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  • .com vs .me for personal and blogging sites. Which one is good regarding seo

    - by Sameer Manas
    I basically have a domain under my name with .com extension. I am planning to use it for my portfolio and also as a regular blog. Now considering SEO and ranking stuff, what is the best way to implement this. myname.com - Portfolio || myname.com/blog - Blog page (or) myname.com - Blog || myname.me - Portfolio i have absolutely no idea on how .tld's impact SEO and Ranking, so i seek the experts advice on this. Thanks in advance.

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  • How to disable Chrome's Incognito Mode?

    - by Jason Tu
    I use this extension called Website Blocker to discourage me from checking Gmail/Reddit. However, it is easy and tempting to open a New Incognito Window; since extensions are disabled in Incognito Mode, I'm still able to browse Gmail/Reddit in this manner. Is there any way to disable Chrome's Incognito Mode in Ubuntu? Ideally, this would encourage me to use my smartphone as a dedicated Gmail/Reddit checker.

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  • Firefox Slow down and 100% CPU after gnome-settings-deamon update

    - by digitaljail
    I'm on Ubuntu 12.04 (Unity) with Firefox 17.0.1 instaled. after the latest update of the gnome-settings-deamon (3.4.2-0ubuntu0.5,3.4.2-0ubuntu0.6) FireFox starts taking 100% of my CPU, periodically. I have tried various things: 1) Disabled All the non standard extensions = No change to the CPU Usage 2) Disabled Flash PlugIns (also updated same time) = No change to CPU Usage 3) Disabled "Global Menu integration 3.6.4) Extension = HOOOA CPU OK !!! Any suggestion to get back global menu integration with no more CPU problems?

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  • Extending Chrome DevTools for fun and profit...

    Extending Chrome DevTools for fun and profit... Your browser is one of the most and best instrumented development platforms -- you may just not realize it yet. In this episode we'll cover the Audit and Panel extension API's, take a deep dive into the Chrome debugging protocol (and what you can do with it), peek inside the Chrome's network stack, and finally go deep into the guts of Chrome with chrome://tracing! From: GoogleDevelopers Views: 333 12 ratings Time: 23:35 More in Science & Technology

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  • How to exclude copy local referenced assemblies from a VSIX

    - by Daniel Cazzulino
    When you add library references to project that are not reference assemblies or installed in the GAC, Visual Studio defaults to setting Copy Local to True: If, however, those dependencies are distributed by some other means (i.e. another extension, or are part of VS private assemblies, or whatever) and you want to avoid including them in your VSIX, you can add the following property to the project file: &lt;PropertyGroup&gt; ... &lt;IncludeCopyLocalReferencesInVSIXContainer&gt;false&lt;/IncludeCopyLocalReferencesInVSIXContainer&gt;Read full article

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Google I/O 2010 - Chrome Extensions - how to

    Google I/O 2010 - Chrome Extensions - how to Google I/O 2010 - Chrome Extensions - how to Chrome 101 Brian Kennish Google Chrome shipped an extensions API in version 4.0. Since last year, new capabilites have been added to the extensions framework, and many people have already written powerful extensions with minimal effort. Find out how to write an extension, and what's coming next in Chrome Extensions. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 4 0 ratings Time: 59:35 More in Science & Technology

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  • How do I implement collision detection with a sprite walking up a rocky-terrain hill?

    - by detectivecalcite
    I'm working in SDL and have bounding rectangles for collisions set up for each frame of the sprite's animation. However, I recently stumbled upon the issue of putting together collisions for characters walking up and down hills/slopes with irregularly curved or rocky terrain - what's a good way to do collisions for that type of situation? Per-pixel? Loading up the points of the incline and doing player-line collision checking? Should I use bounding rectangles in general or circle collision detection?

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  • Ubuntu Server Cannot Route to the Internet

    - by ejes
    I've been having this problem for weeks now, and I can't seem to figure out the problem. My server can route the local network and serves it well, however it cannot access the internet. It can't be the router because everything else on this lan can route through the router. I've even switched the ethernet port. Any help would be appreciated. I've tried all the usual places, anyway, here are the configs: root@uhs:~# uname -a Linux uhs 3.0.0-16-generic-pae #28-Ubuntu SMP Fri Jan 27 19:24:01 UTC 2012 i686 i686 i386 GNU/Linux root@uhs:~# cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface # auto eth1 # iface eth1 inet dhcp auto eth0 iface eth0 inet static address 192.168.0.3 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 root@uhs:~# ping -c 4 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_req=1 ttl=64 time=0.334 ms 64 bytes from 192.168.0.1: icmp_req=2 ttl=64 time=0.339 ms 64 bytes from 192.168.0.1: icmp_req=3 ttl=64 time=0.324 ms 64 bytes from 192.168.0.1: icmp_req=4 ttl=64 time=0.339 ms --- 192.168.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2997ms rtt min/avg/max/mdev = 0.324/0.334/0.339/0.006 ms root@uhs:~# ping -c 4 209.85.145.103 PING 209.85.145.103 (209.85.145.103) 56(84) bytes of data. --- 209.85.145.103 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3023ms root@uhs:~# ifconfig eth0 Link encap:Ethernet HWaddr 00:0c:6e:a0:92:6e inet addr:192.168.0.3 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::20c:6eff:fea0:926e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13131114 errors:0 dropped:0 overruns:0 frame:0 TX packets:10540297 errors:0 dropped:0 overruns:5 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3077922794 (3.0 GB) TX bytes:3827489734 (3.8 GB) Interrupt:10 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7721 errors:0 dropped:0 overruns:0 frame:0 TX packets:7721 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:551950 (551.9 KB) TX bytes:551950 (551.9 KB) root@uhs:~# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 root@uhs:~# # PRETEND Traceroute root@uhs:~# for i in {1..30}; do ping -t $i -c 1 209.85.145.103; done | grep "Time to live exceeded" root@uhs:~#

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  • Une implémentation en JavaScript introduit OpenPGP aux Webmails, sécuriser ses emails ne requiert plus l'utilisation d'un client de messagerie

    Une implémentation en JavaScript introduit OpenPGP aux Webmails Sécuriser ses emails ne requiert plus l'utilisation d'un client de messagerie Si une implémentation de la machine virtuelle Java en JavaScript peut être vue comme un délire de Geek, reprendre la norme de chiffrement OpenPGP avec ce langage a de quoi susciter de l'intérêt et démocratiser la sécurisation des emails. Les chercheurs de Recurity Labs, éditeur allemand de logiciels, l'ont fait avec le projet GPG4Browsers. Actuellement à l'état de prototype en tant qu'extension Google Chrome, l'implémentation s'intègre avec Gmail et permet de chiffrer, décryp...

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  • Investigating .NET Memory Management and Garbage Collection

    Investigating a subtle memory leak can be tricky business, but things are made easier by using The .NET framework's tool SOS (Son of Strike) which is a debugger extension for debugging managed code, used in collaboration with the Windows debugger....Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Unable to connect to Wireless after installing Ubuntu 12.10

    - by Moulik
    I am using Asus U56E laptop and after installing Ubuntu 12.10 alongside Windows 8, I am unable to connect to the Wireless. I have been trying to solve this problem since two weeks and couldn't solve it. Please help. Any answer would be appreciated. Here are some command-line results. lspci -v | grep -iA 7 network ubuntu@ubuntu:~$ lspci -v | grep -iA 7 network 02:00.0 Network controller: Intel Corporation Centrino Wireless-N + WiMAX 6150 (rev 67) Subsystem: Intel Corporation Centrino Wireless-N + WiMAX 6150 BGN Flags: bus master, fast devsel, latency 0, IRQ 52 Memory at de800000 (64-bit, non-prefetchable) [size=8K] Capabilities: <access denied> Kernel driver in use: iwlwifi Kernel modules: iwlwifi lsmod | grep iwlwifi ubuntu@ubuntu:~$ lsmod | grep iwlwifi iwlwifi 386826 0 mac80211 539908 1 iwlwifi cfg80211 206566 2 iwlwifi,mac80211 ubuntu@ubuntu:~$ dmesg | grep iwlwifi [ 57.846261] iwlwifi: Intel(R) Wireless WiFi Link AGN driver for Linux, in-tree: [ 57.846264] iwlwifi: Copyright(c) 2003-2012 Intel Corporation [ 57.846336] iwlwifi 0000:02:00.0: >pci_resource_len = 0x00002000 [ 57.846338] iwlwifi 0000:02:00.0: >pci_resource_base = ffffc90000c7c000 [ 57.846341] iwlwifi 0000:02:00.0: >HW Revision ID = 0x67 [ 57.846438] iwlwifi 0000:02:00.0: >irq 52 for MSI/MSI-X [ 59.558335] iwlwifi 0000:02:00.0: >loaded firmware version 41.28.5.1 build 33926 [ 59.558514] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEBUG disabled [ 59.558516] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEBUGFS enabled [ 59.558517] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEVICE_TRACING enabled [ 59.558519] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_DEVICE_TESTMODE enabled [ 59.558520] iwlwifi 0000:02:00.0: >CONFIG_IWLWIFI_P2P disabled [ 59.558522] iwlwifi 0000:02:00.0: >Detected Intel(R) Centrino(R) Wireless-N + WiMAX 6150 BGN, REV=0x84 [ 59.558583] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 59.569083] iwlwifi 0000:02:00.0: >device EEPROM VER=0x557, CALIB=0x6 [ 59.569085] iwlwifi 0000:02:00.0: >Device SKU: 0x150 [ 59.569087] iwlwifi 0000:02:00.0: >Valid Tx ant: 0x1, Valid Rx ant: 0x3 [ 59.569100] iwlwifi 0000:02:00.0: >Tunable channels: 13 802.11bg, 0 802.11a channels [ 70.208469] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 70.208648] iwlwifi 0000:02:00.0: >Radio type=0x1-0x2-0x0 [ 70.366319] iwlwifi 0000:02:00.0: >L1 Disabled; Enabling L0S [ 70.366470] iwlwifi 0000:02:00.0: >Radio type=0x1-0x2-0x0 sudo lshw -c network ubuntu@ubuntu:~$ sudo lshw -c network *-network description: Wireless interface product: Centrino Wireless-N + WiMAX 6150 vendor: Intel Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 67 serial: 40:25:c2:84:99:c4 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.5.0-17-generic firmware=41.28.5.1 build 33926 latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:52 memory:de800000-de801fff *-network description: Ethernet interface product: AR8151 v2.0 Gigabit Ethernet vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: c0 serial: 54:04:a6:2b:6a:ef capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress vpd bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=atl1c driverversion=1.0.1.0-NAPI latency=0 link=no multicast=yes port=twisted pair resources: irq:54 memory:dd400000-dd43ffff ioport:a000(size=128) ifconfig ubuntu@ubuntu:~$ ifconfig eth0 Link encap:Ethernet HWaddr 54:04:a6:2b:6a:ef UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:176 errors:0 dropped:0 overruns:0 frame:0 TX packets:176 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:14368 (14.3 KB) TX bytes:14368 (14.3 KB) wlan0 Link encap:Ethernet HWaddr 40:25:c2:84:99:c4 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) iwconfig ubuntu@ubuntu:~$ iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=15 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off iwlist scan ubuntu@ubuntu:~$ iwlist scan eth0 Interface doesn't support scanning. lo Interface doesn't support scanning. wlan0 No scan results nm-tool ubuntu@ubuntu:~$ nm-tool NetworkManager Tool State: disconnected - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: atl1c State: unavailable Default: no HW Address: 54:04:A6:2B:6A:EF Capabilities: Carrier Detect: yes Wired Properties Carrier: off - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: iwlwifi State: disconnected Default: no HW Address: 40:25:C2:84:99:C4 Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points hypeness2: Infra, 00:21:29:DA:08:4F, Freq 2462 MHz, Rate 54 Mb/s, Strength 42 WPA love: Infra, 68:7F:74:17:02:66, Freq 2412 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 DIRECT-MwSCX-3400Pamela: Infra, 02:15:99:A3:3F:AC, Freq 2412 MHz, Rate 54 Mb/s, Strength 22 WPA2 router: Infra, 1C:AF:F7:D6:76:F3, Freq 2417 MHz, Rate 54 Mb/s, Strength 20 WPA2 wing: Infra, E8:40:F2:34:E4:F7, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 WPA WPA2 132LINKSYS: Infra, 00:1A:70:80:1F:E9, Freq 2437 MHz, Rate 54 Mb/s, Strength 57 WEP VMITTAL: Infra, E0:46:9A:3C:F0:C4, Freq 2412 MHz, Rate 54 Mb/s, Strength 27 WEP HP-Print-10-LaserJet 1025: Infra, 7C:E9:D3:7E:F8:10, Freq 2437 MHz, Rate 54 Mb/s, Strength 59 ACNBB: Infra, 00:26:75:22:A6:2F, Freq 2437 MHz, Rate 54 Mb/s, Strength 20 SATKAIVAL: Infra, 00:18:E7:CE:69:A6, Freq 2412 MHz, Rate 54 Mb/s, Strength 69 WPA WPA2 hypeness: Infra, B8:E6:25:24:C3:B1, Freq 2437 MHz, Rate 54 Mb/s, Strength 54 WPA WPA2 CSNetwork: Infra, BC:14:01:58:C5:88, Freq 2437 MHz, Rate 54 Mb/s, Strength 25 WPA WPA2 tharma: Infra, BC:14:01:E2:06:18, Freq 2412 MHz, Rate 54 Mb/s, Strength 15 WPA WPA2 Active2.4: Infra, 10:6F:3F:0E:F3:8E, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA WPA2 ACNBB: Infra, 00:26:75:58:4E:7A, Freq 2437 MHz, Rate 54 Mb/s, Strength 85 KO: Infra, BC:14:01:2E:AF:A8, Freq 2452 MHz, Rate 54 Mb/s, Strength 22 WPA WPA2 FEAR: Infra, 00:18:4D:C0:BC:58, Freq 2462 MHz, Rate 54 Mb/s, Strength 17 WPA Pamela: Infra, BC:14:01:52:F6:F8, Freq 2412 MHz, Rate 54 Mb/s, Strength 24 WPA WPA2 bvrk2: Infra, 78:CD:8E:7B:3C:79, Freq 2457 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 BELL030: Infra, D8:6C:E9:17:AF:09, Freq 2462 MHz, Rate 54 Mb/s, Strength 22 WPA2 Desai: Infra, 00:1D:7E:52:FB:C5, Freq 2437 MHz, Rate 54 Mb/s, Strength 14 WEP Sritharan: Infra, BC:14:01:E5:59:78, Freq 2462 MHz, Rate 54 Mb/s, Strength 19 WPA WPA2 PFN: Infra, 00:13:10:8B:CF:45, Freq 2437 MHz, Rate 54 Mb/s, Strength 19 WEP rfkill list all ubuntu@ubuntu:~$ rfkill list all 0: asus-wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: asus-wimax: WiMAX Soft blocked: yes Hard blocked: no 2: phy0: Wireless LAN Soft blocked: no Hard blocked: no so these are some more results sudo modprobe -r iwlwifi ubuntu@ubuntu:~$ sudo modprobe -r iwlwifi sudo modprobe iwlwifi 11n_disable=1 ubuntu@ubuntu:~$ sudo modprobe iwlwifi 11n_disable=1 echo "blacklist asus_wmi" | sudo tee -a /etcmodprobe.d/blacklist.conf ubuntu@ubuntu:~$ echo "blacklist asus_wmi" | sudo tee -a /etc/modprobe.d/blacklist.conf blacklist asus_wmi echo "options iwlwifi 11n_disable=1" | sudo tee /etc/modprobe.d/iwlwifi.conf ubuntu@ubuntu:~$ echo "options iwlwifi 11n_disable=1" | sudo tee /etc/modprobe.d/iwlwifi.conf options iwlwifi 11n_disable=1 sudo modprobe -rfv iwlwifi ubuntu@ubuntu:~$ sudo modprobe -rfv iwlwifi rmmod /lib/modules/3.5.0-17-generic/kernel/drivers/net/wireless/iwlwifi/iwlwifi.ko rmmod /lib/modules/3.5.0-17-generic/kernel/net/mac80211/mac80211.ko rmmod /lib/modules/3.5.0-17-generic/kernel/net/wireless/cfg80211.ko sudo modprobe -v iwlwifi ubuntu@ubuntu:~$ sudo modprobe -v iwlwifi insmod /lib/modules/3.5.0-17-generic/kernel/net/wireless/cfg80211.ko insmod /lib/modules/3.5.0-17-generic/kernel/net/mac80211/mac80211.ko insmod /lib/modules/3.5.0-17-generic/kernel/drivers/net/wireless/iwlwifi/iwlwifi.ko 11n_disable=1

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  • How do display a "mucus spreading" effect in a 2D environment?

    - by nathan
    Here is an example of such a mucus spreading. The substance is spread around the source (in this example, the source would be the main alien building). The game is starcraft, the purple substance is called creep. How this kind of substance spreading would be achieved in a top down 2D environment? Recalculating the substance progression and regenerate the effect on the fly each frame or rather use a large collection of tiles or something else?

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  • Can a Mediawiki table be dynamically created using other Mediawiki pages?

    - by Ashimema
    OK, So I've got created a page on my wiki which contains just a single table listing various details about servers and customers. You can follow links for each customer name in the table to find additional details about said customer. What I want to know is; Can the information in the customers page (page B) be used to dynamically update the table (Page A). Is this something that the Semantic MediaWiki extension can accomplished? Running Mediawiki 1.16.2

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  • Google Chrome Extensions: Launch Event (part 3)

    Google Chrome Extensions: Launch Event (part 3) Video Footage from the Google Chrome Extensions launch event on 12/09/09. Erik Kay and Aaron Boodman, technical leads for the Google Chrome Extensions team demonstrate how to build, debug and share a Google Chrome extension. From: GoogleDevelopers Views: 2975 13 ratings Time: 08:28 More in Science & Technology

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  • Ubuntu systematically losing wired connection

    - by Lukasz Baczynski
    I'm working on 11.10 for few recent days, everything was working perfect until today. Updated ubuntu (some certs were updates as far as i remember) and from this time, wired network stops working randomly and systematically. (All other pcs/macs work fine) From 192.168.0.9 icmp_seq=25 Destination Host Unreachable From 192.168.0.9 icmp_seq=26 Destination Host Unreachable From 192.168.0.9 icmp_seq=27 Destination Host Unreachable From 192.168.0.9 icmp_seq=28 Destination Host Unreachable From 192.168.0.9 icmp_seq=29 Destination Host Unreachable From 192.168.0.9 icmp_seq=30 Destination Host Unreachable From 192.168.0.9 icmp_seq=31 Destination Host Unreachable 64 bytes from 192.168.0.1: icmp_req=32 ttl=64 time=1003 ms 64 bytes from 192.168.0.1: icmp_req=33 ttl=64 time=0.496 ms 64 bytes from 192.168.0.1: icmp_req=34 ttl=64 time=0.576 ms 64 bytes from 192.168.0.1: icmp_req=35 ttl=64 time=0.522 ms 64 bytes from 192.168.0.1: icmp_req=36 ttl=64 time=0.624 ms 64 bytes from 192.168.0.1: icmp_req=37 ttl=64 time=0.625 ms 64 bytes from 192.168.0.1: icmp_req=38 ttl=64 time=0.555 ms It'll work for 20 seconds then it'll stop working for 10-30sec and so on. I've tried setting my router to give static IPs, it doesn't help. NOTHING has been changed since yesterday beside the package update... Here are other settings that may be useful: baka@baka-PC:~/Private/projects/wduk$ lspci -nnk | grep -iA2 net 06:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 06) Subsystem: ASUSTeK Computer Inc. P8P67 and other motherboards [1043:8432] Kernel driver in use: r8169 baka@baka-PC:~/Private/projects/wduk$ ifconfig -a eth0 Link encap:Ethernet HWaddr **Removed MAC address** inet addr:192.168.0.9 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::ca60:ff:fe0a:85b2/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:6400 errors:0 dropped:6400 overruns:0 frame:6400 TX packets:7085 errors:0 dropped:107 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:4191983 (4.1 MB) TX bytes:886881 (886.8 KB) Interrupt:72 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:2522 errors:0 dropped:0 overruns:0 frame:0 TX packets:2522 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1070130 (1.0 MB) TX bytes:1070130 (1.0 MB) baka@baka-PC:~/Private/projects/wduk$ cat /etc/resolv.conf # Generated by NetworkManager nameserver 8.8.8.8 thanks for help

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  • Developing for 2005 using VS2008!

    - by Vincent Grondin
    I joined a fairly large project recently and it has a particularity… Once finished, everything has to be sent to the client under VS2005 using VB.Net and can target either framework 2.0 or 3.0… A long time ago, the decision to use VS2008 and to target framework 3.0 was taken but people knew they would need to establish a few rules to ensure that each dev would use VS2008 as if it was VS2005… Why is that so? Well simply because the compiler in VS2005 is different from the compiler inside VS2008…  I thought it might be a good idea to note the things that you cannot use in VS2008 if you plan on going back to VS2005. Who knows, this might save someone the headache of going over all their code to fix errors… -        Do not use LinQ keywords (from, in, select, orderby…).   -        Do not use LinQ standard operators under the form of extension methods.   -        Do not use type inference (in VB.Net you can switch it OFF in each project properties). o   This means you cannot use XML Literals.   -        Do not use nullable types under the following declarative form:    Dim myInt as Integer? But using:   Dim myInt as Nullable(Of Integer)     is perfectly fine.   -        Do not test nullable types with     Is Nothing    use    myInt.HasValue     instead.   -        Do not use Lambda expressions (there is no Lambda statements in VB9) so you cannot use the keyword “Function”.   -        Pay attention not to use relaxed delegates because this one is easy to miss in VS2008   -        Do not use Object Initializers   -        Do not use the “ternary If operator” … not the IIf method but this one     If(confition, truepart, falsepart).   As a side note, I talked about not using LinQ keyword nor the extension methods but, this doesn’t mean not to use LinQ in this scenario. LinQ is perfectly accessible from inside VS2005. All you need to do is reference System.Core, use namespace System.Linq and use class “Enumerable” as a helper class… This is one of the many classes containing various methods that VS2008 sees as extensions. The trick is you can use them too! Simply remember that the first parameter of the method is the object you want to query on and then pass in the other parameters needed… That’s pretty much all I see but I could have missed a few… If you know other things that are specific to the VS2008 compiler and which do not work under VS2005, feel free to leave a comment and I’ll modify my list accordingly (and notify our team here…) ! Happy coding all!

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  • Should I add a "nofollow" attribute to download links, or disallow the URLs in robots.txt?

    - by Laurent
    I have a download link very similar to Opera's one - it's just a script that sends the file. It doesn't have an extension and there's no obvious way to tell that it's actually a download link. So since I don't want robots to crawl this link, do I need to add it to robots.txt or maybe add a "nofollow" attribute to it? I see that on Opera's website they didn't do either of this, so perhaps it's not necessary?

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  • Writing or extending existing emacs packages: is it worth or should I move to Netbeans/Eclipse?

    - by Andrea
    I'm finishing my master degree course in CS and I've almost become addicted to Emacs. I've used it to write in C, Latex, Java, JSP,XML, CommonLisp, Ada and other languages no other editor supported, like AMPL. I'd like to improve the packages I've been using the most or create new ones, but, in practice, I find that the implementation of Emacs leaves a lot to be desired. There are a lot of poorly-featured/poorly-maintained packages with either overlapping functionalities or obscure incompatibilities, and Elisp just seems to foster the situation by lacking the common features modern lisps have. In contrast Eclipse and Netbeans are actively improved and it does seem they can be effective for non-mainstream languages. I tried Hibachi for Ada in Eclipse and it worked well, there's CUPS for Lisp in Eclipse and LambdaBeans built using NetBeans components. On the other hand those plugins seem to be less active than their Emacs' counterparts, for example Hibachi was archived last year. What's your opinion on this? Which editor should I write extension for? EDIT: To answer Larry Coleman (see comment below): I like Emacs as a user because it is efficient both for me and the computer I'm using. It's fast and the textual interface (i.e. minibuffer) allows for quick interaction. It's solid and packages are usually small and easy to manage. If I need to correct or remove something I usually just have to change a row in my .emacs or an elisp file, or delete a directory. Eclipse plugins rely on a more complicated process that screwed my Eclipse configuration a couple of times, forcing me to do a clean reinstall. Emacs works as long as I use the basic packages. If I need something more complicated the situation gets pretty hairy. As a "power user" I think that the best I can hope for is to write a severely crippled version of the extensions I'd actually like to have; in other words, that it's not worth the trouble. I'd like to write extensions for the things I'd like to have automated in Emacs, for example project support with automated tag-table update on file writing. There are a few projects on this that lack integration, documentation, extensibility and so forth. The best one is probably CEDET, for which I believe the Greenspun's 10th rule can be applied. EDIT: To comment Larry Coleman's answer I'm pretty sure I can pick elisp programming but the extensions I have in mind don't exist yet despite their relative simplicity and the effort more knowledgeable people poured into related projects.This makes me wonder whether it is so because of the way emacs is developed, i.e. people tend to write their own little extensions without coordination, or its implementation, its extension language not being able to keep up with the growing complexity.

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  • Bridging 10GbE with 12.04 - bridging works but the bridging computer has no internet access

    - by Donal
    I have been trying to get 12.04 bridging working with two 10GbE cards. I have 2 10GbE cards in a linux box being used only for this bridge, 1 with 2 10GbaseT ports and another with a single CX4 port. I have 2 client computers connected with 10GbaseT cards and the CX4 card connects to a procurve switch. I can get the bridging happening mostly the way that I want, The clients receive dhcp information from the dhcp server (not the bridging machine) and can connect to and properly see the rest of the network. Speeds are ok, not amazing but working on that is another matter. My problem is that the bridging machine has no internet access ... meaning I can't update anything or apt-get anything It can ping all other machines on the local network. I've tried the helpful hints from: https://help.ubuntu.com/community/NetworkConnectionBridge "Enabling Internet Use on the Bridging Computer" and get the following RTNETLINK answers: File exists but dhclient br0 does nothing for me :( I think if it is anything it a multiple route problem as both br0 and eth4 have ipaddresses ... even though I have only set it up so that br0 has one ... Bridge setup details: /etc/network/interface auto br0 iface br0 inet static address 192.168.0.246 netmask 255.255.255.0 gateway 192.168.0.1 broadcast 192.168.0.255 dns-nameservers 192.168.0.1 dns-search example.com dns-domain example.com #(eth2 & eth3 are the 10GbaseT) #(eth4 is the CX4 connection) pre-up ip link set eth2 down pre-up ip link set eth3 down pre-up ip link set eth4 down pre-up brctl addbr br0 pre-up brctl addif br0 eth4 eth3 eth2 pre-up ip addr flush dev eth3 pre-up ip addr flush dev eth2 pre-up ip addr flush dev eth4 post-down ip link set eth4 down post-down ip link set eth2 down post-down ip link set eth3 down post-down ip link set br0 down post-down brctl delif br0 eth2 eth3 eth4 post-down brctl delbr br0 ifconfig -a br0 Link encap:Ethernet HWaddr 00:15:17:22:20:34 inet addr:192.168.0.102 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::215:17ff:fe22:2034/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:4957 errors:0 dropped:0 overruns:0 frame:0 TX packets:1077 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:596320 (596.3 KB) TX bytes:139952 (139.9 KB) eth4 Link encap:Ethernet HWaddr 00:60:dd:47:7c:05 inet addr:192.168.0.57 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::260:ddff:fe47:7c05/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:9000 Metric:1 RX packets:15391 errors:0 dropped:51 overruns:0 frame:0 TX packets:1207 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:5916769 (5.9 MB) TX bytes:154312 (154.3 KB) Interrupt:70 route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 0 0 0 eth4 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 br0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 br0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 br0 192.168.0.0 0.0.0.0 255.255.255.0 U 1 0 0 eth4

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  • Software Tuned to Humanity

    - by Phil Factor
    I learned a great deal from a cynical old programmer who once told me that the ideal length of time for a compiler to do its work was the same time it took to roll a cigarette. For development work, this is oh so true. After intently looking at the editing window for an hour or so, it was a relief to look up, stretch, focus the eyes on something else, and roll the possibly-metaphorical cigarette. This was software tuned to humanity. Likewise, a user’s perception of the “ideal” time that an application will take to move from frame to frame, to retrieve information, or to process their input has remained remarkably static for about thirty years, at around 200 ms. Anything else appears, and always has, to be either fast or slow. This could explain why commercial applications, unlike games, simulations and communications, aren’t noticeably faster now than they were when I started programming in the Seventies. Sure, they do a great deal more, but the SLAs that I negotiated in the 1980s for application performance are very similar to what they are nowadays. To prove to myself that this wasn’t just some rose-tinted misperception on my part, I cranked up a Z80-based Jonos CP/M machine (1985) in the roof-space. Within 20 seconds from cold, it had loaded Wordstar and I was ready to write. OK, I got it wrong: some things were faster 30 years ago. Sure, I’d now have had all sorts of animations, wizzy graphics, and other comforting features, but it seems a pity that we have used all that extra CPU and memory to increase the scope of what we develop, and the graphical prettiness, but not to speed the processes needed to complete a business procedure. Never mind the weight, the response time’s great! To achieve 200 ms response times on a Z80, or similar, performance considerations influenced everything one did as a developer. If it meant writing an entire application in assembly code, applying every smart algorithm, and shortcut imaginable to get the application to perform to spec, then so be it. As a result, I’m a dyed-in-the-wool performance freak and find it difficult to change my habits. Conversely, many developers now seem to feel quite differently. While all will acknowledge that performance is important, it’s no longer the virtue is once was, and other factors such as user-experience now take precedence. Am I wrong? If not, then perhaps we need a new school of development technique to rival Agile, dedicated once again to producing applications that smoke the rear wheels rather than pootle elegantly to the shops; that forgo skeuomorphism, cute animation, or architectural elegance in favor of the smell of hot rubber. I struggle to name an application I use that is truly notable for its blistering performance, and would dearly love one to do my everyday work – just as long as it doesn’t go faster than my brain.

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  • Would someone please explain Octree Collisions to me?

    - by A-Type
    I've been reading everything I can find on the subject and I feel like the pieces are just about to fall into place, but I just can't quite get it. I'm making a space game, where collisions will occur between planets, ships, asteroids, and the sun. Each of these objects can be subdivided into 'chunks', which I have implemented to speed up rendering (the vertices can and will change often at runtime, so I've separated the buffers). These subdivisions also have bounding primitives to test for collision. All of these objects are made of blocks (yeah, it's that kind of game). Blocks can also be tested for rough collisions, though they do not have individual bounding primitives for memory reasons. I think the rough testing seems to be sufficient, though. So, collision needs to be fairly precise; at block resolution. Some functions rely on two blocks colliding. And, of course, attacking specific blocks is important. Now what I am struggling with is filtering my collision pairs. As I said, I've read a lot about Octrees, but I'm having trouble applying it to my situation as many tutorials are vague with very little code. My main issues are: Are Octrees recalculated each frame, or are they stored in memory and objects are shuffled into different divisions as they move? Despite all my reading I still am not clear on this... the vagueness of it all has been frustrating. How far do Octrees subdivide? Planets in my game are quite large, while asteroids are smaller. Do I subdivide to the size of the planet, or asteroid (where planet is in multiple divisions)? Or is the limit something else entirely, like number of elements in the division? Should I load objects into the octrees as 'chunks' or in the whole, then break into chunks later? This could be specific to my implementation, I suppose. I was going to ask about how big my root needed to be, but I did manage to find this question, and the second answer seems sufficient for me. I'm afraid I don't really get what he means by adding new nodes and doing subdivisions upon adding new objects, probably because I'm confused about whether the tree is maintained in memory or recalculated per-frame.

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