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  • 10 Great Free Icon Packs To Theme Your Android Phone

    - by Chris Hoffman
    Android allows you to customize your home screen, adding widgets, arranging shortcuts and folders, choosing a background, and even replacing the included launcher entirely. You can install icon packs to theme your app icons, too. Third-party launchers use standard app icons by default, but they don’t have to. You can install icon packs that third-party launchers will use in place of standard app icons. How to Use Icon Packs To use icon packs, you’ll need to use a third-party launcher that supports them, such as Nova, Apex, ADW, Go Launcher, Holo Launcher, or Action Launcher Pro. Once you’re using a third-party launcher, you can install an icon pack and go into your launcher’s settings. You’ll find an option that allows you to choose between the icon packs you’ve installed. Many of these icon packs also include wallpapers, which you can set in the normal way. MIUI 5 Icons This icon pack offers over 1900 free icons that are similar to the icons used by the MIUi ROM developed by China’s Xiaomi Tech. The large list of icons is a big plus — this pack will give the majority of your app icons a very slick, consistent look. DCikonZ Theme DCikonZ is a free icon theme that includes a whopping 4000+ icons with a consistent look. This icon theme stands out not just because it’s huge, but also for offering for going in its own direction and avoiding the super-simple, flat look many icon packs use. Holo Icons Holo Icons replaces many app icons with simple, consistent-looking that match Google’s Holo style. If you’re a fan of Android’s Holo look, give it a try. It even tweaks many of the icons from Google’s own apps to make them look more consistent. Square Icon Pack Square Icon Pack turns your icons into simple squares. Even Google Chrome becomes an orb instead of a square. This makes every icon a consistent size and offers a unique look. The icons here almost look a bit like the small-size tiles available on Windows Phone and Windows 8.1. The free version doesn’t offer as many icons as the paid version, but it does offer icons for many popular apps. Rounded Want rounded icons instead? Try the Rounded icon theme, which offers simple rounded icons. The developer says they’re inspired by the consistently round icons used on Mozilla’s Firefox OS. Crumbled Icon Pack Crumbled Icon Pack applies an effect that makes icons look as if they’r crumbling. Rather than theming individual icons, Crumbled Icon Pack adds an effect to every app icon on your device. This means that all your app icons will be themed and consistent. Dainty Icon Pack Is your Android home screen too colorful? Dainty Icon Pack offers simple, gray-on-white icons for over 1200 apps. It’d be ideal over a simple background. The contrast may be a bit low here with the gray-on-white, but it’s otherwise very slick. Simplex Icons Simplex Icons offers more contrast, with black-on-gray icons. This icon pack could simplify busy home screens, allowing photographic wallpapers to come through. Min Icon Set Min attempts to go as minimal as possible, offering simple white icons for over 570 apps. It would be ideal over a simple wallpaper with app names hidden in your launcher, offering a calming, minimal home screen. For apps it doesn’t recognize, it will enclose part of the app’s icon in a white circle. Elegance Elegance goes in another direction entirely, offering icons that incorporate more details and gradients rather than going for minimalism. Its over 1200 icons offer another good option for people who aren’t into the minimal, flat look. Icon pack designers generally have to create and include their own icons to replace icons associated with specific apps, so you’ll probably find a few of your app icons aren’t replaced with most of these themes. Of course, a standard Android phone without an icon pack doesn’t have consistent icons, either. Even if all the icons in your app drawer aren’t themed, the few app icons you have on your home screen will be if you use widely used apps.     

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  • Games to Vista Game explorer with Inno Setup

    - by Kraemer
    Ok, i'm trying to force my inno setup installer to add a shortcut of my game to Vista Games Explorer. Theoretically this should do the trick: [Files] Source: "GameuxInstallHelper.dll"; DestDir: "{app}"; Flags: ignoreversion overwritereadonly; [Registry] Root: HKLM; Subkey: SOFTWARE\dir\dir; Flags: uninsdeletekeyifempty Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: Path; ValueType: String; ValueData: {app}; Flags: uninsdeletekey Root: HKLM; Subkey: SOFTWARE\dir\dir; ValueName: AppFile; ValueType: String; ValueData:{app}\executable.exe ; Flags: uninsdeletekey [CustomMessages] en.Local=en en.removemsg=Do you wish to remove game saves and settings? en.taskentry=Play [Code] const PlayTask = 0; AllUsers = 2; Current = 3; type TGUID = record Data1: Cardinal; Data2, Data3: Word; Data4: array [0..7] of char; end; var GUID: TGUID; function GetDC(HWND: DWord): DWord; external '[email protected] stdcall'; function GetDeviceCaps(DC: DWord; Index: Integer): Integer; external '[email protected] stdcall'; function ReleaseDC(HWND: DWord;DC: DWord): Integer; external '[email protected] stdcall'; function ShowWindow(hWnd: DWord; nCmdShow: Integer): boolean; external '[email protected] stdcall'; function SetWindowLong(hWnd: DWord; nIndex: Integer; dwNewLong: Longint):Longint; external '[email protected] stdcall'; function GenerateGUID(var GUID: TGUID): Cardinal; external 'GenerateGUID@files:GameuxInstallHelper.dll stdcall setuponly'; function AddToGameExplorer(Binary: String; Path: String; InstallType: Integer; var GUID: TGUID): Cardinal; external 'AddToGameExplorerW@files:GameuxInstallHelper.dll stdcall setuponly'; function CreateTask(InstallType: Integer; var GUID: TGUID; TaskType: Integer; TaskNumber: Integer; TaskName: String; Binary: String; Parameters: String): Cardinal; external 'CreateTaskW@files:GameuxInstallHelper.dll stdcall setuponly'; function RetrieveGUIDForApplication(Binary: String; var GUID: TGUID): Cardinal; external 'RetrieveGUIDForApplicationW@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveFromGameExplorer(var GUID: TGUID): Cardinal; external 'RemoveFromGameExplorer@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function RemoveTasks(var GUID: TGUID): Cardinal; external 'RemoveTasks@{app}\GameuxInstallHelper.dll stdcall uninstallonly'; function InitializeSetup(): Boolean; var appath: string; ResultCode: Integer; begin if RegKeyExists(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir') then begin RegQueryStringValue(HKEY_LOCAL_MACHINE, 'SOFTWARE\dir\dir', 'Path', appath) Exec((appath +'\unins000.exe'), '', '', SW_SHOW, ewWaitUntilTerminated, ResultCode) end else begin Result := TRUE end; end; procedure CurUninstallStepChanged(CurUninstallStep: TUninstallStep); begin if CurUninstallStep = usUninstall then begin if GetWindowsVersion shr 24 > 5 then begin RetrieveGUIDForApplication(ExpandConstant('{app}\AWL_Release.dll'), GUID); RemoveFromGameExplorer(GUID); RemoveTasks(GUID); UnloadDll(ExpandConstant('{app}\GameuxInstallHelper.dll')); end; end; if CurUninstallStep = usPostUninstall then begin if MsgBox(ExpandConstant('{cm:removemsg}'), mbConfirmation, MB_YESNO)=IDYES then begin DelTree(ExpandConstant('{app}'), True, True, True); end; end; end; procedure CurStepChanged(CurStep: TSetupStep); begin if GetWindowsVersion shr 24 > 5 then begin if CurStep = ssInstall then GenerateGUID(GUID); if CurStep = ssPostInstall then begin AddToGameExplorer(ExpandConstant('{app}\AWL_Release.dll'), ExpandConstant('{app}'), Current, GUID); CreateTask(3, GUID, PlayTask, 0, ExpandConstant('{cm:taskentry}'), ExpandConstant('{app}\executable.exe'), ''); CreateTask(3, GUID, 1, 0, 'Game Website', 'http://www.gamewebsite.com/', ''); end; end; end; The installer works just fine, but it doesn't place a shortcut of my game to Games explorer. Since i believe that the problem is on the binary file i guess for that part i should ask for some help. So, can anyone please give me a hand here?

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  • Yahoo sitemap validation

    - by Joel
    Hello, I am trying to submit sitemap.xml (index) to Yahoo Site Explorer but with no luck. I tried using website feed option in the site explorer to submit the sitemap, but I got validation errors. However, when submitting the same sitemap to google webmaster tools, the sitemap was validated successfully. Could it be for the fact that I am using sitemap with image tag: <image:image> <image:loc>http://www.domain.com/pic.jpg</image:loc> <image:title>picture</image:title> </image:image> When I tried validating the sitemap with inline tools such as http://www.xml-sitemaps.com/validate-xml-sitemap.html and http://www.w3.org/2001/03/webdata/xsv the error I received was: Attempt to load a schema document from http://www.google.com/schemas/sitemap-image/1.1 (source: new namespace) for http://www.google.com/schemas/sitemap-image/1.1, failed: Not recognised as W3C XML Schema or RDDL: html However, the declaration of the sitemap I use in the top of the document is the same as suggested by Google on their official page at http://www.google.com/support/webmasters/bin/answer.py?hl=en&answer=178636 : <?xml version="1.0" encoding="UTF-8"?> <urlset xmlns="http://www.sitemaps.org/schemas/sitemap/0.9" xmlns:image="http://www.google.com/schemas/sitemap-image/1.1"> <url> Any ideas how to resolve this issue? Thanks, Joel Thanks, Joel

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  • Error in code of basic game using multiple sprites and surfaceView [on hold]

    - by Khagendra Nath Mahato
    I am a beginner to android and i was trying to make a basic game with the help of an online video tutorial. I am having problem with the multi-sprites and how to use with surfaceview.The application fails launching. Here is the code of the game.please help me. package com.example.killthemall; import java.util.ArrayList; import java.util.List; import java.util.Random; import android.app.Activity; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Canvas; import android.graphics.Rect; import android.os.Bundle; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.widget.Toast; public class Game extends Activity { KhogenView View1; @Override protected void onPause() { // TODO Auto-generated method stub super.onPause(); while(true){ try { OurThread.join(); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); }} } Thread OurThread; int herorows = 4; int herocolumns = 3; int xpos, ypos; int xspeed; int yspeed; int herowidth; int widthnumber = 0; int heroheight; Rect src; Rect dst; int round; Bitmap bmp1; // private Bitmap bmp1;//change name public List<Sprite> sprites = new ArrayList<Sprite>() { }; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); View1 = new KhogenView(this); setContentView(View1); sprites.add(createSprite(R.drawable.image)); sprites.add(createSprite(R.drawable.bad1)); sprites.add(createSprite(R.drawable.bad2)); sprites.add(createSprite(R.drawable.bad3)); sprites.add(createSprite(R.drawable.bad4)); sprites.add(createSprite(R.drawable.bad5)); sprites.add(createSprite(R.drawable.bad6)); sprites.add(createSprite(R.drawable.good1)); sprites.add(createSprite(R.drawable.good2)); sprites.add(createSprite(R.drawable.good3)); sprites.add(createSprite(R.drawable.good4)); sprites.add(createSprite(R.drawable.good5)); sprites.add(createSprite(R.drawable.good6)); } private Sprite createSprite(int image) { // TODO Auto-generated method stub bmp1 = BitmapFactory.decodeResource(getResources(), image); return new Sprite(this, bmp1); } public class KhogenView extends SurfaceView implements Runnable { SurfaceHolder OurHolder; Canvas canvas = null; Random rnd = new Random(); { xpos = rnd.nextInt(canvas.getWidth() - herowidth)+herowidth; ypos = rnd.nextInt(canvas.getHeight() - heroheight)+heroheight; xspeed = rnd.nextInt(10 - 5) + 5; yspeed = rnd.nextInt(10 - 5) + 5; } public KhogenView(Context context) { super(context); // TODO Auto-generated constructor stub OurHolder = getHolder(); OurThread = new Thread(this); OurThread.start(); } @Override public void run() { // TODO Auto-generated method stub herowidth = bmp1.getWidth() / 3; heroheight = bmp1.getHeight() / 4; boolean isRunning = true; while (isRunning) { if (!OurHolder.getSurface().isValid()) continue; canvas = OurHolder.lockCanvas(); canvas.drawRGB(02, 02, 50); for (Sprite sprite : sprites) { if (widthnumber == 3) widthnumber = 0; update(); getdirection(); src = new Rect(widthnumber * herowidth, round * heroheight, (widthnumber + 1) * herowidth, (round + 1)* heroheight); dst = new Rect(xpos, ypos, xpos + herowidth, ypos+ heroheight); canvas.drawBitmap(bmp1, src, dst, null); } widthnumber++; OurHolder.unlockCanvasAndPost(canvas); } } public void update() { try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } if (xpos + xspeed <= 0) xspeed = 40; if (xpos >= canvas.getWidth() - herowidth) xspeed = -50; if (ypos + yspeed <= 0) yspeed = 45; if (ypos >= canvas.getHeight() - heroheight) yspeed = -55; xpos = xpos + xspeed; ypos = ypos + yspeed; } public void getdirection() { double angleinteger = (Math.atan2(yspeed, xspeed)) / (Math.PI / 2); round = (int) (Math.round(angleinteger) + 2) % herorows; // Toast.makeText(this, String.valueOf(round), // Toast.LENGTH_LONG).show(); } } public class Sprite { Game game; private Bitmap bmp; public Sprite(Game game, Bitmap bmp) { // TODO Auto-generated constructor stub this.game = game; this.bmp = bmp; } } } Here is the LogCat if it helps.... 08-22 23:18:06.980: D/AndroidRuntime(28151): Shutting down VM 08-22 23:18:06.980: W/dalvikvm(28151): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:06.980: D/AndroidRuntime(28151): procName from cmdline: com.example.killthemall 08-22 23:18:06.980: E/AndroidRuntime(28151): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:06.980: D/AndroidRuntime(28151): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:06.990: I/Process(28151): Sending signal. PID: 28151 SIG: 9 08-22 23:18:06.990: E/AndroidRuntime(28151): FATAL EXCEPTION: main 08-22 23:18:06.990: E/AndroidRuntime(28151): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:06.990: E/AndroidRuntime(28151): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:06.990: E/AndroidRuntime(28151): Caused by: java.lang.NullPointerException 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:06.990: E/AndroidRuntime(28151): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:06.990: E/AndroidRuntime(28151): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:06.990: E/AndroidRuntime(28151): ... 11 more 08-22 23:18:18.050: D/AndroidRuntime(28191): Shutting down VM 08-22 23:18:18.050: W/dalvikvm(28191): threadid=1: thread exiting with uncaught exception (group=0xb3f6f4f0) 08-22 23:18:18.050: I/Process(28191): Sending signal. PID: 28191 SIG: 9 08-22 23:18:18.050: D/AndroidRuntime(28191): procName from cmdline: com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): in writeCrashedAppName, pkgName :com.example.killthemall 08-22 23:18:18.050: D/AndroidRuntime(28191): file written successfully with content: com.example.killthemall StringBuffer : ;com.example.killthemall 08-22 23:18:18.050: E/AndroidRuntime(28191): FATAL EXCEPTION: main 08-22 23:18:18.050: E/AndroidRuntime(28191): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.killthemall/com.example.killthemall.Game}: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1647) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.access$1500(ActivityThread.java:117) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Handler.dispatchMessage(Handler.java:99) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.os.Looper.loop(Looper.java:130) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.main(ActivityThread.java:3683) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invokeNative(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): at java.lang.reflect.Method.invoke(Method.java:507) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:880) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:638) 08-22 23:18:18.050: E/AndroidRuntime(28191): at dalvik.system.NativeStart.main(Native Method) 08-22 23:18:18.050: E/AndroidRuntime(28191): Caused by: java.lang.NullPointerException 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game$KhogenView.<init>(Game.java:96) 08-22 23:18:18.050: E/AndroidRuntime(28191): at com.example.killthemall.Game.onCreate(Game.java:58) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049) 08-22 23:18:18.050: E/AndroidRuntime(28191): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611) 08-22 23:18:18.050: E/AndroidRuntime(28191): ... 11 more

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  • Maps for Business: Generating Valid Signatures

    Maps for Business: Generating Valid Signatures This video shows developers how to generate signed requests to Google Maps for Business Web Services such as the Geocoding API. It also points Maps for Business developers to pertinent documentation like developers.google.com and shows an example of the Maps for Business Welcome Letter. To get a response from the Maps for Business API Web Services, developers need to know: how to find their Maps For Business client ID; how to include that client ID in requests; how to retrieve their Maps for Business digital signing key from the Maps for Business welcome materials; and how to use the key to generate a signature. The video will walk developers through the signature generation steps using Python, and provides pointers to examples in other languages. From: GoogleDevelopers Views: 7 0 ratings Time: 10:42 More in Science & Technology

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  • Attach to Process in Visual Studio

    - by Daniel Moth
    One option for achieving step 1 in the Live Debugging process is attaching to an already running instance of the process that hosts your code, and this is a good place for me to talk about debug engines. You can attach to a process by selecting the "Debug" menu and then the "Attach To Process…" menu in Visual Studio 11 (Ctrl+Alt+P with my keyboard bindings), and you should see something like this screenshot: I am not going to explain this UI, besides being fairly intuitive, there is good documentation on MSDN for the Attach dialog. I do want to focus on the row of controls that starts with the "Attach to:" label and ends with the "Select..." button. Between them is the readonly textbox that indicates the debug engine that will be used for the selected process if you click the "Attach" button. If you haven't encountered that term before, read on MSDN about debug engines. Notice that the "Type" column shows the Code Type(s) that can be detected for the process. Typically each debug engine knows how to debug a specific code type (the two terms tend to be used interchangeably). If you click on a different process in the list with a different code type, the debug engine used will be different. However note that this is the automatic behavior. If you believe you know best, or more typically you want to choose the debug engine for a process using more than one code type, you can do so by clicking the "Select..." button, which should yield a "Select Code Type" dialog like this one: In this dialog you can switch to the debug engine you want to use by checking the box in front of your desired one, then hit "OK", then hit "Attach" to use it. Notice that the dialog suggests that you can select more than one. Not all combinations work (you'll get an error if you select two incompatible debug engines), but some do. Also notice in the list of debug engines one of the new players in Visual Studio 11, the GPU debug engine - I will be covering that on the C++ AMP team blog (and no, it cannot be combined with any others in this release). Comments about this post by Daniel Moth welcome at the original blog.

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  • Analysis Services (SSAS) - Unexpected Internal Error when processing (ProcessUpdate). Workaround/Resolution

    - by James Rogers
    Many implementations require the use of ProcessUpdate to support Type 1 slowly changing dimensions. ProcessUpdate drops all of the affected indexes and aggregations in partitions affected by data that changes in the Dimension on which the ProcessUpdate is being performed. Twice now I have had situations where the processing fails with "Internal error: An unexpected exception occurred." Any subsequent ProcessUpdate processing will also fail with the same error. In talking with Microsoft the issue is corrupt indexes for the Dimension(s) being processed in the partitions of the affected measure group. I cannot guarantee that the following will correct your problem but it did in my case and saved us quite a bit of down time.   Workaround: ProcessIndexes on the entire cube that is being processed and throwing the error. This corrected the problem on both 2008 and 2008 R2.   Pros:  Does not require a complete rebuild of the data (ProcessFull) for either the Dimension or Cube. User access can continue while this ProcessIndexes in underway.   Cons: Can take a long time, especially on large cubes with many partitions, dimensions and/or aggregations. Query Performance is usually severely impacted due to the memory and CPU requirements for Aggregation and Index building   <Batch http://schemas.microsoft.com/analysisservices/2003/engine"http://schemas.microsoft.com/analysisservices/2003/engine">  <Parallel>     <Process xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:ddl2="http://schemas.microsoft.com/analysisservices/2003/engine/2" xmlns:ddl2_2="http://schemas.microsoft.com/analysisservices/2003/engine/2/2" xmlns:ddl100_100="http://schemas.microsoft.com/analysisservices/2008/engine/100/100" xmlns:ddl200="http://schemas.microsoft.com/analysisservices/2010/engine/200" xmlns:ddl200_200="http://schemas.microsoft.com/analysisservices/2010/engine/200/200">       <Object>         <DatabaseID>MyDatabase</DatabaseID>         <CubeID>MyCube</CubeID>       </Object>       <Type>ProcessIndexes</Type>       <WriteBackTableCreation>UseExisting</WriteBackTableCreation>     </Process>  </Parallel> </Batch>   The cube where the corruption exists can be found by having Profiler running while the ProcessUpdate is executing. The first partition that displays the "The Job has ended in failure." message in the TextData column will be part of the cube/measuregroup that has the corruption. You can try to run ProcessIndexes on just that measure group. This may correct the problem and save additional time if you have other large measure groups in the cube that are not affected by the corruption.   Remember to execute your normal ProcessUpdate batch after the successful completion of the ProcessIndexes. The ProcessIndexes does not pick up data changes.   Things that did not work: ProcessClearIndexes - why this doesn't work and ProcessIndexes does is unclear at this point. ProcessFull on the partition in question. In my latest case, this would clear up the problem for that partition. However, the next partition the ProcessUpdate touched that had data in it would generate and error. This leads me to believe the corruption problem will exist in all partitions in the affected measure group that have data in them.   NOTE: I experience this problem in both a SQL 2008 and SQL 2008 R2 Analysis Services environment, on separate built from the same relational database. This leads me to believe that some data condition in the tables used for the Dimension processing caused the corruption since the two environments were on physically separate hardware. I am waiting on Microsoft to analyze the dumps to give us more insight into what actually caused the corruption and will update this post accordingly.

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  • Duplicate content issue after URL-change with 301-redirects

    - by David
    We got the following problem: We changed all URLs on our page from oldURL.html to newURL.html and set up 301-redirects (ca. 600 URLs) Google re-crawled our page, indexed all the new URLs (newURL.html), but didn't crawl the old URLs (oldURL.html) again, as there were no internal links pointing at those domains anymore after the URL-change. This resulted in massive ranking-drops, etc. because (i) Google thought oldURL.html has exactly the same content as newURL, causing duplicate content issues, and (ii) Google did not transfer the juice from oldURL to newURL, because the 301-redirect was never noticed. Now we reset all internal Links to the old URLs again, which then redirect to the newURLs, in the hope that Google would re-crawl the pages, once there are internal links pointing at them. This is partially happening, but at a really low speed, so it would take multiple months to notice all-redirects. I guess, because Google thinks: "Aah, I already know oldURL.html, so no need to re-crawl it. Possible solutions we thought of are ... Submitting as many of the old URLs to the index as possible via Webmaster Tools, to manually trigger a crawl. Doing that already Submitting a sitemap with all old URLs - but not sure if good idea, because Google does not seem to like 301-redirects in a sitemap ... Both solutions are not perfect - and we cannot wait for three months, just to regain our old rankings. What are your ideas? Best, David

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  • What prefer a game developer company? UDK experience or c++ game projects?

    - by momboco
    What prefer a game developer company? A developer with experience in UDK engine ? or, a developer with projects made entirely in c++ with a graphics engine like Ogre3D? I think that a coder can demonstrate better his abilities with games made in c++, because it requires a knowledge deeper in many fields. However, currently there is a lot of companies that develop his games with UDK. Now I don't know if is better specialize in a game engine like UDK.

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  • Attach to Process in Visual Studio

    - by Daniel Moth
    One option for achieving step 1 in the Live Debugging process is attaching to an already running instance of the process that hosts your code, and this is a good place for me to talk about debug engines. You can attach to a process by selecting the "Debug" menu and then the "Attach To Process…" menu in Visual Studio 11 (Ctrl+Alt+P with my keyboard bindings), and you should see something like this screenshot: I am not going to explain this UI, besides being fairly intuitive, there is good documentation on MSDN for the Attach dialog. I do want to focus on the row of controls that starts with the "Attach to:" label and ends with the "Select..." button. Between them is the readonly textbox that indicates the debug engine that will be used for the selected process if you click the "Attach" button. If you haven't encountered that term before, read on MSDN about debug engines. Notice that the "Type" column shows the Code Type(s) that can be detected for the process. Typically each debug engine knows how to debug a specific code type (the two terms tend to be used interchangeably). If you click on a different process in the list with a different code type, the debug engine used will be different. However note that this is the automatic behavior. If you believe you know best, or more typically you want to choose the debug engine for a process using more than one code type, you can do so by clicking the "Select..." button, which should yield a "Select Code Type" dialog like this one: In this dialog you can switch to the debug engine you want to use by checking the box in front of your desired one, then hit "OK", then hit "Attach" to use it. Notice that the dialog suggests that you can select more than one. Not all combinations work (you'll get an error if you select two incompatible debug engines), but some do. Also notice in the list of debug engines one of the new players in Visual Studio 11, the GPU debug engine - I will be covering that on the C++ AMP team blog (and no, it cannot be combined with any others in this release). Comments about this post by Daniel Moth welcome at the original blog.

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  • combining ruby and C++

    - by Shingetsu
    Hello /* programmers */ (I usually hang in SO) I've been discussing a conceptual project with a friend of mine and the the most effective way we've seen of doing it is writing the engine in C++ while the logic would be done in Ruby. However, we would need data to be passed around often, for example: Engine reports that A happened, that gets triggered in a proc array (event "A" is passed but proc doesnt use it) Ruby decides that we need to wait for B to happen Ruby adds a proc to an array. The array of procs is iterated during each cycle in the C++ engine C++ engine reports that B happened and passes "event B (should be a ruby object) Ruby receives event B and decides what to do next I don't work with multiple languages often, and was wondering if it's possible to implement things in this way. I know that there's the ruby VALUE in C++, but would like to know the standard way of combining the two. (of course I know ruby follows the perl "more than 1 way to do it", but there's often a standardized way)

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  • The SmartAssembly Rearchitecture

    - by Simon Cooper
    You may have noticed that not a lot has happened to SmartAssembly in the past few months. However, the team has been very busy behind the scenes working on an entirely new version of SmartAssembly. SmartAssembly 6.5 Over the past few releases of SmartAssembly, the team had come to the realisation that the current 'architecture' - grown organically, way before RedGate bought it, from a simple name obfuscator over the years into a full-featured obfuscator and assembly instrumentation tool - was simply not up to the task. Not for what we wanted to do with it at the time, and not what we have planned for the future. Not only was it not up to what we wanted it to do, but it was severely limiting our development capabilities; long-standing bugs in the root architecture that couldn't be fixed, some rather...interesting...design decisions, and convoluted logic that increased the complexity of any bugfix or new feature tenfold. So, we set out to fix this. Earlier this year, a new engine was written on which SmartAssembly would be based. Over the following few months, each feature was ported over to the new engine and extensively tested by our existing unit and integration tests. The engine was linked into the existing UI (no easy task, due to the tight coupling between the UI and old engine), and existing RedGate products were tested on the new SmartAssembly to ensure the new engine acted in the same way. The result is SmartAssembly 6.5. The risks of a rearchitecture Are there risks to rearchitecting a product like SmartAssembly? Of course. There was a lot of undocumented behaviour in the old engine, and as part of the rearchitecture we had to find this behaviour, define it, and document it. In the process we found some behaviour of the old engine that simply did not make sense; hence the changes in pruning & obfuscation behaviour in the release notes. All the special edge cases we had to find, document, and re-implement. There was a chance that these special cases would not be found until near the end of the project, when everything is functionally complete and interacting together. By that stage, it would be hard to go back and change anything without a whole lot of extra work, delaying the release by months. We always knew this was a possibility; our initial estimate of the time required was '4 months, ± 4 months'. And that was including various mitigation strategies to reduce the likelihood of these issues being found right at the end. Fortunately, this worst-case did not happen. However, the rearchitecture did produce some benefits. As well as numerous bug fixes that we could not fix any other way, we've also added logging that lets you find out exactly why a particular field or property wasn't pruned or obfuscated. There's a new command line interface, we've tested it with WP7.1 and Silverlight 5, and we've added a new option to error reporting to improve the performance of instrumented apps by ~10%, at the cost of inaccurate line numbers in reports. So? What differences will I see? Largely none. SmartAssembly 6.5 produces the same output as SmartAssembly 6.2. The performance of 6.5 will be much faster for some users, and generally the same as 6.2 for the remaining. If you've encountered a bug with previous versions of SmartAssembly, I encourage you to try 6.5, as it has most likely been fixed in the rearchitecture. If you encounter a bug with 6.5, please do tell us; we'll be doing another release quite soon, so we'll aim to fix any issues caused by 6.5 in that release. Most importantly, the new architecture finally allows us to implement some Big Things with SmartAssembly we've been planning for many months; these will fundamentally change how you build, release and monitor your application. Stay tuned for further updates!

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  • Simulating an object floating on water

    - by Aaron M
    I'm working on a top down fishing game. I want to implement some physics and collision detection regarding the boat moving around the lake. I would like for be able to implement thrust from either the main motor or trolling motor, the effect of wind on the object, and the drag of the water on the object. I've been looking at the farseer physics engine, but not having any experience using a physics engine, I am not quite sure that farseer is suitable for this type of thing(Most of the demos seem to be the application of gravity to a vertical top/down type model). Would the farseer engine be suitable? or would a different engine be more suitable?

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  • #DAX Query Plan in SQL Server 2012 #Tabular

    - by Marco Russo (SQLBI)
    The SQL Server Profiler provides you many information regarding the internal behavior of DAX queries sent to a BISM Tabular model. Similar to MDX, also in DAX there is a Formula Engine (FE) and a Storage Engine (SE). The SE is usually handled by Vertipaq (unless you are using DirectQuery mode) and Vertipaq SE Query classes of events gives you a SQL-like syntax that represents the query sent to the storage engine. Another interesting class of events is the DAX Query Plan , which contains a couple...(read more)

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  • BigQuery - Best Practices for Running Queries on Massive Datasets

    BigQuery - Best Practices for Running Queries on Massive Datasets Join Michael Manoochehri and Ryan Boyd from the big data Developer Relations team on Friday, September 21th, at 10am PDT, as they discuss best practices for answering questions about massive datasets with Google BigQuery. They'll explore interesting Big Data use cases with some of our public datasets, using BigQuery's SQL-like language to return query results in seconds. They will also cover some of BigQuery's unique query functions as well. For a general overview of BigQuery, watch our overview video: youtu.be Please use the moderator below (goo.gl to ask your questions, which will be answered live! More info here: developers.google.com From: GoogleDevelopers Views: 0 0 ratings Time: 00:00 More in Science & Technology

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  • Set up tunnel to HE.net and now only ipv6.google.com works, but other sites ping fine.

    - by AndrejaKo
    I'm setting up IPv6 using my router which is running OpenWRT, version Backfire 10.03.1-rc4. I made a tunnel using Hurricane Electric's tunnel broker and set it up on the router and I'm using RADVD to hand out IPv6 addresses. My problem is that on computers on the network, I can only access ipv6.google.com using a browser, but other sites seem to be loading forever and won't open in any browser. I can ping and traceroute to them fine, but can't open them with a browser. I can open any site normally with a browser from the router. Stopping firewall service on the router doesn't help, so it's probably not a firewall issue. All AAAA records resolve fine, so it's probably not a DNS issue. Computers on the network get their IPv6 addresses fine, so it's probably not a radvd issue. Similar setup worked fine for SixXs, but I'm having problems with my PoP there, so I decided to move to HE. Here are some traceroutes: From a client computer: Tracing route to ipv6.he.net [2001:470:0:64::2] over a maximum of 30 hops: 1 <1 ms 1 ms 1 ms 2001:470:1f0b:de5::1 2 62 ms 63 ms 62 ms andrejako-1.tunnel.tserv6.fra1.ipv6.he.net [2001:470:1f0a:de5::1] 3 60 ms 60 ms 63 ms gige-g2-4.core1.fra1.he.net [2001:470:0:69::1] 4 63 ms 68 ms 68 ms 10gigabitethernet1-4.core1.ams1.he.net [2001:470:0:47::1] 5 84 ms 74 ms 76 ms 10gigabitethernet1-4.core1.lon1.he.net [2001:470:0:3f::1] 6 146 ms 147 ms 151 ms 10gigabitethernet4-4.core1.nyc4.he.net [2001:470:0:128::1] 7 200 ms 198 ms 202 ms 10gigabitethernet5-3.core1.lax1.he.net [2001:470:0:10e::1] 8 219 ms * 210 ms 10gigabitethernet2-2.core1.fmt2.he.net [2001:470:0:18d::1] 9 221 ms 338 ms 209 ms gige-g4-18.core1.fmt1.he.net [2001:470:0:2d::1] 10 206 ms 210 ms 207 ms ipv6.he.net [2001:470:0:64::2] Trace complete. and another from a cliet computer Tracing route to whatismyipv6.com [2001:4870:a24f:2::90] over a maximum of 30 hops: 1 7 ms 1 ms 1 ms 2001:470:1f0b:de5::1 2 69 ms 70 ms 63 ms AndrejaKo-1.tunnel.tserv6.fra1.ipv6.he.net [2001:470:1f0a:de5::1] 3 57 ms 65 ms 58 ms gige-g2-4.core1.fra1.he.net [2001:470:0:69::1] 4 73 ms 74 ms 75 ms 10gigabitethernet1-4.core1.ams1.he.net [2001:470:0:47::1] 5 71 ms 74 ms 76 ms 10gigabitethernet1-4.core1.lon1.he.net [2001:470:0:3f::1] 6 141 ms 149 ms 148 ms 10gigabitethernet2-3.core1.nyc4.he.net [2001:470:0:3e::1] 7 141 ms 147 ms 143 ms 10gigabitethernet1-2.core1.nyc1.he.net [2001:470:0:37::2] 8 144 ms 145 ms 142 ms 2001:504:1::a500:4323:1 9 226 ms 225 ms 218 ms 2001:4870:a240::2 10 220 ms 224 ms 219 ms 2001:4870:a240::2 11 219 ms 218 ms 220 ms 2001:4870:a24f::2 12 221 ms 222 ms 220 ms www.whatismyipv6.com [2001:4870:a24f:2::90] Trace complete. Here's some firewall info on the router: root@OpenWrt:/# iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 syn_flood tcp -- 0.0.0.0/0 0.0.0.0/0 tcp flags:0x17/0x02 input_rule all -- 0.0.0.0/0 0.0.0.0/0 input all -- 0.0.0.0/0 0.0.0.0/0 Chain FORWARD (policy DROP) target prot opt source destination zone_wan_MSSFIX all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED forwarding_rule all -- 0.0.0.0/0 0.0.0.0/0 forward all -- 0.0.0.0/0 0.0.0.0/0 reject all -- 0.0.0.0/0 0.0.0.0/0 Chain OUTPUT (policy ACCEPT) target prot opt source destination ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 output_rule all -- 0.0.0.0/0 0.0.0.0/0 output all -- 0.0.0.0/0 0.0.0.0/0 Chain forward (1 references) target prot opt source destination zone_lan_forward all -- 0.0.0.0/0 0.0.0.0/0 zone_wan_forward all -- 0.0.0.0/0 0.0.0.0/0 zone_wan_forward all -- 0.0.0.0/0 0.0.0.0/0 Chain forwarding_lan (1 references) target prot opt source destination Chain forwarding_rule (1 references) target prot opt source destination nat_reflection_fwd all -- 0.0.0.0/0 0.0.0.0/0 Chain forwarding_wan (1 references) target prot opt source destination Chain input (1 references) target prot opt source destination zone_lan all -- 0.0.0.0/0 0.0.0.0/0 zone_wan all -- 0.0.0.0/0 0.0.0.0/0 zone_wan all -- 0.0.0.0/0 0.0.0.0/0 Chain input_lan (1 references) target prot opt source destination Chain input_rule (1 references) target prot opt source destination Chain input_wan (1 references) target prot opt source destination Chain nat_reflection_fwd (1 references) target prot opt source destination ACCEPT tcp -- 192.168.1.0/24 192.168.1.2 tcp dpt:80 Chain output (1 references) target prot opt source destination zone_lan_ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 zone_wan_ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 Chain output_rule (1 references) target prot opt source destination Chain reject (7 references) target prot opt source destination REJECT tcp -- 0.0.0.0/0 0.0.0.0/0 reject-with tcp-reset REJECT all -- 0.0.0.0/0 0.0.0.0/0 reject-with icmp-port-unreachable Chain syn_flood (1 references) target prot opt source destination RETURN tcp -- 0.0.0.0/0 0.0.0.0/0 tcp flags:0x17/0x02 limit: avg 25/sec burst 50 DROP all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_lan (1 references) target prot opt source destination input_lan all -- 0.0.0.0/0 0.0.0.0/0 zone_lan_ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_lan_ACCEPT (2 references) target prot opt source destination ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_lan_DROP (0 references) target prot opt source destination DROP all -- 0.0.0.0/0 0.0.0.0/0 DROP all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_lan_MSSFIX (0 references) target prot opt source destination TCPMSS tcp -- 0.0.0.0/0 0.0.0.0/0 tcp flags:0x06/0x02 TCPMSS clamp to PMTU Chain zone_lan_REJECT (1 references) target prot opt source destination reject all -- 0.0.0.0/0 0.0.0.0/0 reject all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_lan_forward (1 references) target prot opt source destination zone_wan_ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 forwarding_lan all -- 0.0.0.0/0 0.0.0.0/0 zone_lan_REJECT all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_wan (2 references) target prot opt source destination ACCEPT udp -- 0.0.0.0/0 0.0.0.0/0 udp dpt:68 ACCEPT icmp -- 0.0.0.0/0 0.0.0.0/0 icmp type 8 ACCEPT 41 -- 0.0.0.0/0 0.0.0.0/0 input_wan all -- 0.0.0.0/0 0.0.0.0/0 zone_wan_REJECT all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_wan_ACCEPT (2 references) target prot opt source destination ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 ACCEPT all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_wan_DROP (0 references) target prot opt source destination DROP all -- 0.0.0.0/0 0.0.0.0/0 DROP all -- 0.0.0.0/0 0.0.0.0/0 DROP all -- 0.0.0.0/0 0.0.0.0/0 DROP all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_wan_MSSFIX (1 references) target prot opt source destination TCPMSS tcp -- 0.0.0.0/0 0.0.0.0/0 tcp flags:0x06/0x02 TCPMSS clamp to PMTU TCPMSS tcp -- 0.0.0.0/0 0.0.0.0/0 tcp flags:0x06/0x02 TCPMSS clamp to PMTU Chain zone_wan_REJECT (2 references) target prot opt source destination reject all -- 0.0.0.0/0 0.0.0.0/0 reject all -- 0.0.0.0/0 0.0.0.0/0 reject all -- 0.0.0.0/0 0.0.0.0/0 reject all -- 0.0.0.0/0 0.0.0.0/0 Chain zone_wan_forward (2 references) target prot opt source destination ACCEPT tcp -- 0.0.0.0/0 192.168.1.2 forwarding_wan all -- 0.0.0.0/0 0.0.0.0/0 zone_wan_REJECT all -- 0.0.0.0/0 0.0.0.0/0 Here's some routing info: root@OpenWrt:/# ip -f inet6 route 2001:470:1f0a:de5::/64 via :: dev 6in4-henet proto kernel metric 256 mtu 1280 advmss 1220 hoplimit 0 2001:470:1f0b:de5::/64 dev br-lan proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 0 fe80::/64 dev eth0 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 0 fe80::/64 dev br-lan proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 0 fe80::/64 dev eth0.1 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 0 fe80::/64 dev eth0.2 proto kernel metric 256 mtu 1500 advmss 1440 hoplimit 0 fe80::/64 via :: dev 6in4-henet proto kernel metric 256 mtu 1280 advmss 1220 hoplimit 0 default dev 6in4-henet metric 1024 mtu 1280 advmss 1220 hoplimit 0 I have computers running windows 7 SP1 and openSUSE 11.3 and all of them have same problem. I also made a thread about this on HE's forum, but it seems that people there are out of ideas what to do.

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  • How does Starcraft 2 load it's metadata?

    - by chobok
    Lets say you are playing Starcraft 2 melee map. The game loads the map. Melee maps have the following dependencies: Liberty (Mod) Liberty Multi (Mod) I think the game engine will load the data from Liberty (Mod) first, then from Liberty Multi (Mod). For data that exists in both dependencies, the engine will use the one from Liberty Multi (Mod). Is this correct? Liberty Multi (Mod) is updated with each patch of Starcraft 2. Does the game engine load just the latest version of Liberty Multi (Mod)? or Does the game engine load all the versions and overwrite duplicate data with the latest version?

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  • SEO Techniques to Be Used by Every Website

    Search engine optimization is the buzz word in the world of internet. Every website wants to rank high in the search engine listings. There are different techniques and measures that you can take up for the process of search engine optimization. Here are some sure shot techniques that every website should apply in order to rank high.

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  • double-click does not open the default program

    - by Chang
    I installed Ubuntu 12.04, with texlive-full and texworks. When I double-click a .tex file in Nautilus, it pops up a Do you want to run "xxxxxxxx.tex", or display it contents? "xxxxxxxx.tex" is an executable text file. Run in Terminal Display Cancel Run If I choose Display, it opens texworks. How can I make it open without seeing the above conversation window? By the way, is .tex file indeed an executable file? ADDED Just for the case, my ~/.local/share/applications/mimeapps.list file looks like the following: [Default Applications] text/html=google-chrome.desktop x-scheme-handler/http=google-chrome.desktop x-scheme-handler/https=google-chrome.desktop x-scheme-handler/about=google-chrome.desktop x-scheme-handler/unknown=google-chrome.desktop text/x-tex=texworks.desktop x-scheme-handler/mailto=google-chrome.desktop [Added Associations] text/x-tex=texworks.desktop; text/x-bibtex=jabref.desktop;gedit.desktop; I observe texworks are both up and down. Should I remove one? ADDED This does not happen with all .tex files. In fact, I am currently using Ubuntu 12.04 under Virtual Box with Windows 7 host. I have my Dropbox account synced with the Windows 7 host, and I access files in Dropbox in Ubuntu through Virtual Box's shared folder functionality. (I didn't install Dropbox client in Ubuntu.) Files in Dropbox are owned by root with group vboxsf. My personal account is in the group vboxsf. It seems that I have to uncheck the option for "executable", but I have all my .tex files in the Dropbox shared folder. Would there be any workaround?

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  • Distributed Rendering in the UDK and Unity

    - by N0xus
    At the moment I'm looking at getting a game engine to run in a CAVE environment. So far, during my research I've seen a lot of people being able to get both Unity and the Unreal engine up and running in a CAVE (someone did get CryEngine to work in one, but there is little research data about it). As of yet, I have not cemented my final choice of engine for use in the next stage of my project. I've experience in both, so the learning curve will be gentle on both. And both of the engines offer stereoscopic rendering, either already inbuilt with ReadD (Unreal) or by doing it yourself (Unity). Both can also make use of other input devices as well, such as the kinect or other devices. So again, both engines are still on the table. For the last bit of my preliminary research, I was advised to see if either, or both engines could do distributed rendering. I was advised this, as the final game we make could go into a variety of differently sized CAVEs. The one I have access to is roughly 2.4m x 3m cubed, and have been duly informed that this one is a "baby" compared to others. So, finally onto my question: Can either the Unreal Engine, or Unity Engine make it possible for developers to allow distributed rendering? Either through in built devices, or by creating my own plugin / script?

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  • Should EICAR be updated to test the revision of Antivirus system?

    - by makerofthings7
    I'm posting this here since programmers write viruses, and AV software. They also have the best knowledge of heuristics and how AV systems work (cloaking etc). The EICAR test file was used to functionally test an antivirus system. As it stands today almost every AV system will flag EICAR as being a "test" virus. For more information on this historic test virus please click here. Currently the EICAR test file is only good for testing the presence of an AV solution, but it doesn't check for engine file or DAT file up-to-dateness. In other words, why do a functional test of a system that could have definition files that are more than 10 years old. With the increase of zero day threats it doesn't make much sense to functionally test your system using EICAR. That being said, I think EICAR needs to be updated/modified to be effective test that works in conjunction with an AV management solution. This question is about real world testing, without using live viruses... which is the intent of the original EICAR. That being said I'm proposing a new EICAR file format with the appendage of an XML blob that will conditionally cause the Antivirus engine to respond. X5O!P%@AP[4\PZX54(P^)7CC)7}$EICAR-EXTENDED-ANTIVIRUS-TEST-FILE!$H+H* <?xml version="1.0"?> <engine-valid-from>2010-1-1Z</engine-valid-from> <signature-valid-from>2010-1-1Z</signature-valid-from> <authkey>MyTestKeyHere</authkey> In this sample, the antivirus engine would only alert on the EICAR file if both the signature or engine file is equal to or newer than the valid-from date. Also there is a passcode that will protect the usage of EICAR to the system administrator. If you have a backgound in "Test Driven Design" TDD for software you may get that all I'm doing is applying the principals of TDD to my infrastructure. Based on your experience and contacts how can I make this idea happen?

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  • SEO As the Online Business Traffic Driver

    The SEO means that the online business marketer can drive his site or blog to the top places at the search engine result pages with the selected keywords. This requires, that a marketer knows the search engine algorithm, i.e. according to which criteria the engine will put the sites in a certain order.

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