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  • How to efficiently preserve a really big navigation history in Firefox?

    - by brandizzi
    When I was using Mac, my Firefox stored items in its history for really long times. Sometimes I needed to find a link to a site I have seen two years ago and it found it! Also, the autocomplete in the Firefox bar is really great, so a long history and the autocompleting yield a wonderful feature to me. Unfortunately, it seems this does not happen in Ubuntu's Firefox. I looked for solutions but I just got some Firefox developers saying the option of expanding history is out for performance issues and one is well advised to not try to change it (which read to me as saying "we cannot make it work well so we limit the scope"). Anyway, my question is: is there a way of efficiently expand the size of Firefox history? Sorry for my bitterness, but a solution with strings attached (mostly say that I should not do it, like this addon) is not solution for me. Does someone have the same need of mine and found a solution?

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  • How to Install & Use the Window Maker Desktop Environment on Ubuntu

    - by Chris Hoffman
    Window Maker is a Linux desktop environment designed to emulate NeXTSTEP, which eventually evolved into Mac OS X. With its focus on emulating NeXTSTEP, it eschews the task bars and application menu buttons found in many other lightweight desktop environments. Window Maker is now under active development again after seven years without an official release. A lot has changed on the Linux desktop front since Window Maker was last being actively developed, but Window Maker still provides a unique, minimal environment – for users looking for that sort of thing. How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • How to mount a disk that supports Samba sharing (Using Disk Utility)

    - by Luis Alvarado - The Wolverine
    This might be a tricky question but here is the objective: Manage to mount a disk/partition automatically without (or at least trying to avoid): Editing any Samba configuration file Editing the fstab file and to make it a little bit harder, this needs to be done with the options for "Mount Options" in the Disk Utility: Note that if left as it is, every time a user mounts a partition/disk and then tries to share a folder in it, Windows users can see the share but can not access it, with a permission warning appearing. The point of all of this is to find the most user friendly (Oriented towards a GUI) way of enabling a partition to be mounted, accessed by the local user (Read, Write, Execute) and to also be able to, when needed, share a folder and have no problems reading/writing on it from another Ubuntu/Windows/Mac remote computer (Assuming both are in the same LAN network).

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  • Can't ping Ubuntu laptop from my LAN

    - by oskar
    My laptop has Ubuntu 10.10 and is connected to my router with full internet access, yet I can't ping it from other computers on my LAN. I tried the following: I can successfully ping those other computers from my Ubuntu laptop, so I didn't accidentally connect to someone else's network. I can successfully ping my Ubuntu laptop from itself, though I don't know if that means anything. I haven't messed with iptables at all, so it currently doesn't have any rules set that would cause it to reject anything. I made a DHCP reservation for my laptop's MAC address in my router to make sure I was always using the correct IP address. Please note that I am using a "command line only" install of Ubuntu, so I can't use any GUI network config tools. The reason I want to ping it is because I am trying to run an NFS server on the laptop, yet despite correctly setting it up I cannot access the NFS volume on another computer because it isn't even visible on the network right now.

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • help w/ macbook & latest ubuntu

    - by dirtyglove
    what is the latest version of ubuntu i can run w/ WORKING wifi on my macbook 4,1(early 2008)? i dual booted my mac os x lion alongside 12.10 ubuntu but cant figure how to get the wireless to work? so i downgraded to 10.10 for now.. is 10.10 the latest version i can have on my macbook with working wifi? or is there another? or am i just missing a noobish terminal code to fix the drivers? help appreciated! thanks

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  • WebSocket Applications using Java: JSR 356 Early Draft Now Available (TOTD #183)

    - by arungupta
    WebSocket provide a full-duplex and bi-directional communication protocol over a single TCP connection. JSR 356 is defining a standard API for creating WebSocket applications in the Java EE 7 Platform. This Tip Of The Day (TOTD) will provide an introduction to WebSocket and how the JSR is evolving to support the programming model. First, a little primer on WebSocket! WebSocket is a combination of IETF RFC 6455 Protocol and W3C JavaScript API (still a Candidate Recommendation). The protocol defines an opening handshake and data transfer. The API enables Web pages to use the WebSocket protocol for two-way communication with the remote host. Unlike HTTP, there is no need to create a new TCP connection and send a chock-full of headers for every message exchange between client and server. The WebSocket protocol defines basic message framing, layered over TCP. Once the initial handshake happens using HTTP Upgrade, the client and server can send messages to each other, independent from the other. There are no pre-defined message exchange patterns of request/response or one-way between client and and server. These need to be explicitly defined over the basic protocol. The communication between client and server is pretty symmetric but there are two differences: A client initiates a connection to a server that is listening for a WebSocket request. A client connects to one server using a URI. A server may listen to requests from multiple clients on the same URI. Other than these two difference, the client and server behave symmetrically after the opening handshake. In that sense, they are considered as "peers". After a successful handshake, clients and servers transfer data back and forth in conceptual units referred as "messages". On the wire, a message is composed of one or more frames. Application frames carry payload intended for the application and can be text or binary data. Control frames carry data intended for protocol-level signaling. Now lets talk about the JSR! The Java API for WebSocket is worked upon as JSR 356 in the Java Community Process. This will define a standard API for building WebSocket applications. This JSR will provide support for: Creating WebSocket Java components to handle bi-directional WebSocket conversations Initiating and intercepting WebSocket events Creation and consumption of WebSocket text and binary messages The ability to define WebSocket protocols and content models for an application Configuration and management of WebSocket sessions, like timeouts, retries, cookies, connection pooling Specification of how WebSocket application will work within the Java EE security model Tyrus is the Reference Implementation for JSR 356 and is already integrated in GlassFish 4.0 Promoted Builds. And finally some code! The API allows to create WebSocket endpoints using annotations and interface. This TOTD will show a simple sample using annotations. A subsequent blog will show more advanced samples. A POJO can be converted to a WebSocket endpoint by specifying @WebSocketEndpoint and @WebSocketMessage. @WebSocketEndpoint(path="/hello")public class HelloBean {     @WebSocketMessage    public String sayHello(String name) {         return "Hello " + name + "!";     }} @WebSocketEndpoint marks this class as a WebSocket endpoint listening at URI defined by the path attribute. The @WebSocketMessage identifies the method that will receive the incoming WebSocket message. This first method parameter is injected with payload of the incoming message. In this case it is assumed that the payload is text-based. It can also be of the type byte[] in case the payload is binary. A custom object may be specified if decoders attribute is specified in the @WebSocketEndpoint. This attribute will provide a list of classes that define how a custom object can be decoded. This method can also take an optional Session parameter. This is injected by the runtime and capture a conversation between two endpoints. The return type of the method can be String, byte[] or a custom object. The encoders attribute on @WebSocketEndpoint need to define how a custom object can be encoded. The client side is an index.jsp with embedded JavaScript. The JSP body looks like: <div style="text-align: center;"> <form action="">     <input onclick="say_hello()" value="Say Hello" type="button">         <input id="nameField" name="name" value="WebSocket" type="text"><br>    </form> </div> <div id="output"></div> The code is relatively straight forward. It has an HTML form with a button that invokes say_hello() method and a text field named nameField. A div placeholder is available for displaying the output. Now, lets take a look at some JavaScript code: <script language="javascript" type="text/javascript"> var wsUri = "ws://localhost:8080/HelloWebSocket/hello";     var websocket = new WebSocket(wsUri);     websocket.onopen = function(evt) { onOpen(evt) };     websocket.onmessage = function(evt) { onMessage(evt) };     websocket.onerror = function(evt) { onError(evt) };     function init() {         output = document.getElementById("output");     }     function say_hello() {      websocket.send(nameField.value);         writeToScreen("SENT: " + nameField.value);     } This application is deployed as "HelloWebSocket.war" (download here) on GlassFish 4.0 promoted build 57. So the WebSocket endpoint is listening at "ws://localhost:8080/HelloWebSocket/hello". A new WebSocket connection is initiated by specifying the URI to connect to. The JavaScript API defines callback methods that are invoked when the connection is opened (onOpen), closed (onClose), error received (onError), or a message from the endpoint is received (onMessage). The client API has several send methods that transmit data over the connection. This particular script sends text data in the say_hello method using nameField's value from the HTML shown earlier. Each click on the button sends the textbox content to the endpoint over a WebSocket connection and receives a response based upon implementation in the sayHello method shown above. How to test this out ? Download the entire source project here or just the WAR file. Download GlassFish4.0 build 57 or later and unzip. Start GlassFish as "asadmin start-domain". Deploy the WAR file as "asadmin deploy HelloWebSocket.war". Access the application at http://localhost:8080/HelloWebSocket/index.jsp. After clicking on "Say Hello" button, the output would look like: Here are some references for you: WebSocket - Protocol and JavaScript API JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Binary data as payload Custom payloads using encoder/decoder Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API Capturing WebSocket on-the-wire messages

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  • ASP.NET WebAPI Security 3: Extensible Authentication Framework

    - by Your DisplayName here!
    In my last post, I described the identity architecture of ASP.NET Web API. The short version was, that Web API (beta 1) does not really have an authentication system on its own, but inherits the client security context from its host. This is fine in many situations (e.g. AJAX style callbacks with an already established logon session). But there are many cases where you don’t use the containing web application for authentication, but need to do it yourself. Examples of that would be token based authentication and clients that don’t run in the context of the web application (e.g. desktop clients / mobile). Since Web API provides a nice extensibility model, it is easy to implement whatever security framework you want on top of it. My design goals were: Easy to use. Extensible. Claims-based. ..and of course, this should always behave the same, regardless of the hosting environment. In the rest of the post I am outlining some of the bits and pieces, So you know what you are dealing with, in case you want to try the code. At the very heart… is a so called message handler. This is a Web API extensibility point that gets to see (and modify if needed) all incoming and outgoing requests. Handlers run after the conversion from host to Web API, which means that handler code deals with HttpRequestMessage and HttpResponseMessage. See Pedro’s post for more information on the processing pipeline. This handler requires a configuration object for initialization. Currently this is very simple, it contains: Settings for the various authentication and credential types Settings for claims transformation Ability to block identity inheritance from host The most important part here is the credential type support, but I will come back to that later. The logic of the message handler is simple: Look at the incoming request. If the request contains an authorization header, try to authenticate the client. If this is successful, create a claims principal and populate the usual places. If not, return a 401 status code and set the Www-Authenticate header. Look at outgoing response, if the status code is 401, set the Www-Authenticate header. Credential type support Under the covers I use the WIF security token handler infrastructure to validate credentials and to turn security tokens into claims. The idea is simple: an authorization header consists of two pieces: the schema and the actual “token”. My configuration object allows to associate a security token handler with a scheme. This way you only need to implement support for a specific credential type, and map that to the incoming scheme value. The current version supports HTTP Basic Authentication as well as SAML and SWT tokens. (I needed to do some surgery on the standard security token handlers, since WIF does not directly support string-ified tokens. The next version of .NET will fix that, and the code should become simpler then). You can e.g. use this code to hook up a username/password handler to the Basic scheme (the default scheme name for Basic Authentication). config.Handler.AddBasicAuthenticationHandler( (username, password) => username == password); You simply have to provide a password validation function which could of course point back to your existing password library or e.g. membership. The following code maps a token handler for Simple Web Tokens (SWT) to the Bearer scheme (the currently favoured scheme name for OAuth2). You simply have to specify the issuer name, realm and shared signature key: config.Handler.AddSimpleWebTokenHandler(     "Bearer",     http://identity.thinktecture.com/trust,     Constants.Realm,     "Dc9Mpi3jaaaUpBQpa/4R7XtUsa3D/ALSjTVvK8IUZbg="); For certain integration scenarios it is very useful if your Web API can consume SAML tokens. This is also easily accomplishable. The following code uses the standard WIF API to configure the usual SAMLisms like issuer, audience, service certificate and certificate validation. Both SAML 1.1 and 2.0 are supported. var registry = new ConfigurationBasedIssuerNameRegistry(); registry.AddTrustedIssuer( "d1 c5 b1 25 97 d0 36 94 65 1c e2 64 fe 48 06 01 35 f7 bd db", "ADFS"); var adfsConfig = new SecurityTokenHandlerConfiguration(); adfsConfig.AudienceRestriction.AllowedAudienceUris.Add( new Uri(Constants.Realm)); adfsConfig.IssuerNameRegistry = registry; adfsConfig.CertificateValidator = X509CertificateValidator.None; // token decryption (read from configuration section) adfsConfig.ServiceTokenResolver = FederatedAuthentication.ServiceConfiguration.CreateAggregateTokenResolver(); config.Handler.AddSaml11SecurityTokenHandler("SAML", adfsConfig); Claims Transformation After successful authentication, if configured, the standard WIF ClaimsAuthenticationManager is called to run claims transformation and validation logic. This stage is used to transform the “technical” claims from the security token into application claims. You can either have a separate transformation logic, or share on e.g. with the containing web application. That’s just a matter of configuration. Adding the authentication handler to a Web API application In the spirit of Web API this is done in code, e.g. global.asax for web hosting: protected void Application_Start() {     AreaRegistration.RegisterAllAreas();     ConfigureApis(GlobalConfiguration.Configuration);     RegisterGlobalFilters(GlobalFilters.Filters);     RegisterRoutes(RouteTable.Routes);     BundleTable.Bundles.RegisterTemplateBundles(); } private void ConfigureApis(HttpConfiguration configuration) {     configuration.MessageHandlers.Add( new AuthenticationHandler(ConfigureAuthentication())); } private AuthenticationConfiguration ConfigureAuthentication() {     var config = new AuthenticationConfiguration     {         // sample claims transformation for consultants sample, comment out to see raw claims         ClaimsAuthenticationManager = new ApiClaimsTransformer(),         // value of the www-authenticate header, // if not set, the first scheme added to the handler collection is used         DefaultAuthenticationScheme = "Basic"     };     // add token handlers - see above     return config; } You can find the full source code and some samples here. In the next post I will describe some of the samples in the download, and then move on to authorization. HTH

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  • Help with creating symbolic link

    - by user1737794
    I'm a little bit confused with how the symbolic links work. I hope someone can guide me in the right direction. I want to put a demo online from our software, which normally only runs locally on a Mac Mini. So I put all the files in the var/www from my Ubuntu 12.04 server installation. There are a lot of hardcoded links in the software which point to "/Applications/XAMPP/xamppfiles/htdocs/narrowcasting" Of course I can change all these code on my html/php files in /var/www, but that would be quite annoying. I hope I can fix this by creating a symbolic link. For example I have a directory called thumb in /var/www/thumb. The php code is trying to put a image in /Applications/XAMPP/xamppfiles/htdocs/narrowcasting/thumb. Can anyone give me a tip how to achieve this with a symbolic link? Thanks in advance.

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  • Sharing internet to Ubuntu 12.04 VMWare guest

    - by John Cogan
    Got the 12.04 distro and installed this on my Mac VMWare Fusion (Version 4.1.2). Install went fine and Ubuntu seemed to update itself during the install. Rebooted and now I cannot get Ubuntu to access the internet via my Macs Ethernet connection (Connected to a router) Have tried settings the VMWare network adaptor to NAT or bridged and Host only without success. In Ubuntu I have the eth0 set to Automatic DHCP. VMWare tools is installed as well. I know next to nothing about what to do here and net searches on both Stackoverflow and Superuser sites are producing not results for me. Could someone please help? What to eventually have Ubuntu run in the background as a development web server running Zend Framework and CE Server edition but need thew internet access to run updates etc on Ubuntu. Any help would be really appreciated. TIA John

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  • Setup Guide for updating local system and the repository with the incremental Solaris 11.1 SRU

    - by Gurubalan
    This guide covers the steps to implement the following setup. I. Updating the local system from Solaris 11.1 to Solaris 11.1 SRU 16.5II. Setting up local system as an IPS Repository Server (HTTP interface)III. Updating the local repository with the incremental Solaris 11.1 SRU 16.5I. Updating the local system from Solaris 11.1 to Solaris 11.1 SRU 16.5We assume that the local system is currently installed with Solaris 11.1 GA and the system doesn't have internet connectivity.What I have:1. Two parts of full repo iso files downloaded from http://www.oracle.com/technetwork/server-storage/solaris11/downloads/index.html. Both files are concatenated to a single file using the following command. $ cat sol-11_1-repo-full.iso-a sol-11_1-repo-full.iso-b > sol-11_1-repo-full.iso I suggest to verify the downloaded file against its md5checksum value [http://download.oracle.com/otn/solaris/11_1/md5sum.txt] using the following command digest -a md5 <file-name>  // the output of this command should match the original checksum value for that file.2. Incremental repo sol-11_1_16_5_0-incr-repo.iso downloaded from MOS [Patch 18269379: ORACLE SOLARIS 11.1.16.5.0 REPO ISO IMAGE (SPARC/X86 (64-BIT)]. You can get the checksum value of incremental repo iso by clicking the check box "show digest details" when you download the file.3. The local system IP is 192.168.10.10 & port 81 is reserved for repo serverPlease note that this repo file (either full or incremental) is common for both SPARC and X86(64BIT).Steps to update the local system: 1. #mounting s11.1 full repo iso to mnt        $ mount -F hsfs /soft/sol-11_1-repo-full.iso /mnt 2. Setting the pkg publisher to full repo source         $ pkg set-publisher -g file:///mnt/repo solaris 3. Perform the update of the packages.        $ pkg updateII. Setting up local system (Oracle Solaris 11.1) as an IPS Repository Server(HTTP interface):Please note that we have already mounted the full repo iso at /mnt    1. # copying /mnt permanently to the disk location at /s11.1        #zfs create -o atime=off -o mountpoint=/s11.1 rpool/s11.1        #rsync -aP /mnt/* /s11.1     2. #unmounting mnt         #umount /mnt3. To allow clients to access the local repository via HTTP, enable the application/pkg/server Service Management Facility (SMF) service.        svccfg -s application/pkg/server setprop pkg/inst_root=<data_source>/repo        eg: $svccfg -s application/pkg/server setprop pkg/inst_root=/s11.1/repo4. Setting port# to 81      svccfg -s application/pkg/server setprop pkg/port=<port_number>      eg: svccfg -s application/pkg/server setprop pkg/port="81"5a. Enable the pkg/server service (if the service is disabled)     $svcs pkg/server     STATE          STIME    FMRI     disabled        19:55:03 svc:/application/pkg/server:default      $svcadm enable pkg/server5b. Refresh/Restart the service, if it is already online       $svcadm refresh application/pkg/server       $svcadm restart application/pkg/server6. Setting pkg publisher on repo server and repo clients:      pkg set-publisher -G '*' -g http://<ip>:<port> solaris      eg: $pkg set-publisher -G '*' -g 'http://192.168.10.10:81' solaris7. Verify the Solaris 11.1 version from the repository         $pkgrepo list -s http://192.168.10.10:81 | grep entire         solaris   entire     0.5.11,5.11-0.175.1.0.0.24.2:20120919T190135Z You will have multiple row entries if the repository is setup with incremental SRUs.III. Updating the local repository with the incremental Solaris 11.1 SRU 16.51. #mounting s11.1 incremental SRU repo iso to mnt        $ mount -F hsfs <full_path_to>/sol-11_1_sruN_bldnum_respinnum-incr-repo.iso  /mnt        $ mount -F hsfs /soft/sol-11_1_16_5_0-incr-repo.iso /mnt2. Updating the local repository        $pkgrecv -s  /mnt/repo -d /s11.1/repo '*'3. Building a Search Index    $pkgrepo -s /s11.1/repo refresh     Initiating repository refresh.4. Refresh/Restart the service       $svcadm refresh svc:/application/pkg/server       $svcadm restart svc:/application/pkg/server5. Verify the repo has the incremental SRU as well.       # pkgrepo list -s http://192.168.10.10:81 | grep entire        solaris   entire      0.5.11,5.11-0.175.1.16.0.5.0:20140218T165248Z       solaris   entire      0.5.11,5.11-0.175.1.0.0.24.2:20120919T190135Z

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  • Canon Mx772 printer recognized, drivers loaded...but all print jobs "Held"

    - by user212169
    BRAND NEW to Ubuntu but loving it so far. I have a Canon MX772 wireless printing running on my network and am able to print fine from a PC and Mac. Using the printers IP, Ubuntu was able to find it and I accepted all of the "recommended" items (it found a Canon MX770 driver). Everything seems to load fine...but the test page does not print, nor does any print commands make it to the printer. If I open the print dialogue jobs are shown as "held" and when I look at the jobs attributes, I see "Job printer state message=cannot specify model number" and then a few lines down "job state reasons=aborted by system". If I try to "resume" it immediately goes back to "held". I can successfully ping the IP of the printer. Would be very appreciative of other ideas...printing is the last check in the box before I am all set up. Thanks!

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  • Bill Gates fait la promotion des MacBook sur son blog, à quand Steve Jobs déclarant "Windows 7, c'était mon idée" ?

    Bill Gates fait la promotion des MacBook sur son blog, à quand Steve Jobs déclarant "Windows 7, c'était mon idée" ? Sur son blog "The Gates Notes", Bill Gates, figure emblématique de Microsoft, a publié une image bigrement inattendue. Dans un post où l'homme expose ses pensées à propos du système scolaire américain, et se lamente d'un trop peu d'élèves diplômés, il illustre sa réflexion avec la photo de deux étudiants... dont l'un est en train de travailler sur un Mac ! Et même un MacBook, selon les plus fins observateurs. Comme si ce n'était pas suffisant, une forme noire posée sur une pochette jaune, au dessus de l'ordinateur, à tout l'air d'être un iPhone. Beau joueur, le Bill ! ...

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  • Ping.eu

    - by Sarang
    Found an interesting resource thanks to a close friend. Ping.eu is a free service which would let you test various aspects related to networks which would typically be pain inducing doing it on your own. For seasoned network professional having a MAC address of their own instead of a name :) this might not be that useful. However for a layperson like me this an invaluable resource. These guys provide you with following services: Ping – Shows how long it takes for packets to reach host Traceroute – Traces the route of packets to destination host from our server DNS lookup – Look up DNS record WHOIS – Lists contact info for an IP or domain Port check – Tests if port is opened on specified IP Reverse lookup – Gets hostname by IP address Proxy checker – Detects a proxy server Mail relaying – Tests relaying capabilities of specified mail-server Bandwidth meter – Detects your download speed from our server Network calculator – Calculates subnet range by network mask Network mask calculator – Calculates network mask by subnet range Country by IP – Detects country by IP or hostname Unit converter – Converts values from one unit to another   Taken straight from their site. Thanks Ping.eu

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  • Typical text encoding+BOM, and EOL behavior on mobile devices

    - by Dan W
    Typical things to worry about when dealing with text are the BOM/signature, encoding, and the end of line (EOL) char/chars. I know that Windows often favours \r\n (CR+LF) and Mac/Linux favours \n (LF), but how about mobile devices such as the iPhone and Android? Do typical apps on those platforms favour one or the other? Also, which text encodings are mobiles most likely to use - UTF-8, iso-8859-1, or even Windows 1252 (or other default codepage) or maybe even UTF-16? And if they use UTF-8/16, are they likely to need (or require not having) a BOM/signature? What is the typical behavior here?

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  • Beginners Tips To Learn Vim

    - by Nathan Campos
    I'm the type of developer that only uses GUI fully-featured programmer editor, when I'm at Windows I use Notepad++, at my Mac I use TextMate and at Linux I use GEdit, but now I'm starting to develop inside my Linux server, which doesn't have any window manager installed and I saw this as a beautiful time to learn how to use Vim, which I always had problems to understand, I can't even open a file to edit at Vim, so I want to know: Which is the best eBook for a very beginner on this editor to learn how to use it? I really loved Vim after I saw all the awesome things that you can do with it and this is the perfect moment to learn how to use it. PS: It would be a lot better if it has a Kindle or ePub version

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  • Problem with Ogmo Editor (is Tiled Editor a solution?)

    - by Mentoliptus
    I made a level editor for a puzzle game with Ogmo Editor and gave it to our designer/level designer. When he downloaded and started Ogmo, his CPU went to 100%. I looked at my CPU usage while Ogmo is running, and it goes from 20% to 30% (which is also high for an application alike Ogmo). He has a Windows 7 VM running on his Mac and I have a normal Windows PC, can this be a problem? I found a thread on FlashFunk forum that confirms that Ogmo has CPU usage issues. Has anybody maybe solved this issue? The solution seems to use Tiled Editor, but I never used it before. Is it difficult to change a level editor from Ogmo to Tiled? Can they export in the same format (XML with CSV elements for my puzzle game)?

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  • Enable wifi on my computer - firmware missing

    - by Sarah
    I am attempting to set up a wireless network on 11.04, freshly download today. The router is on and working. However, I do not have a wifi "card" (which I am assuming is a little USB-type thing that allows internet access, but correct me if I am wrong) and every time I try to type in the MAC address and everything, nothing works. I also get the "firmware missing" error when I scroll over the signal strength, which I have tried looking up but have been unsuccessful with completely understanding it. I guess my main question is do I need another little device to be able to use wifi on my ubuntu? I do have an ethernet cable but another person is using it and I do not want to be tied down to that cable. the problem is that none of the wireless networks show up, however they show up when I go into Windows mode on my laptop. I get an error message at the top saying "firmware missing" which I have tried looking up but still have no straight answer for.

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  • Issue with CSS font color in Webkit in Lion (#444 looks darker than #333)

    - by Andrea
    I have a strange issue with Safari and Chrome Mac (19.0.1084.54) in OS X Lion. Here it is, very simply put: When I display it in a Webkit browser, text set in Helvetica Neue and color Hex #444 looks a little bolder, and therefore darker, than the same text with an Hex color value of #333. This does not happen at all in Snow Leopard with the exact same browsers (same version). Happens on any website I tried, so I know it's not something related to the CSS of my website. I tried to change it live through the Inspector and it really shows up. I made a little screencast to explain it better: http://goo.gl/prQAn (.mov - ~60MB) Anyone has ever experienced something like that?

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  • PXE booting on old computer

    - by kosciak
    So my computer is not working - the disk is totally cleared, I've deleted GRUB and PLOP which I used to install new system, because CD-Rom is broken and BIOS is old (whole computer is old, it's Sony Vaio PCG-GR250) so it won't allow me to do it via USB and I got no floppy drive :) the only way is to PXE boot PLOP and install Linux from USB after PLOP has been opened. (I'm not a specialist but that's how I see it) I'm using Mac OS X 10.9 and I followed number of tutorials how to set up TFTP and DHCP server and I got PLOP here, but when I boot up with PXE it says that it found DHCP but TFTP timed out. Any help or alternative way of rescuing old laptop? Thanks in advance!

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  • Hot Java Content

    - by Tori Wieldt
    It's August, summertime in the United States, and time for many of us to go on vacation. (You'll have to find my personal account to see more photos of the Monterey Bay Aquarium.) Here's some great Java content that you may have missed while I was gone: Blogs  Project Jigsaw: Late for the train: The Q&A JSR 355 Final Release, and moves JCP to version 2.9Oracle releases JDK for Linux ARM, JRE for Mac OS XArchitects and Architecture at JavaOne 2012Java Champions at JavaOne 2012 Podcasts & Videos Java Spotlight Episode 96: Johan Vos on Glassfish and JavaFXJava Spotlight Episode 94: Kirk Pepperdine on Java Performance TuningJava Spotlight Episode 93: Jonathan Giles on JavaFX 2.2 UI ControlsVideo: JavaFX Canvas Node July/August Java Magazine (free subscription) Developer Power: Web-based Development ToolsFork/Join Framework for Client Java ApplicationsIntro to Web Service SecurityHow to Modify javacOracle's Berkeley DB Java Edition's Java API and more. Java Magazine is available on the App Store and the Android Market. Get all this great Java content while it's as hot as a North American (non-San Franciscian) summer. 

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  • What to choose API based server or Socket based server for data driven application

    - by Imdad
    I am working on a project which has a Desktop Application for MAC/COCOA, a native application for iPhone another native application in iPad. All the application do almost same thing. The applications are data driven applications. Every communication to server is made via a restful API developed in PHP. When a user logs in a lot of data is fetched from server. And to remain in sync with server pooling is done. As there are lot of data to pool it makes application slower and un-reliable. A possible solution that comes into my mind is to use Socket based server. My question is that will it reasonably improve the performance? And which technology (of sockets) will be good as a server side solution for data driven application? I have heard a lot about Node.js. Please give your suggestions.

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  • Atheros AR8132 Ethernet refuses to connect after suspend

    - by Ramesh Patel
    I'm having an issue where my ethernet card (Atheros Communications Inc. AR8132 Fast Ethernet (rev c0)) refuses to recognize when a network cable is plugged in after a suspend. This is dmesg after suspending: [135897.712049] atl1c 0000:02:00.0: MAC state machine can't be idle since disabled for 10ms second [135897.743729] ADDRCONF(NETDEV_UP): eth0: link is not ready [135898.541804] ADDRCONF(NETDEV_UP): eth1: link is not ready [135900.452077] atl1c 0000:02:00.0: irq 47 for MSI/MSI-X [135900.672262] atl1c 0000:02:00.0: Error get phy ID [135900.673060] ADDRCONF(NETDEV_UP): eth0: link is not ready [135900.674140] ADDRCONF(NETDEV_UP): eth0: link is not ready [135925.604052] [135935.776051] eth1: no IPv6 routers present eth0 is the ethernet card and eth1 is the wlan card (Broadcom Corporation BCM43224 802.11a/b/g/n (rev 01)). The ethernet card uses the atl1c driver and the wlan card uses the wl driver. Sorry, should have mentioned as well, running Ubuntu 12.04 with kernel 3.2.0-25-generic.

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  • How do multi-platform games usually store save data?

    - by PixelPerfect3
    I realize this is a bit of a broad question, but I was wondering if there is a "standard" in the industry when it comes to storing save data for games (and is it different across platforms - Xbox/PS/PC/Mac/Android/iOS?) For example for a game like Assassin's Creed or The Walking Dead: They are on multiple platforms and they usually have to save enough information about the player and their actions. Do they use something like XML files, databases, or just straight binary dumps? How much does it differ from platform to platform? I would appreciate it if someone with experience in the game industry would answer this.

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  • Is your Xcode4 stable?

    - by Eonil
    I have upgraded to Xcode4, and I'm experiencing unbelievable situation. Xcode4 crashes per 5 minute. Incredibly slow. Almost impossible to use. Maybe the problem is my hardware configuration. I'm using MacBook Air 3rd with 2GB ram with SSD. It was just fine with Xcode3, but now, it consumes all of memory and crashes too often. Does your Xcode4 stable? If so, please let me know what's your hardware configuration. I want to know whether this problem is caused by hardware configuration or not to decide buy a new mac.

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