be desired? Now you can make those shortcuts shine with style using our Google Themed Icon Packs collection. Note: To customize the icon setup on your Windows 7 & Vista systems see our article here. Using Windows XP? We have you covered here. Sneak Preview For this week’s sneak preview we set up a Google Chrome themed desktop using the Simply Google Icon Collection shown below. Note: Original full-size wallpaper can be found here. We used Chromium to create a set of app shortcuts for various Google services on our desktop. Anyone who has done the same knows that the original icons do not look very good, so these icon packs can make those shortcuts look spectacular. Once the new icons were arranged for our desktop app shortcuts, we then pinned them to our Taskbar. Those are definitely looking nice! The Icon Packs Simply Google Icon Collection *.ico and .png format Download Google icons *.ico and .png format Download Tango Google Icon Set Vol. 1 *.png and .svg format Download Google Tango Icon Set Vol. 2 *.png and .svg format Download New Google Product Icons *.ico, .png, and .gif format Note: This icon pack contains 657 icons of various sizes. The best selection of individual icon types in the same size (i.e. 48, 128, etc.) from this pack is a mixture of .png and .gif formats. Download New google docs icons *.png format only Download Google Docs pack Icons *.ico, .png, and .gif format Download GCal *.png format only (original favicon .ico file included) Download Google Earth Icon Color Pack *.png format only Download Google Earth Dock Icons *.ico, .png, and .icns format Download Gtalk Color Icons *.png format only Download Google Buzz Icons *.png format only Download Google Chrome icon pack *.png format only Download Google Chrome X *.ico, .png, and .icns format Download Google Chrome icon pack *.png format only Download Wanting more great icon sets to look through? Be certain to visit our Desktop Fun section for more icon goodness! Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 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 Enjoy Old School Style Video Game Fun with Chicken Invaders Hide the Twitter “Litter” in Twitter’s Sidebar Area (Chrome and Iron) Public Domain Day: Reflections on Copyright and the Importance of Public Domain Angry Birds Coming to PS3 and PSP This Week I Hate Mondays Wallpaper for That First Day Back at Work Tune Pop Enhances Android Music Notifications

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  • What management/development practices do you change when a team of 1-3 developers grows to 10+?

    - by Mag20
    My team built a website for a client several years ago. The site taffic has been growing very quickly and our client has been asking us to grow our team to fill their maintenance and feature request needs. We started with a small number of developers, and our team has grown - now we're in the double digits. What management/development changes are the most beneficial when team grows from small "garage-size" team to 10+ developers?

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  • Why Clonezilla needs to reinstall grub?

    - by Pablo
    By default CloneZilla Live will reinstall grub after restore. In my particular case I am restoring a disk image to same phisical disk without any partitioning/size change. I am expecting to have exact same state as I had right after backup. However, reinstalling grub will render my system to unbootable. If I remove that option [-g] then everything is fine. My question is in what cases and why CloneZilla ever need to re-install grub when restoring disk image?

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  • Using Ogre particle point billboards with shaders

    - by Jay
    I'm learning about using Ogre particles and had some questions about how the point type particles work. Q. I believe point type particles are implemented as a single position. Is one single vertex is passed to the vertex shader? Q. If one vertex is passed to the vertex shader then what gets sent to the fragment shader? Q. Can I pass the particle size to the shader? Perhaps with a custom parameter?

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  • Anatomy of a .NET Assembly - CLR metadata 1

    - by Simon Cooper
    Before we look at the bytes comprising the CLR-specific data inside an assembly, we first need to understand the logical format of the metadata (For this post I only be looking at simple pure-IL assemblies; mixed-mode assemblies & other things complicates things quite a bit). Metadata streams Most of the CLR-specific data inside an assembly is inside one of 5 streams, which are analogous to the sections in a PE file. The name of each section in a PE file starts with a ., and the name of each stream in the CLR metadata starts with a #. All but one of the streams are heaps, which store unstructured binary data. The predefined streams are: #~ Also called the metadata stream, this stream stores all the information on the types, methods, fields, properties and events in the assembly. Unlike the other streams, the metadata stream has predefined contents & structure. #Strings This heap is where all the namespace, type & member names are stored. It is referenced extensively from the #~ stream, as we'll be looking at later. #US Also known as the user string heap, this stream stores all the strings used in code directly. All the strings you embed in your source code end up in here. This stream is only referenced from method bodies. #GUID This heap exclusively stores GUIDs used throughout the assembly. #Blob This heap is for storing pure binary data - method signatures, generic instantiations, that sort of thing. Items inside the heaps (#Strings, #US, #GUID and #Blob) are indexed using a simple binary offset from the start of the heap. At that offset is a coded integer giving the length of that item, then the item's bytes immediately follow. The #GUID stream is slightly different, in that GUIDs are all 16 bytes long, so a length isn't required. Metadata tables The #~ stream contains all the assembly metadata. The metadata is organised into 45 tables, which are binary arrays of predefined structures containing information on various aspects of the metadata. Each entry in a table is called a row, and the rows are simply concatentated together in the file on disk. For example, each row in the TypeRef table contains: A reference to where the type is defined (most of the time, a row in the AssemblyRef table). An offset into the #Strings heap with the name of the type An offset into the #Strings heap with the namespace of the type. in that order. The important tables are (with their table number in hex): 0x2: TypeDef 0x4: FieldDef 0x6: MethodDef 0x14: EventDef 0x17: PropertyDef Contains basic information on all the types, fields, methods, events and properties defined in the assembly. 0x1: TypeRef The details of all the referenced types defined in other assemblies. 0xa: MemberRef The details of all the referenced members of types defined in other assemblies. 0x9: InterfaceImpl Links the types defined in the assembly with the interfaces that type implements. 0xc: CustomAttribute Contains information on all the attributes applied to elements in this assembly, from method parameters to the assembly itself. 0x18: MethodSemantics Links properties and events with the methods that comprise the get/set or add/remove methods of the property or method. 0x1b: TypeSpec 0x2b: MethodSpec These tables provide instantiations of generic types and methods for each usage within the assembly. There are several ways to reference a single row within a table. The simplest is to simply specify the 1-based row index (RID). The indexes are 1-based so a value of 0 can represent 'null'. In this case, which table the row index refers to is inferred from the context. If the table can't be determined from the context, then a particular row is specified using a token. This is a 4-byte value with the most significant byte specifying the table, and the other 3 specifying the 1-based RID within that table. This is generally how a metadata table row is referenced from the instruction stream in method bodies. The third way is to use a coded token, which we will look at in the next post. So, back to the bytes Now we've got a rough idea of how the metadata is logically arranged, we can now look at the bytes comprising the start of the CLR data within an assembly: The first 8 bytes of the .text section are used by the CLR loader stub. After that, the CLR-specific data starts with the CLI header. I've highlighted the important bytes in the diagram. In order, they are: The size of the header. As the header is a fixed size, this is always 0x48. The CLR major version. This is always 2, even for .NET 4 assemblies. The CLR minor version. This is always 5, even for .NET 4 assemblies, and seems to be ignored by the runtime. The RVA and size of the metadata header. In the diagram, the RVA 0x20e4 corresponds to the file offset 0x2e4 Various flags specifying if this assembly is pure-IL, whether it is strong name signed, and whether it should be run as 32-bit (this is how the CLR differentiates between x86 and AnyCPU assemblies). A token pointing to the entrypoint of the assembly. In this case, 06 (the last byte) refers to the MethodDef table, and 01 00 00 refers to to the first row in that table. (after a gap) RVA of the strong name signature hash, which comes straight after the CLI header. The RVA 0x2050 corresponds to file offset 0x250. The rest of the CLI header is mainly used in mixed-mode assemblies, and so is zeroed in this pure-IL assembly. After the CLI header comes the strong name hash, which is a SHA-1 hash of the assembly using the strong name key. After that comes the bodies of all the methods in the assembly concatentated together. Each method body starts off with a header, which I'll be looking at later. As you can see, this is a very small assembly with only 2 methods (an instance constructor and a Main method). After that, near the end of the .text section, comes the metadata, containing a metadata header and the 5 streams discussed above. We'll be looking at this in the next post. Conclusion The CLI header data doesn't have much to it, but we've covered some concepts that will be important in later posts - the logical structure of the CLR metadata and the overall layout of CLR data within the .text section. Next, I'll have a look at the contents of the #~ stream, and how the table data is arranged on disk.

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  • grub problem after grub-repair

    - by alireza
    I had two OS,win 7 and Ubuntu, I was working with win and went out of the room and when came back I saw Grub Rescue!!! I booted live and did grub_repaire and it still says multiple active partitions.operating system not found I feel that it can not find the ubuntu hard drive at all! ! ubuntu@ubuntu:/dev$ sudo fdisk -l Disk /dev/sda: 320.1 GB, 320072933376 bytes 255 heads, 63 sectors/track, 38913 cylinders, total 625142448 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xde771741 Device Boot Start End Blocks Id System /dev/sda1 * 61 61 0 0 Empty /dev/sda2 2048 30146559 15072256 27 Hidden NTFS WinRE /dev/sda3 * 30146560 30351359 102400 7 HPFS/NTFS/exFAT /dev/sda4 30351360 334483299 152065970 7 HPFS/NTFS/exFAT ubuntu@ubuntu:/dev$ ls autofs dvdrw loop4 ppp ram5 shm tty15 tty29 tty42 tty56 ttyS10 ttyS24 uinput vcsa1 block ecryptfs loop5 psaux ram6 snapshot tty16 tty3 tty43 tty57 ttyS11 ttyS25 urandom vcsa2 bsg fb0 loop6 ptmx ram7 snd tty17 tty30 tty44 tty58 ttyS12 ttyS26 usbmon0 vcsa3 btrfs-control fd loop7 pts ram8 sr0 tty18 tty31 tty45 tty59 ttyS13 ttyS27 usbmon1 vcsa4 bus full loop-control ram0 ram9 stderr tty19 tty32 tty46 tty6 ttyS14 ttyS28 usbmon2 vcsa5 cdrom fuse mapper ram1 random stdin tty2 tty33 tty47 tty60 ttyS15 ttyS29 v4l vcsa6 cdrw fw0 mcelog ram10 rfkill stdout tty20 tty34 tty48 tty61 ttyS16 ttyS3 vcs vcsa7 char hpet mei ram11 rtc tty tty21 tty35 tty49 tty62 ttyS17 ttyS30 vcs1 vga_arbiter console input mem ram12 rtc0 tty0 tty22 tty36 tty5 tty63 ttyS18 ttyS31 vcs2 video0 core kmsg net ram13 sda tty1 tty23 tty37 tty50 tty7 ttyS19 ttyS4 vcs3 zero cpu log network_latency ram14 sda2 tty10 tty24 tty38 tty51 tty8 ttyS2 ttyS5 vcs4 cpu_dma_latency loop0 network_throughput ram15 sda3 tty11 tty25 tty39 tty52 tty9 ttyS20 ttyS6 vcs5 disk loop1 null ram2 sda4 tty12 tty26 tty4 tty53 ttyprintk ttyS21 ttyS7 vcs6 dri loop2 oldmem ram3 sg0 tty13 tty27 tty40 tty54 ttyS0 ttyS22 ttyS8 vcs7 dvd loop3 port ram4 sg1 tty14 tty28 tty41 tty55 ttyS1 ttyS23 ttyS9 vcsa ubuntu@ubuntu:/dev$ someone said { Remove the boot flag from sda1, by typing in a terminal: sudo fdisk /dev/sda1 Then press the 'a' key, and 'Enter'. Then press the '1' key, and 'Enter'. Then press the 'w' key, and 'Enter'. } but after grub-repair I got this log: http://paste.ubuntu.com/1371297/ then I try sudo fdisk /dev/sda1 and But It says unable to open /dev/sda1! which is right as sda1 is not in dev folder (look at the picture!) Can anybody help me? I need to work on my windows for the rest of the semester and don't care of my ubuntu. thank you

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  • Mystical Energy Wallpaper Collection for Your iPad

    - by Akemi Iwaya
    The air starts to crackle around you as bright light appears, serving as a portal that transports you into a whole new and strange world beyond your imagination. Travel to new realms of thought, emotion, and energy on your iPad’s screen with the first in our series of Mystical Energy Wallpaper collections. Mystical Energy Series 1 Note: Click on the pictures to view and download the full-size versions at their individual homepages. The images shown here are in thumbnail format.                     

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  • June 2013 Cumulative Updates for SQL Server 2008 R2

    - by AaronBertrand
    Well, surely at least partly in response to the CU6 mess I reported earlier today , and partly because they were due, Microsoft has released new cumulative updates that contain - among other things - updated code that avoids the symptom introduced with earlier updates (though this regression fix doesn't seem to appear in the KB articles - unless by "corruption" they meant ridiculous size increase). SQL Server 2008 R2 Service Pack 1 Cumulative Update # 13 KB Article: KB #2855792 5 fixes listed at...(read more)

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  • Stitch scanned images using CLI

    - by Adam Matan
    I have scanned a newspaper article which was larger than the scanner glass. Each page was scanned twice: the top and the bottom parts, where the middle part appeared in both images. Is there a way to quickly match and stitch these scanned images, preferably using CLI? The panorama stitching tools I know require lengthy configuration, which is mostly irrelevant: lens size, focus, angle etc. Hugin has a solution for this issue, but it isn't practical for batch jobs.

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  • Need a Better Cleanup Tool [Humorous Image]

    - by Asian Angel
    Obviously some cleanup tools work better than others…and sometimes common sense cleanup is the best tool of all! Note: Notice the timeline in the image… View the Full-Size Version of the Image Got a sales guys laptop back… Note the times. [via Fail Desk] The Best Free Portable Apps for Your Flash Drive Toolkit How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC

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  • I can't get over a resolution of 640x480 after upgrading to 12.04, how can I fix it?

    - by Sandeep Srivastava
    Ever since I upgraded to 12.04 my screen resolution has gone down to 640 x 480, even though I had higher resolutions before. My xrand output looks as below : sandeep@sandeep-desktop:~$ xrandr xrandr: Failed to get size of gamma for output default Screen 0: minimum 640 x 480, current 640 x 480, maximum 640 x 480 default connected 640x480+0+0 0mm x 0mm 640x480 0.0* How can I get higher resolutions, I know that my monitor support higher resolutions.

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  • Problem with drawing textures in OpenGL ES

    - by droidmachine
    I'm developing a 2D game for Android and i'm using the framework which has been told in the book which named Beginning Android Games by Mario Zechner.So my framework is well designed and using OpenGL 1.1.It's similar to libgdx. When i put my textures adjacent each other in my 2d surface,there are some spaces size as 1 px.But this problem only occur on my tablet.There aren't a problem like this on my phone.It's like in this picture: What can be the problem?I can't fix it from one week.

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  • Libvirt-php Creating Domain

    - by Alee
    Could you tell me how to create a new domain? From PHP API Reference guide: http://libvirt.org/php/api-reference.html I have seen these functions: (i) libvirt_image_create($conn, $name, $size, $format) (ii) libvirt_domain_new($conn, $name, $arch, $memMB, $maxmemMB, $vcpus, $iso_image, $disks, $networks, $flags) (iii) libvirt_domain_create($res) (iv) libvirt_domain_create_xml($conn, $xml) The problem I am facing is that i dont know the steps to create a new domain. Either I have to create a new image first using libvirt_image_create .... or something else.

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  • Using runtime checking of code contracts in Visual Studio 2010

    - by DigiMortal
    In my last posting about code contracts I introduced how to check input parameters of randomizer using static contracts checking. But you can also compile code contracts to your assemblies and use them also in runtime. In this posting I will show you simple example about runtime checking of code contracts. NB! If you want to play with code and try out things described here feel free to download example solution. if you are speaker and want to use this solution as a part of your sessions then feel free to do so, but don’t forget to refer me and this blog as source of this solution. And please let me know about your session. As a speaker I am very interested about it. :) To see how code contracts are checked at runtime we have to enable runtime checking from project properties. Make sure you have checked the box “Perform Runtime Contract Checking” and make sure you select “Full” from dropdown. These parts are in red box on the screenshot below. Visual Studio 2010 settings for code contracts. Runtime Checking is turned on and checks are made only in public surface. Click on image to see it at original size.  Save project settings. Then compile code and run it. As soon as code execution hits the call to GetRandomFromRangeContracted() exception is thrown. If you are not currently playing with solution referred above take a look at the following screenshot. Visual Studio 2010 runtime checking of code contracts. Exception of type ContractException is thrown when contract is violated. Click on image to see it at original size.  The exact type of exception is ContractException and it is defined in System.Diagnostics.Contracts.__ContractsRuntime namespace. In our example the message of exception is following: "Precondition failed: min < max  Min must be less than max" Besides the description we inserted for the case contract violation the message also contains violated contract type. In this case the type of contract is Precondition. Conclusion Using runtime checking of code contracts enables you to take code contracts with your code and have them checked every time when your methods are called. This way you can assure that all conditions are met to run method or exception is thrown and calling system has to handle the situation.

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  • tile_static, tile_barrier, and tiled matrix multiplication with C++ AMP

    - by Daniel Moth
    We ended the previous post with a mechanical transformation of the C++ AMP matrix multiplication example to the tiled model and in the process introduced tiled_index and tiled_grid. This is part 2. tile_static memory You all know that in regular CPU code, static variables have the same value regardless of which thread accesses the static variable. This is in contrast with non-static local variables, where each thread has its own copy. Back to C++ AMP, the same rules apply and each thread has its own value for local variables in your lambda, whereas all threads see the same global memory, which is the data they have access to via the array and array_view. In addition, on an accelerator like the GPU, there is a programmable cache, a third kind of memory type if you'd like to think of it that way (some call it shared memory, others call it scratchpad memory). Variables stored in that memory share the same value for every thread in the same tile. So, when you use the tiled model, you can have variables where each thread in the same tile sees the same value for that variable, that threads from other tiles do not. The new storage class for local variables introduced for this purpose is called tile_static. You can only use tile_static in restrict(direct3d) functions, and only when explicitly using the tiled model. What this looks like in code should be no surprise, but here is a snippet to confirm your mental image, using a good old regular C array // each tile of threads has its own copy of locA, // shared among the threads of the tile tile_static float locA[16][16]; Note that tile_static variables are scoped and have the lifetime of the tile, and they cannot have constructors or destructors. tile_barrier In amp.h one of the types introduced is tile_barrier. You cannot construct this object yourself (although if you had one, you could use a copy constructor to create another one). So how do you get one of these? You get it, from a tiled_index object. Beyond the 4 properties returning index objects, tiled_index has another property, barrier, that returns a tile_barrier object. The tile_barrier class exposes a single member, the method wait. 15: // Given a tiled_index object named t_idx 16: t_idx.barrier.wait(); 17: // more code …in the code above, all threads in the tile will reach line 16 before a single one progresses to line 17. Note that all threads must be able to reach the barrier, i.e. if you had branchy code in such a way which meant that there is a chance that not all threads could reach line 16, then the code above would be illegal. Tiled Matrix Multiplication Example – part 2 So now that we added to our understanding the concepts of tile_static and tile_barrier, let me obfuscate rewrite the matrix multiplication code so that it takes advantage of tiling. Before you start reading this, I suggest you get a cup of your favorite non-alcoholic beverage to enjoy while you try to fully understand the code. 01: void MatrixMultiplyTiled(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W) 02: { 03: static const int TS = 16; 04: array_view<const float,2> a(M, W, vA); 05: array_view<const float,2> b(W, N, vB); 06: array_view<writeonly<float>,2> c(M,N,vC); 07: parallel_for_each(c.grid.tile< TS, TS >(), 08: [=] (tiled_index< TS, TS> t_idx) restrict(direct3d) 09: { 10: int row = t_idx.local[0]; int col = t_idx.local[1]; 11: float sum = 0.0f; 12: for (int i = 0; i < W; i += TS) { 13: tile_static float locA[TS][TS], locB[TS][TS]; 14: locA[row][col] = a(t_idx.global[0], col + i); 15: locB[row][col] = b(row + i, t_idx.global[1]); 16: t_idx.barrier.wait(); 17: for (int k = 0; k < TS; k++) 18: sum += locA[row][k] * locB[k][col]; 19: t_idx.barrier.wait(); 20: } 21: c[t_idx.global] = sum; 22: }); 23: } Notice that all the code up to line 9 is the same as per the changes we made in part 1 of tiling introduction. If you squint, the body of the lambda itself preserves the original algorithm on lines 10, 11, and 17, 18, and 21. The difference being that those lines use new indexing and the tile_static arrays; the tile_static arrays are declared and initialized on the brand new lines 13-15. On those lines we copy from the global memory represented by the array_view objects (a and b), to the tile_static vanilla arrays (locA and locB) – we are copying enough to fit a tile. Because in the code that follows on line 18 we expect the data for this tile to be in the tile_static storage, we need to synchronize the threads within each tile with a barrier, which we do on line 16 (to avoid accessing uninitialized memory on line 18). We also need to synchronize the threads within a tile on line 19, again to avoid the race between lines 14, 15 (retrieving the next set of data for each tile and overwriting the previous set) and line 18 (not being done processing the previous set of data). Luckily, as part of the awesome C++ AMP debugger in Visual Studio there is an option that helps you find such races, but that is a story for another blog post another time. May I suggest reading the next section, and then coming back to re-read and walk through this code with pen and paper to really grok what is going on, if you haven't already? Cool. Why would I introduce this tiling complexity into my code? Funny you should ask that, I was just about to tell you. There is only one reason we tiled our extent, had to deal with finding a good tile size, ensure the number of threads we schedule are correctly divisible with the tile size, had to use a tiled_index instead of a normal index, and had to understand tile_barrier and to figure out where we need to use it, and double the size of our lambda in terms of lines of code: the reason is to be able to use tile_static memory. Why do we want to use tile_static memory? Because accessing tile_static memory is around 10 times faster than accessing the global memory on an accelerator like the GPU, e.g. in the code above, if you can get 150GB/second accessing data from the array_view a, you can get 1500GB/second accessing the tile_static array locA. And since by definition you are dealing with really large data sets, the savings really pay off. We have seen tiled implementations being twice as fast as their non-tiled counterparts. Now, some algorithms will not have performance benefits from tiling (and in fact may deteriorate), e.g. algorithms that require you to go only once to global memory will not benefit from tiling, since with tiling you already have to fetch the data once from global memory! Other algorithms may benefit, but you may decide that you are happy with your code being 150 times faster than the serial-version you had, and you do not need to invest to make it 250 times faster. Also algorithms with more than 3 dimensions, which C++ AMP supports in the non-tiled model, cannot be tiled. Also note that in future releases, we may invest in making the non-tiled model, which already uses tiling under the covers, go the extra step and use tile_static memory on your behalf, but it is obviously way to early to commit to anything like that, and we certainly don't do any of that today. Comments about this post by Daniel Moth welcome at the original blog.

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  • How to implement efficient Fog of War?

    - by Cambrano
    I've asked a question how to implement Fog Of War(FOW) with shaders. Well I've got this working. I use the vertex color to identify the alpha of a single vertex. I guess the most of you know what the FOW of Age of Empires was like, anyway I'll shortly explain it: You have a map. Everything is unexplored(solid black / 100% transparency) at the beginning. When your NPC's / other game units explore the world (by moving around mostly) they unshadow the map. That means. Everything in a specific radius (viewrange) around a NPC is visible (0%transparency). Anything that is out of viewrange but already explored is visible but shadowed (50% transparency). So yeah, AoE had relatively huge maps. Requirements was something around 100mhz etc. So it should be relatively easy to implement something to solve this problem - actually. Okay. I'm currently adding planes above my world and set the color per vertex. Why do I use many planes ? Unity has a vertex limit of 65.000 per mesh. According to the size of my tiles and the size of my map I need more than one plane. So I actually need a lot of planes. This is obviously pita for my FPS. Well so my question is, what are simple (in sense of performance) techniques to implement a FOW shader? Okay some simplified code what I'm doin so far: // Setup for (int x = 0; x < (Map.Dimension/planeSize); x++) { for (int z = 0; z < (Map.Dimension/planeSize); z++) { CreateMeshAt(x*planeSize, 3, z*planeSize) } } // Explore (is called from NPCs when walking for example) for (int x = ((int) from.x - radius); x < from.x + radius; x ++) { for (int z = ((int) from.z - radius); z < from.z + radius; z ++) { if (from.Distance(x, 1, z) > radius) continue; _transparency[x/tileSize, z/tileSize] = 0.5f; } } // Update foreach(GameObject plane in planes){ foreach(Vector3 vertex in vertices){ Vector3 worldPos = GetWorldPos(vertex); vertex.Color = new Color(0,0,0, _transparency[worldPos.x/tileSize, worldPos.z/tileSize]); } } My shader just sets the transparency of the vertex now, which comes from the vertex color channel

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  • Announcing Oracle Mobile Timecards for Oracle E-Business Suite, Release 12.1 and Release 12.2

    - by CaroleB
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 Oracle E-Business Suite Development is pleased to announce the availability of Oracle Mobile Timecards for Oracle E-Business Suite iPhone application.  With this new mobile app, users can record time on the go, and quickly submit timecards to ensure that downstream processes like Payroll, Projects Costing and Vendor Settlements are executed on time. Key features include: Enter time day-wise for easy time booking Enter time in Quick Time or Regular Time modes Support Payroll and Projects based time entry Aggregate day-wise entries into timecard periods Submit and view timecards while on the go Oracle Mobile Timecards for Oracle E-Business Suite is currently available on OS, and Android availability is planned. It is available to Oracle E-Business Suite customers as part of an existing Oracle Time and Labor product license; no new "mobile" license is required. Download Availability You can download Oracle E-Business Suite Smartphone Applications directly from the Apple Store and run them on Oracle Business Suite 12.1.3 or 12.2.3 – the same client-side code runs with either release: iTunes link: https://itunes.apple.com/us/app/oracle-timecards-for-oracle/id883064245?mt=8  For each app, an administrator performs a simple, one-time ennoblement using server-side patches. For deployment instructions, see Oracle E-Business Suite Mobile Apps, Release 12.1 and 12.2 Documentation (Note 1641772.1). Demo Availability   Support for demo-ING in GS environments will be available shortly. A demo preview of Oracle Mobile Timecards for Oracle E-Business Suite is available here. Configured Layouts on Mobile Timecards Note.1671889.1 Mobile Timecard Layout Configuration Whitepaper for OTL Mobile Time Entry /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-family:"Times New Roman","serif";}

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