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  • Removing Menu Items from Window Tabs

    - by Geertjan
    So you're working on your NetBeans Platform application and you notice that when you right-click on tabs in the predefined windows, e.g., the Projects window, you see a long list of popup menus. For whatever the reason is, you decide you don't want those popup menus. You right-click the application and go to the Branding dialog. There you uncheck the checkboxes that are unchecked below: As you can see above, you've removed three features, all of them related to closing the windows in your application. Therefore, "Close" and "Close Group" are now gone from the list of popup menus: But that's not enough. You also don't want the popup menus that relate to maximizing and minimizing the predefined windows, so you uncheck those checkboxes that relate to that: And, hey, now they're gone too: Next, you decide to remove the feature for floating, i.e., undocking the windows from the main window: And now they're gone too: However, even when you uncheck all the remaining checkboxes, as shown here... You're still left with those last few pesky popup menu items that just will not go away no matter what you do: The reason for the above? Those actions are hardcoded into the action list, which is a bug. Until it is fixed, here's a handy workaround: Set an implementation dependency on "Core - Windows" (core.window). That is, set a dependency and then specify that it is an implementation dependency, i.e., that you'll be using an internal class, not one of the official APIs. In one of your existing modules, or in a new one, make sure you have (in addition to the above) a dependency on Lookup API and Window System API. And then, add the class below to the module: import javax.swing.Action; import org.netbeans.core.windows.actions.ActionsFactory; import org.openide.util.lookup.ServiceProvider; import org.openide.windows.Mode; import org.openide.windows.TopComponent; @ServiceProvider(service = ActionsFactory.class) public class EmptyActionsFactory extends ActionsFactory { @Override public Action[] createPopupActions(TopComponent tc, Action[] actions) { return new Action[]{}; } @Override public Action[] createPopupActions(Mode mode, Action[] actions) { return new Action[]{}; } } Hurray. Farewell to superfluous popup menu items on your window tabs. In the screenshot below, the tab of the Projects window is being right-clicked and no popup menu items are shown, which is true for all the other windows, those that are predefined as well as those that you add afterwards:

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  • Day 3 - XNA: Hacking around with images

    - by dapostolov
    Yay! Today I'm going to get into some code! My mind has been on this all day! I find it amusing how I practice, daily, to be "in the moment" or "present" and the excitement and anticipation of this project seems to snatch it away from me frequently. WELL!!! (Shakes Excitedly) Let's do this =)! Let's code! For these next few days it is my intention to better understand image rendering using XNA; after said prototypes are complete I should (fingers crossed) be able to dive into my game code using the design document I hammered out the other night. On a personal note, I think the toughest thing right now is finding the time to do this project. Each night, after my little ones go to bed I can only really afford a couple hours of work on this project. However, I hope to utilise this time as best as I can because this is the first time in a while I've found a project that I've been passionate about. A friend recently asked me if I intend to go 3D or extend the game design. Yes. For now I'm keeping it simple. Lastly, just as a note, as I was doing some further research into image rendering this morning I came across some other XNA content and lessons learned. I believe this content could have probably been posted in the first couple of posts, however, I will share the new content as I learn it at the end of each day. Maybe I'll take some time later to fix the posts but for now Installation and Deployment - Lessons Learned I had installed the XNA studio  (Day 1) and the site instructions were pretty easy to follow. However, I had a small difficulty with my development environment. You see, I run a virtual desktop development environment. Even though I was able to code and compile all the tutorials the game failed to run...because I lacked a 3D capable card; it was not detected on the virtual box... First Lesson: The XNA runtime needs to "see" the 3D card! No sweat, Il copied the files over to my parent box and executed the program. ERROR. Hmm... Second Lesson (which I should have probably known but I let the excitement get the better of me): you need the XNA runtime on the client PC to run the game, oh, and don't forget the .Net Runtime! Sprite, it ain't just a Soft Drink... With these prototypes I intend to understand and perform the following tasks. learn game development terminology how to place and position (rotate) a static image on the screen how to layer static images on the screen understand image scaling can we reuse images? understand how framerate is handled in XNA how to display text , basic shapes, and colors on the screen how to interact with an image (collision of user input?) how to animate an image and understand basic animation techniques how to detect colliding images or screen edges how to manipulate the image, lets say colors, stretching how to focus on a segment of an image...like only displaying a frame on a film reel what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) Well, let's start with this "prototype" task list for now...Today, let's get an image on the screen and maybe I can mark a few of the tasks as completed... C# Prototype1 New Visual Studio Project Select the XNA Game Studio 3.1 Project Type Select the Windows Game 3.1 Template Type Prototype1 in the Name textbox provided Press OK. At this point code has auto-magically been created. Feel free to press the F5 key to run your first XNA program. You should have a blue screen infront of you. Without getting into the nitty gritty right, the code that was generated basically creates some basic code to clear the window content with the lovely CornFlowerBlue color. Something to notice, when you move your mouse into the window...nothing. ooooo spoooky. Let's put an image on that screen! Step A - Get an Image into the solution Under "Content" in your Solution Explorer, right click and add a new folder and name it "Sprites". Copy a small image in there; I copied a "Royalty Free" wizard hat from a quick google search and named it wizards_hat.jpg (rightfully so!) Step B - Add the sprite and position fields Now, open/edit  Game1.cs Locate the following line:  SpriteBatch spriteBatch; Under this line type the following:         SpriteBatch spriteBatch; // the line you are looking for...         Texture2D sprite;         Vector2 position; Step C - Load the image asset Locate the "Load Content" Method and duplicate the following:             protected override void LoadContent()         {             spriteBatch = new SpriteBatch(GraphicsDevice);             // your image name goes here...             sprite = Content.Load<Texture2D>("Sprites\\wizards_hat");             position = new Vector2(200, 100);             base.LoadContent();         } Step D - Draw the image Locate the "Draw" Method and duplicate the following:        protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             spriteBatch.Draw(sprite, position, Color.White);             spriteBatch.End();             base.Draw(gameTime);         }  Step E - Compile and Run Engage! (F5) - Debug! Your image should now display on a cornflowerblue window about 200 pixels from the left and 100 pixels from the top. Awesome! =) Pretty cool how we only coded a few lines to display an image, but believe me, there is plenty going on behind the scenes. However, for now, I'm going to call it a night here. Blogging all this progress certainly takes time... However, tomorrow night I'm going to detail what we just did, plus start checking off points on that list! I'm wondering right now if I should add pictures / code to this post...let me know if you want them =) Best Regards, D.

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  • Best practice while marking a bug as resolved with Bugzilla (versioning of product and components)

    - by Vincent B.
    I am wondering what is the best way to handle the situation of marking a bug as resolved and providing a version of component/product in which this fix can be found. Context For a project I am working on, we are using Bugzilla for issue tracking, and we have the following: A product "A" with a version number like vA.B.C.D, This product "A" have the following components: Component "C1" with a version number like vA.B.C.D, Component "C2" with a version number like vA.B.C.D, Component "C3" with a version number like vA.B.C.D. Internally we keep track of which component versions have been used to generate the product A version vA.B.C.D. Example: Product "A" version v1.0.0.0 has been produced from component "C1" v1.0.0.3, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. And Product "A" version v1.0.1.0 has been produced from component "C1" v1.0.0.4, component "C2" v1.3.0.0 and component "C3" v2.1.3.5. Each component is a SVN repository. The person in charge of generating the product "A" have only access to the different components tags folder in SVN, and not the trunk of each component repository. Problem Now the problem is the following, when a bug is found in the product "A", and that the bug is related to Component "C1", the version of product "A" is chosen (e.g. v1.0.0.0), and this version allow the developer to know which version of component "C1" has the bug (here it will be v1.0.0.3). A bug report is created. Now let's say that the developer responsible for component "C1" corrects the bug, then when the bug seems to be fixed and after some test and validation, the developer generates a new tag for component "C1", with the version v1.0.0.4. At this time, the developer of component "C1" needs to update the bug report, but what is the best to do: Mark the bug as resolved/fixed and add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component" ? Keep the bug as assigned, add a comment saying "This bug has been fixed in the tags v1.0.0.4 of C1 component, update this bug status to resolved for the next version of the product that will be generated with the newest version (v1.0.0.4 of C1)" ? Another possible way to deal with this problem. Right now the problem is that when a product component CX is fixed, it is not sure in which future version of the product A it will be included, so it is for me not possible to say in which version of the product it will be solved, but it is possible to say in which version of the Component CX it has been solved. So when do we need to mark a bug as solved, when the product A version include the fixed version of CX, or only when CX component has been fixed ? Thanks for your personal feedback and ideas about this !

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  • Incorporating XNA into an existing project

    - by Boreal
    My game as-is is using IrrlichtLime, which I'm beginning to dislike because it hides a lot of implementation and makes adding your own implementation incredibly complex. I don't really need the scene manager for anything and the only animation I need is manual (i.e. transforming the bones programmatically). However, I've only ever used XNA in the past as a starting point with the templates. How would I take my current project and add XNA to it?

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  • How do I change Firefox's `about:config` from a shell script?

    - by James Haigh
    On of the first things I do when first using a fresh Firefox profile, is to set browser.urlbar.trimURLs to false (which really should be changeable though ‘Preferences’ or should have remained default), and to change the search and homepage defaults to DuckDuckGo. Currently I manually go to about:config, click through the angry warning message, and search for the keys (which unlike in DConf Editor, aren't even organised). So I would like to know how to read and write these keys from the command-line so that I can add these tweaks to my customisations script.

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  • using sp_addrolemember

    - by Derek Dieter
    To add a user or group to a role, you need to use sp_addrolemember. This procedure is easy to use as it only accepts two parameters, the role name, and the username (or group). Roles are utilized in order to provide a layer of abstraction from permissions from being applied directly to users. While [...]

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  • WordPress Plugins to Help Make Your Site Responsive

    - by Ravish
    Ultimate Coming Soon Page Ultimate Coming Soon Page plugin allows you quickly and easily set up a coming update page for your website. It has includes some feature like completely customizable with background color and image, add custom CSS and HTML, collect emails, option to stretch background image according to browser etc. WP Orbit Slider [...] Related posts:Responsive WordPress Theme Eleven40 by Studiopress 10 Useful Admin WordPress Plugins 15 Useful SEO Plugins For WordPress

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  • How do I import my first sprites?

    - by steven_desu
    Continuing from this question (new question - now unrelated) So I have a thorough background in programming already (algorithms, math, logic, graphing problems, etc.) however I've never attempted to code a game before. In fact, I've never had anything more than minimal input from a user during the execution of a program. Generally input was given from a file or passed through console, all necessary functions were performed, then the program terminated with an output. I decided to try and get in on the world of game development. From several posts I've seen around gamedev.stackexchange.com XNA seems to be a favorite, and it was recommended to me when I asked where to start. I've downloaded and installed Visual Studio 2010 along with the XNA Framework and now I can't seem to get moving in the right direction. I started out looking on Google for "xna game studio tutorial", "xna game development beginners", "my first xna game", etc. I found lots of crap. The official "Introduction to Game Studio 4.0" gave me this (plus my own train of thought happily pasted on top thanks to MSPaint): http://tinypic.com/r/2w1sgvq/7 The "Get Additional Help" link (my best guess, since there was no "Continue" or "Next" link) lead me to this page: http://tinypic.com/r/2qa0dgx/7 I tried every page. The forum was the only thing that seemed helpful, however searching for "beginner", "newbie", "getting started", "first project", and similar on the forums turned up many threads with specific questions that are a bit above my level ("beginner to collision detection", for instance) Disappointed I returned to the XNA Game Studio home page. Surely their own website would have some introduction, tutorial, or at least a useful link to a community. EVERYTHING on their website was about coding Windows Phone 7.... Everything. http://tinypic.com/r/10eit8i/7 http://tinypic.com/r/120m9gl/7 Giving up on any official documentation after a while, I went back to Google. I managed to locate www.xnadevelopment.com. The website is built around XNA Game Studio 3.0, but how different can 3.0 be from 4.0?.... Apparently different enough. http://tinypic.com/r/5d8mk9/7 http://tinypic.com/r/25hflli/7 Figuring that this was the correct folder, I right-clicked.... http://tinypic.com/r/24o94yu/7 Hmm... maybe by "Add Content Reference" they mean "Add a reference to an existing file (content)"? Let's try it (after all- it's my only option) http://tinypic.com/r/2417eqt/7 At this point I gave up. I'm back. My original goal in my last question was to create a keyboard-navigable 3D world (no physics necessary, no logic or real game necessary). After my recent failures my goal has been revised. I want to display an image on the screen. Hopefully in time I'll be able to move it with the keyboard.

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  • Getting problem in removing end slash from directory

    - by user2615947
    this is my code but i tried many ways but it is not working and i am not able to remove the end slash from the directory RewriteEngine On RewriteBase / # remove enter code here.php; use THE_REQUEST to prevent infinite loops RewriteCond %{THE_REQUEST} ^GET\ (.*)\.php\ HTTP RewriteRule (.*)\.php$ $1 [R=301] # remove index RewriteRule (.*)/index$ $1/ [R=301] # remove slash if not directory RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_URI} /$ RewriteRule (.*)/ $1 [R=301] # add .php to access file, but don't redirect RewriteCond %{REQUEST_FILENAME}.php -f RewriteCond %{REQUEST_URI} !/$ RewriteRule (.*) $1\.php [L] # Remove trailing slashes RewriteRule ^(.*)\/(\?.*)?$ $1$2 [R=301,L] Thanks

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  • Can not login after removing broken packages

    - by devin
    I just updated my ubuntu to the latest version. After updating, everytime I try to remove or add anything, I get this error: errors were encountered while processing: E: Sub-process /usr/bin/dpkg returned an error code (1) Package manager notified me that all my gnome packages were broken and I couldn't make any updates until I deleted the gnome packages. So, I deleted all the gnome packages. Now I can not login anymore, after entering my password, it flashes right back to the login screen.

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  • SQL Server 2008 R2 Express Edition - a treat for small scale businesses

    - by ssqa.net
    SQL Server Express edition is a light-weight software within SQL Server arena, it is classed as database platform that makes it easy to develop data-driven applications that are rich in capability, offer enhanced storage security, and are fast to deploy. Also the SQL Server 2008 Express with Advanced Services is an edition of same flock that includes a new graphical management tool, features for reporting, and advanced text-based search capabilities. You can add the GUI capabilities for management...(read more)

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  • Gail Shaw's SQL Server Howlers

    For the latest in our series of SQL Server Howlers, we asked Gail Shaw which common SQL Server mistakes and misunderstandings lead to tearful DBAs and plaintive cries for help on the forums. Keep your database and application development in syncSQL Connect is a Visual Studio add-in that brings your databases into your solution. It then makes it easy to keep your database in sync, and commit to your existing source control system. Find out more.

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  • Turning Supply Data Into Savings- (Almost) Everything You Need to Know in 12 Minutes

    - by David Hope-Ross
    Strategic sourcing and supplier management analytics are easy. The hard part is getting reliable data that provide an accurate record of suppliers, spend, invoices, expenses, and so on. In this new AppsCast, e-Three’s Amy Joshi provides an extraordinarily cogent explanation of key challenges, technologies, and tactics for improving spend visibility. Take twelve minutes to listen and learn. The techniques that Amy outlines can add millions to your organization’s bottom line.

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  • the unity aspect ratio script looks good in computer but not in android phones

    - by Pooya Fayyaz
    I'm developing a game for android devices.and i have a script that solve the ratio problem but i have a problem in this code.and i dont know why.it looks perfect in computer even resize the game screen but in mobile phones have a problem.my game runs in landscape mode.this is the script : using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } i figure that my problem occur in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } and its look like this in my mobile phone in portrait: and in landscape mode:

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  • Can't update Nvidia driver and having error near the end of the installation

    - by user94843
    I had just got Ubuntu (first timer to Ubuntu so be very descriptive). I think there a problem with my Nvida update it won't let me update it. This is the name of the update in update manager NVIDIA binary xorg driver, kernel module and VDPAU library. When i attempt to install it, it starts out fine but near the end i get a window titaled package operation failed with these under the details installArchives() failed: Setting up nvidia-current (295.40-0ubuntu1) ... update-initramfs: deferring update (trigger activated) INFO:Enable nvidia-current DEBUG:Parsing /usr/share/nvidia-common/quirks/put_your_quirks_here DEBUG:Parsing /usr/share/nvidia-common/quirks/dell_latitude DEBUG:Parsing /usr/share/nvidia-common/quirks/lenovo_thinkpad DEBUG:Processing quirk Latitude E6530 DEBUG:Failure to match Gigabyte Technology Co., Ltd. with Dell Inc. DEBUG:Quirk doesn't match DEBUG:Processing quirk ThinkPad T420s DEBUG:Failure to match Gigabyte Technology Co., Ltd. with LENOVO DEBUG:Quirk doesn't match Removing old nvidia-current-295.40 DKMS files... Loading new nvidia-current-295.40 DKMS files... Error! DKMS tree already contains: nvidia-current-295.40 You cannot add the same module/version combo more than once. dpkg: error processing nvidia-current (--configure): subprocess installed post-installation script returned error exit status 3 Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.2.0-31-generic Warning: No support for locale: en_US.utf8 Errors were encountered while processing: nvidia-current Error in function: Setting up nvidia-current (295.40-0ubuntu1) ... update-initramfs: deferring update (trigger activated) INFO:Enable nvidia-current DEBUG:Parsing /usr/share/nvidia-common/quirks/put_your_quirks_here DEBUG:Parsing /usr/share/nvidia-common/quirks/dell_latitude DEBUG:Parsing /usr/share/nvidia-common/quirks/lenovo_thinkpad DEBUG:Processing quirk Latitude E6530 DEBUG:Failure to match Gigabyte Technology Co., Ltd. with Dell Inc. DEBUG:Quirk doesn't match DEBUG:Processing quirk ThinkPad T420s DEBUG:Failure to match Gigabyte Technology Co., Ltd. with LENOVO DEBUG:Quirk doesn't match Removing old nvidia-current-295.40 DKMS files... Loading new nvidia-current-295.40 DKMS files... Error! DKMS tree already contains: nvidia-current-295.40 You cannot add the same module/version combo more than once. dpkg: error processing nvidia-current (--configure): subprocess installed post-installation script returned error exit status 3 Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.2.0-31-generic Warning: No support for locale: en_US.utf8

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  • SharePoint Designer 2010 Workflow Email Link To Item

    - by Brian Jackett
    In this post I’ll walk you through the process of sending an email that contains a link to the current item from a SharePoint Designer 2010 workflow.  This is a process that has been published on many other forums and blogs, but many that I have seen are more complex than seems necessary. Problem     A common request from SharePoint users is to get an email which contains a link to review/approve/edit the workflow item.  SharePoint list items contain an automatic property for Url Path, but unfortunately that Url is not properly formatted to retrieve the item if you include it directly on the message body.  I tried a few solutions suggested from other blogs or forums that took a substring of the Url Path property, concatenated the display form view Url, and mixed in some other strings.  While I was able to get this working in some scenarios I still had issues in general. Solution     My solution involved adding a hyperlink to the message body.  This ended up being far easier than I had expected and fairly intuitive once I found the correct property to use.  Follow these steps to see what I did.     First add a “Send an Email” action to your workflow.  Edit the action to pull up the email configuration dialog.  Click the “Add hyperlink” button seen below. When prompted for the address of the link click the fx button to perform a lookup.  Choose Workflow Context from the “data source” dropdown.  Choose Current Item URL from the “field from source” dropdown.  Click OK. Your Edit Hyperlink dialog should now look something like this. The end result will be a hyperlink added to your email pointing to the current workflow item.  Note: this link points to the non-modal dialog display form (display form similar to what you had in 2007). Conclusion     In this post I walked you through the steps to create a SharePoint Designer 2010 workflow with an email that contains a link to the current item.  While there are many other options for accomplishing this out on the web I found this to be a more concise process and easy to understand.  Hopefully you found this helpful as well.  Feel free to leave any comments or feedback if you’ve found other ways that were helpful to you.         -Frog Out

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  • ASP.NET Membership Password Hash -- .NET 3.5 to .NET 4 Upgrade Surprise!

    - by David Hoerster
    I'm in the process of evaluating how my team will upgrade our product from .NET 3.5 SP1 to .NET 4. I expected the upgrade to be pretty smooth with very few, if any, upgrade issues. To my delight, the upgrade wizard said that everything upgraded without a problem. I thought I was home free, until I decided to build and run the application. A big problem was staring me in the face -- I couldn't log on. Our product is using a custom ASP.NET Membership Provider, but essentially it's a modified SqlMembershipProvider with some additional properties. And my login was failing during the OnAuthenticate event handler of my ASP.NET Login control, right where it was calling my provider's ValidateUser method. After a little digging, it turns out that the password hash that the membership provider was using to compare against the stored password hash in the membership database tables was different. I compared the password hash from the .NET 4 code line, and it was a different generated hash than my .NET 3.5 code line. (Tip -- when upgrading, always keep a valid debug copy of your app handy in case you have to step through a lot of code.) So it was a strange situation, but at least I knew what the problem was. Now the question was, "Why was it happening?" Turns out that a breaking change in .NET 4 is that the default hash algorithm changed to SHA256. Hey, that's great -- stronger hashing algorithm. But what do I do with all the hashed passwords in my database that were created using SHA1? Well, you can make two quick changes to your app's web.config and everything will be OK. Basically, you need to override the default HashAlgorithmTypeproperty of your membership provider. Here are the two places to do that: 1. At the beginning of your element, add the following element: <system.web> <machineKey validation="SHA1" /> ... </system.web> 2. On your element under , add the following hashAlgorithmType attribute: <system.web> <membership defaultProvider="myMembership" hashAlgorithmType="SHA1"> ... </system.web> After that, you should be good to go! Hope this helps.

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  • no sudo permissions to /etc/hostname

    - by Pagis
    When I try to edit my /etc/hostname file, using sudo nano /etc/hostname (or any other editor) I get the following: Error writing /etc/hostname: Permission denied I then tried: sudo chmod u+w ./hostname And got the error: chmod: changing permissions of `./hostname': Operation not permitted I get the same error trying to add write permissions to any use or group. This is what ls shows: -rw-r--r-- 1 root root 22 2012-06-18 12:25 /etc/hostname Any idea why and what can I do about it? I'm running Ubuntu 11.10.

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  • Fan not detected by lm-sensors

    - by OrangeTux
    My fan is blowing hard, while my cpu temperature is 32 degrees I tried a lot of things to control my fan. Changed grub file GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_osi= pci=noacpi" _ GRUB_CMDLINE_LINUX_DEFAULT="quiet splash acpi_osi=\"Linux\"" Ran sensors-detect : To load everything that is needed, add this to /etc/modules: #----cut here---- # Chip drivers coretemp #----cut here---- If you have some drivers built into your kernel, the list above will contain too many modules. Skip the appropriate ones! Do you want to add these lines automatically to /etc/modules? (yes/NO) Unloading i2c-dev... OK Unloading i2c-i801... OK Unloading cpuid... OK Ran sensors: acpitz-virtual-0 Adapter: Virtual device temp1: +34.0°C (crit = +90.0°C) coretemp-isa-0000 Adapter: ISA adapter Core 0: +34.0°C (high = +80.0°C, crit = +90.0°C) Core 2: +34.0°C (high = +80.0°C, crit = +90.0°C) Ran sudo start module-init-tools and sudo start module-init-tools module-init-tools stop/waiting As you can see my fan isn't detected. Running fancontrol gives me this: Loading configuration from /etc/fancontrol ... Error: Can't read configuration file Can you help me, please? I cannot use my laptop now in class. Thanks in advance. My system 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 02) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 05) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5400 Series] 01:00.1 Audio device: ATI Technologies Inc Manhattan HDMI Audio [Mobility Radeon HD 5000 Series] 02:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 02) 03:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) 7f:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 05) 7f:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 05) 7f:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 05) 7f:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 05) 7f:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 05) 7f:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 05)

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  • Let Your Desktop Run Wild and Free with the Mustangs Theme for Windows 7

    - by Asian Angel
    Add the natural, untamed beauty of Utah’s Onaqui mustang herd to your desktop with the Mustangs Theme for Windows 7. The theme comes with sixteen images featuring beautiful mustang photography by Gene Praag. Download the Mustangs Theme [via Softpedia] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • Investing in Servers by Intel

    - by Koushal Deshpande
    Originally posted on: http://geekswithblogs.net/BizTalkAndOtherTechs/archive/2013/10/31/investing-in-servers-by-intel.aspxA nice article reference from Intel, refer here. Referees to cloud as well. Choose correctly what you need. 1 Do determine right server for your company. There is no use getting a server that has redundant services but still add to the costs. 2 Do get servers that can be upgraded. A server with limited memory and storage may not be able to keep up with your business growth. The basic memory and storage options might not be sufficient. Consider at least 8GB of RAM and 1 terabyte of hard disk space. 3 Do check the server has at least one Gigabit Ethernet port. This allows high speed transferring of files and increases productivity for your employees. USB and Firewire ports may not be enough as their transfer speed is too low and will affect the productivity of your company. Infinite Technologies is ready to help perform this upgrade. Contact Infinite Technologies now View our other resellers » 4 Do verify that the server comes with documentation. Documentation allows you to make a claim when your server breaks down and is supported by a warranty. 6 Do check the support options for the server from the manufacturer. Different manufacturer has different support options such as maintenance plans and software upgrades. 5 Do always look into the warranty. Get an enhanced warranty that guarantees response and repair time to avoid disruption. 7 Do get server management tools that can be used on any computer. Server management tools should be cross compatible across different operating systems to take into account future PC replacements. 8 Do check the power usage of the servers. Get the right power supply to avoid damaging server hardware and consider the Intel® Xeon® E3 processor to help save on your electricity bills. 9 Do check what built-in security packages are available. Ensure that your server is protected. Built-in security1 helps you save on getting add on security packages.

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  • Dependency not satisfiable - Offline deb package install

    - by catia
    I have a new installation that has no chance of an internet connection. Since I want to add a few development software packages, I downloaded a few *.deb files. The problem is that for every package I try to install I get the same error: "Dependency not satisfiable...." Also downloaded other versions of that software (the deb files) but it didn't work. I've researched other questions in here and Google and I haven't been able to solve this yet.

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  • Why do camera's aspect ratio look good on computer but not on Android devices?

    - by Pooya Fayyaz
    I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when re-sizing the game screen, but not when running my game in landscape mode on mobile phones. This is my script using UnityEngine; using System.Collections; using System.Collections.Generic; public class reso : MonoBehaviour { void Update() { // set the desired aspect ratio (the values in this example are // hard-coded for 16:9, but you could make them into public // variables instead so you can set them at design time) float targetaspect = 16.0f / 9.0f; // determine the game window's current aspect ratio float windowaspect = (float)Screen.width / (float)Screen.height; // current viewport height should be scaled by this amount float scaleheight = windowaspect / targetaspect; // obtain camera component so we can modify its viewport Camera camera = GetComponent<Camera>(); // if scaled height is less than current height, add letterbox if (scaleheight < 1.0f && Screen.width <= 490 ) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } else // add pillarbox { float scalewidth = 1.0f / scaleheight; Rect rect = camera.rect; rect.width = scalewidth; rect.height = 1.0f; rect.x = (1.0f - scalewidth) / 2.0f; rect.y = 0; camera.rect = rect; } } } I figured that my problem occurs in this part of the script: if (scaleheight < 1.0f) { Rect rect = camera.rect; rect.width = 1.0f; rect.height = scaleheight; rect.x = 0; rect.y = (1.0f - scaleheight) / 2.0f; camera.rect = rect; } Its look like this on my mobile phone (portrait): and on landscape mode:

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  • SharePoint Navigation - Setting the Audience Property of an SPNavigationNode

    - by jhallal
    In this tip/trick i will demonstrate a way of setting by code the target audience of an SP navigation node.You might say setting this property in SharePoint UI is quite simple, but if you want to set it by code you will not find any straight forward property or method out of the box in SharePoint Object Model that does the job. The SPNavigationNode class has a property called “Properties”, which allows us to add custom properties to the node. One of the Property is “Audience”, which is used for setting the target audience on the navigation node. using (SPSite site = new SPSite("URL of your SharePoint Site")) {                using (SPWeb web = site.OpenWeb())         {             SPNavigationNode navNode = web.Navigation.GlobalNodes[0];              if (navNode.Properties.Contains("Audience"))             {                 navNode.Properties["Audience"] = "Users or Groups";             }             else             {                 navNode.Properties.Add("Audience", "Users or Groups");             }             navNode.Update();         } }

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