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  • No excuse for programmers and multiple platforms

    <b>Technology & Life Integration:</b> "Programming across multiple operating systems is easy. I do it. I have done it for several years. I don't need to have seperate code trees for each operating system. I have a single set of code that I work on and it compiles on different operating systems without having to modify the code!"

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  • unknown monitor problem

    - by dev
    I'm using HCL P30 laptop with 1280x800 60 Hz default resolution.But none of the ubuntu versions are capable of detecting my monitor.In 11.04 the resolution is 1024x768 61 Hz. When I run xrandr command in terminal,it returns xrandr: Failed to get size of gamma for output default Screen 0: minimum 640 x 480, current 1024 x 768, maximum 1024 x 768 default connected 1024x768+0+0 0mm x 0mm 1024x768 61.0* 800x600 61.0 640x480 60.0 So,how can I set it to 1280x800 60 Hz. plz reply soon. thnx in advance.

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  • Clicking links in pdfs opened with Okular opens Abiword (instead of the default browser)

    - by Marius Hofert
    I work with Xubuntu 12.04 and use Okular (version 0.14.3) to view pdf files. If I click a link in a pdf file (created with pdflatex using the hyperref package), Abiword is opened instead of my default browser google-chrome. How can I change this behavior? The settings in Okular do not seem to provide a solution. (Note that I set google-chrome as the preferred application for web browsing under Settings - Preferred Applications, so that's not the problem).

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  • Box2D blocky map. Body, Fixtures a huge map and performance

    - by Solom
    Right now I'm still in the planning phase of a my very first game. I'm creating a "Minecraft"-like game in 2D that features blocks that can be destroyed as well as players moving around the map. For creating the map I chose a 2D-Array of Integers that represent the Block ID. For testing purposes I created a huge map (16348 * 256) and in my prototype that didn't use Box2D everything worked like a charm. I only rendered those blocks that where within the bounds of my camera and got 60 fps straight. The problem started when I decided to use an existing physics-solution rather than implementing my own one. What I had was basically simple hitboxes around the blocks and then I had to manually check if the player collided with any of those in his neighborhood. For more advanced physics as well as the collision detection I want to switch over to Box2D. The problem I have right now is ... how to go about the bodies? I mean, the blocks are of a static bodytype. They don't move on their own, they just are there to be collided with. But as far as I can see it, every block needs his own body with a rectangular fixture attached to it, so as to be destroyable. But for a huge map such as mine, this turns out to be a real performance bottle-neck. (In fact even a rather small map [compared to the other] of 1024*256 is unplayable.) I mean I create thousands of thousands of blocks. Even if I just render those that are in my immediate neighborhood there are hundreds of them and (at least with the debugRenderer) I drop to 1 fps really quickly (on my own "monster machine"). I thought about strategies like creating just one body, attaching multiple fixtures and only if a fixture got hit, separate it from the body, create a new one and destroy it, but this didn't turn out quite as successful as hoped. (In fact the core just dumps. Ah hello C! I really missed you :X) Here is the code: public class Box2DGameScreen implements Screen { private World world; private Box2DDebugRenderer debugRenderer; private OrthographicCamera camera; private final float TIMESTEP = 1 / 60f; // 1/60 of a second -> 1 frame per second private final int VELOCITYITERATIONS = 8; private final int POSITIONITERATIONS = 3; private Map map; private BodyDef blockBodyDef; private FixtureDef blockFixtureDef; private BodyDef groundDef; private Body ground; private PolygonShape rectangleShape; @Override public void show() { world = new World(new Vector2(0, -9.81f), true); debugRenderer = new Box2DDebugRenderer(); camera = new OrthographicCamera(); // Pixel:Meter = 16:1 // Body definition BodyDef ballDef = new BodyDef(); ballDef.type = BodyDef.BodyType.DynamicBody; ballDef.position.set(0, 1); // Fixture definition FixtureDef ballFixtureDef = new FixtureDef(); ballFixtureDef.shape = new CircleShape(); ballFixtureDef.shape.setRadius(.5f); // 0,5 meter ballFixtureDef.restitution = 0.75f; // between 0 (not jumping up at all) and 1 (jumping up the same amount as it fell down) ballFixtureDef.density = 2.5f; // kg / m² ballFixtureDef.friction = 0.25f; // between 0 (sliding like ice) and 1 (not sliding) // world.createBody(ballDef).createFixture(ballFixtureDef); groundDef = new BodyDef(); groundDef.type = BodyDef.BodyType.StaticBody; groundDef.position.set(0, 0); ground = world.createBody(groundDef); this.map = new Map(20, 20); rectangleShape = new PolygonShape(); // rectangleShape.setAsBox(1, 1); blockFixtureDef = new FixtureDef(); // blockFixtureDef.shape = rectangleShape; blockFixtureDef.restitution = 0.1f; blockFixtureDef.density = 10f; blockFixtureDef.friction = 0.9f; } @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); debugRenderer.render(world, camera.combined); drawMap(); world.step(TIMESTEP, VELOCITYITERATIONS, POSITIONITERATIONS); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { /* if(camera.position.y - (camera.viewportHeight/2) > a) continue; if(camera.position.y - (camera.viewportHeight/2) < a) break; */ for(int b = 0; b < map.getWidth(); b++) { /* if(camera.position.x - (camera.viewportWidth/2) > b) continue; if(camera.position.x - (camera.viewportWidth/2) < b) break; */ /* blockBodyDef = new BodyDef(); blockBodyDef.type = BodyDef.BodyType.StaticBody; blockBodyDef.position.set(b, a); world.createBody(blockBodyDef).createFixture(blockFixtureDef); */ PolygonShape rectangleShape = new PolygonShape(); rectangleShape.setAsBox(1, 1, new Vector2(b, a), 0); blockFixtureDef.shape = rectangleShape; ground.createFixture(blockFixtureDef); rectangleShape.dispose(); } } } @Override public void resize(int width, int height) { camera.viewportWidth = width / 16; camera.viewportHeight = height / 16; camera.update(); } @Override public void hide() { dispose(); } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { world.dispose(); debugRenderer.dispose(); } } As you can see I'm facing multiple problems here. I'm not quite sure how to check for the bounds but also if the map is bigger than 24*24 like 1024*256 Java just crashes -.-. And with 24*24 I get like 9 fps. So I'm doing something really terrible here, it seems and I assume that there most be a (much more performant) way, even with Box2D's awesome physics. Any other ideas? Thanks in advance!

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  • How can I get my HID device working in VirtualBox?

    - by Andy E
    I'm running the latest official Ubuntu build of VirtualBox (4.1.12), with Windows 8 running as the guest OS. I have a Windows app that works with a card reading HID device, but it's not detected by the guest OS at all. I've installed the USB extensions, guest additions and set my udev rules accordingly (my own linux app is able to access the device), but no joy. Does anyone know how to get this working?

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  • Problem getting GOBI 2000 HS to work

    - by Zypher
    I've been trying to get my integrated GOBI WWAN card to work under 10.10 for a while now. I was able to get the network manager to see the card after installing the gobi-loader package. I was able to setup the connection, but i cannot establish a connection to Verizon. Below is the output from /var/log/daemon.log as i try to connect. Oct 19 14:29:42 gbeech-x201 AptDaemon: INFO: Quiting due to inactivity Oct 19 14:29:42 gbeech-x201 AptDaemon: INFO: Shutdown was requested Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) starting connection 'Verizon connection' Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 3 -> 4 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) scheduled... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) started... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 4 -> 6 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) complete. Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) scheduled... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) started... Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 6 -> 4 (reason 0) Oct 19 14:33:45 gbeech-x201 NetworkManager[1105]: <info> Activation (ttyUSB0) Stage 1 of 5 (Device Prepare) complete. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <warn> CDMA connection failed: (32) No service Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 4 -> 9 (reason 0) Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Marking connection 'Verizon connection' invalid. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <warn> Activation (ttyUSB0) failed. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): device state change: 9 -> 3 (reason 0) Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> (ttyUSB0): deactivating device (reason: 0). Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Policy set 'Auto SO-GUEST' (wlan0) as default for IPv4 routing and DNS. Oct 19 14:34:46 gbeech-x201 NetworkManager[1105]: <info> Policy set 'Auto SO-GUEST' (wlan0) as default for IPv4 routing and DNS.

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  • Performing a clean database build with MSBuild part 2

    - by Robert May
    In part 1, I showed a complicated mechanism for performing a clean database build. There’s an easier way.  The easier way is to use the msbuild extension tasks out on codeplex.  While you’ll still need to forcibly take the database offline (ALTER DATABASE [mydb] SET OFFLINE WITH ROLLBACK IMMEDIATE), the other msbuild tasks more easily allow you to create and delete the database.  Eventually, I’ll post an example. Technorati Tags: MSBuild

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • Weird Results A/B Test in Google Website Optimizer

    - by Yisroel
    I set up a test in Google Website Optimizer that has a 3 variations - original (A), B, and C. In order to further validate the results of the test, I added a variation C that is exactly the same as the original. And thats where the results get weird. 6 days into the test, the best performing variation is C. It outperforms the original by 18.4%! How is that possible? Do I now discount the results of this test entirely?

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  • OpenGL loading functions error [on hold]

    - by Ghilliedrone
    I'm new to OpenGL, and I bought a book on it for beginners. I finished writing the sample code for making a context/window. I get an error on this line at the part PFNWGLCREATECONTEXTATTRIBSARBPROC, saying "Error: expected a ')'": typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); Replacing it or adding a ")" makes it error, but the error disappears when I use the OpenGL headers included in the books CD, which are OpenGL 3.0. I would like a way to make this work with the newest gl.h/wglext.h and without libraries. Here's the rest of the class if it's needed: #include <ctime> #include <windows.h> #include <iostream> #include <gl\GL.h> #include <gl\wglext.h> #include "Example.h" #include "GLWindow.h" typedef HGLRC(APIENTRYP PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC, HGLRC, const int*); PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribsARB = NULL; bool GLWindow::create(int width, int height, int bpp, bool fullscreen) { DWORD dwExStyle; //Window Extended Style DWORD dwStyle; //Window Style m_isFullscreen = fullscreen;//Store the fullscreen flag m_windowRect.left = 0L; m_windowRect.right = (long)width; m_windowRect.top = 0L; m_windowRect.bottom = (long)height;//Set bottom to height // fill out the window class structure m_windowClass.cbSize = sizeof(WNDCLASSEX); m_windowClass.style = CS_HREDRAW | CS_VREDRAW; m_windowClass.lpfnWndProc = GLWindow::StaticWndProc; //We set our static method as the event handler m_windowClass.cbClsExtra = 0; m_windowClass.cbWndExtra = 0; m_windowClass.hInstance = m_hinstance; m_windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon m_windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow m_windowClass.hbrBackground = NULL; // don't need background m_windowClass.lpszMenuName = NULL; // no menu m_windowClass.lpszClassName = (LPCWSTR)"GLClass"; m_windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon if (!RegisterClassEx(&m_windowClass)) { MessageBox(NULL, (LPCWSTR)"Failed to register window class", NULL, MB_OK); return false; } if (m_isFullscreen)//If we are fullscreen, we need to change the display { DEVMODE dmScreenSettings; //Device mode memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); dmScreenSettings.dmSize = sizeof(dmScreenSettings); dmScreenSettings.dmPelsWidth = width; //Screen width dmScreenSettings.dmPelsHeight = height; //Screen height dmScreenSettings.dmBitsPerPel = bpp; //Bits per pixel dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { MessageBox(NULL, (LPCWSTR)"Display mode failed", NULL, MB_OK); m_isFullscreen = false; } } if (m_isFullscreen) //Is it fullscreen? { dwExStyle = WS_EX_APPWINDOW; //Window Extended Style dwStyle = WS_POPUP; //Windows Style ShowCursor(false); //Hide mouse pointer } else { dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window Exteneded Style dwStyle = WS_OVERLAPPEDWINDOW; //Windows Style } AdjustWindowRectEx(&m_windowRect, dwStyle, false, dwExStyle); //Adjust window to true requested size //Class registered, so now create window m_hwnd = CreateWindowEx(NULL, //Extended Style (LPCWSTR)"GLClass", //Class name (LPCWSTR)"Chapter 2", //App name dwStyle | WS_CLIPCHILDREN | WS_CLIPSIBLINGS, 0, 0, //x, y coordinates m_windowRect.right - m_windowRect.left, m_windowRect.bottom - m_windowRect.top, //Width and height NULL, //Handle to parent NULL, //Handle to menu m_hinstance, //Application instance this); //Pass a pointer to the GLWindow here //Check if window creation failed, hwnd would equal NULL if (!m_hwnd) { return 0; } m_hdc = GetDC(m_hwnd); ShowWindow(m_hwnd, SW_SHOW); UpdateWindow(m_hwnd); m_lastTime = GetTickCount() / 1000.0f; return true; } LRESULT CALLBACK GLWindow::StaticWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { GLWindow* window = nullptr; //If this is the create message if (uMsg == WM_CREATE) { //Get the pointer we stored during create window = (GLWindow*)((LPCREATESTRUCT)lParam)->lpCreateParams; //Associate the window pointer with the hwnd for the other events to access SetWindowLongPtr(hWnd, GWL_USERDATA, (LONG_PTR)window); } else { //If this is not a creation event, then we should have stored a pointer to the window window = (GLWindow*)GetWindowLongPtr(hWnd, GWL_USERDATA); if (!window) { //Do the default event handling return DefWindowProc(hWnd, uMsg, wParam, lParam); } } //Call our window's member WndProc(allows us to access member variables) return window->WndProc(hWnd, uMsg, wParam, lParam); } LRESULT GLWindow::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { switch (uMsg) { case WM_CREATE: { m_hdc = GetDC(hWnd); setupPixelFormat(); //Set the version that we want, in this case 3.0 int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, 3, WGL_CONTEXT_MINOR_VERSION_ARB, 0, 0}; //Create temporary context so we can get a pointer to the function HGLRC tmpContext = wglCreateContext(m_hdc); //Make the context current wglMakeCurrent(m_hdc, tmpContext); //Get the function pointer wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB"); //If this is NULL then OpenGl 3.0 is not supported if (!wglCreateContextAttribsARB) { MessageBox(NULL, (LPCWSTR)"OpenGL 3.0 is not supported", (LPCWSTR)"An error occured", MB_ICONERROR | MB_OK); DestroyWindow(hWnd); return 0; } //Create an OpenGL 3.0 context using the new function m_hglrc = wglCreateContextAttribsARB(m_hdc, 0, attribs); //Delete the temporary context wglDeleteContext(tmpContext); //Make the GL3 context current wglMakeCurrent(m_hdc, m_hglrc); m_isRunning = true; } break; case WM_DESTROY: //Window destroy case WM_CLOSE: //Windows is closing wglMakeCurrent(m_hdc, NULL); wglDeleteContext(m_hglrc); m_isRunning = false; //Stop the main loop PostQuitMessage(0); break; case WM_SIZE: { int height = HIWORD(lParam); //Get height and width int width = LOWORD(lParam); getAttachedExample()->onResize(width, height); //Call the example's resize method } break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) //If the escape key was pressed { DestroyWindow(m_hwnd); } break; default: break; } return DefWindowProc(hWnd, uMsg, wParam, lParam); } void GLWindow::processEvents() { MSG msg; //While there are messages in the queue, store them in msg while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { //Process the messages TranslateMessage(&msg); DispatchMessage(&msg); } } Here is the header: #pragma once #include <ctime> #include <windows.h> class Example;//Declare our example class class GLWindow { public: GLWindow(HINSTANCE hInstance); //default constructor bool create(int width, int height, int bpp, bool fullscreen); void destroy(); void processEvents(); void attachExample(Example* example); bool isRunning(); //Is the window running? void swapBuffers() { SwapBuffers(m_hdc); } static LRESULT CALLBACK StaticWndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND wnd, UINT msg, WPARAM wParam, LPARAM lParam); float getElapsedSeconds(); private: Example* m_example; //A link to the example program bool m_isRunning; //Is the window still running? bool m_isFullscreen; HWND m_hwnd; //Window handle HGLRC m_hglrc; //Rendering context HDC m_hdc; //Device context RECT m_windowRect; //Window bounds HINSTANCE m_hinstance; //Application instance WNDCLASSEX m_windowClass; void setupPixelFormat(void); Example* getAttachedExample() { return m_example; } float m_lastTime; };

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  • Coming Soon: X Server 1.8

    <b>Phoronix:</b> "According to the release plans, the release of X Server 1.8 should take place, and while in reality it will likely not be released today, its release is coming soon. When this release does arrive, it will add a new set of features to the X.Org stack and a number of other minor improvements and bug-fixes."

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  • SQL Server and the XML Data Type : Data Manipulation

    The introduction of the xml data type, with its own set of methods for processing xml data, made it possible for SQL Server developers to create columns and variables of the type xml. Deanna Dicken examines the modify() method, which provides for data manipulation of the XML data stored in the xml data type via XML DML statements.

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  • How to change key binding for Tmux

    - by Severin
    I want to change the key binding in Tmux so I can use Ctrl + Alt instead of Ctrl + b This is my (unfortunately) not working try to do so. unbind C-b set -g prefix M-C What's wrong with this? Thought I followed the documentation for the keys.

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  • How do I run an executable file from a pendrive?

    - by user64720
    I am trying to run Portable Truecrypt from a USB Pendrive. I already extracted the package and all but the only way it really opens Truecrypt is if the executable is on my home folder. It never works when the executable is on the pendrive. I have tried to go to permissions and set "allow to run as an application" but anyway when double-clicking, the same alert comes up: Unable to present media/Kingston/usr/bin/truecrypt, there is no application installed for executable files.

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  • Is there a way to open an "extra" temporary workspace (via terminal, preferably)?

    - by AmagicalFishy
    [Running Ubuntu 14.04, Unity] So, I have workspaces enabled and all that jazz. I know one can set some option so that Ubuntu defaults to more than four workspaces—but that's not what I want. Currently, I'd like a fifth workspace, but only temporarily (that is, I don't want it to be the default that five open. I just want it for today, and possibly w/e other day I need it). Is there a way to do this?

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  • Generating tileable terrain using Perlin Noise [duplicate]

    - by terrorcell
    This question already has an answer here: How do you generate tileable Perlin noise? 9 answers I'm having trouble figuring out the solution to this particular algorithm. I'm using the Perlin Noise implementation from: https://code.google.com/p/mikeralib/source/browse/trunk/Mikera/src/main/java/mikera/math/PerlinNoise.java Here's what I have so far: for (Chunk chunk : chunks) { PerlinNoise noise = new PerlinNoise(); for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * x / (float)CHUNK_SIZE_WIDTH, i * y / (float)CHUNK_SIZE_HEIGHT, CHUNK_SIZE_WIDTH, CHUNK_SIZE_HEIGHT); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } } Which produces something like this: Each chunk is made up of CHUNK_SIZE number of tiles, and each tile has a TILE_SIZE_WIDTH/HEIGHT. I think it has something to do with the inner-most for loop and the x/y co-ords given to the noise function, but I could be wrong. Solved: PerlinNoise noise = new PerlinNoise(); for (Chunk chunk : chunks) { for (int y = 0; y < CHUNK_SIZE_HEIGHT; ++y) { for (int x = 0; x < CHUNK_SIZE_WIDTH; ++x) { int index = get1DIndex(y, CHUNK_SIZE_WIDTH, x); float val = 0; float xx = x * TILE_SIZE_WIDTH + chunk.x; float yy = y * TILE_SIZE_HEIGHT + chunk.h; int w = CHUNK_SIZE_WIDTH * TILE_SIZE_WIDTH; int h = CHUNK_SIZE_HEIGHT * TILE_SIZE_HEIGHT; for (int i = 2; i <= 32; i *= i) { double n = noise.tileableNoise2(i * xx / (float)w, i * yy / (float)h, w, h); val += n / i; } // chunk tile at [index] gets set to the colour 'val' } } }

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  • Ubuntu Linux won't display netbook's native resolution

    - by Daniel
    FYI: My Netbook model is HP Mini 210-1004sa, which comes with Intel Graphics Media Accelerator 3150, and has a display 10.1" Active Matrix Colour TFT 1024 x 600. I recently removed Windows 7 Starter from my netbook, and replaced it with Ubuntu 12.10. The problem is the OS doesn't seem to recognise the native display resolution of 1024x600 i.e. the bottom bits of Ubuntu is hidden beneath the screen & the only 2 available resolutions are: the default 1024x768 and 800x600. I've also thought about replacing Ubuntu with Lubuntu or Puppy Linux, as the system does run a bit slow, but I can't, as then I won't be able to access the taskbar and application menu which will be hidden beneath the screen. Only Ubuntu with Unity is currently usable, as the Unity Launcher is visible enough. I was able to define a custom resolution 1024x600 using the Q&A: How set my monitor resolution? but when I set that resolution, there appears a black band at the top of the screen and the desktop area is lowered, with bits of it hidden beneath the screen. I tried leaving it at this new resolution and restarting the system to see if the black band would disappear & the display will fit correctly, but it gets reset to 1024x768 at startup and displays following error: Could not apply the stored configuration for monitors none of the selected modes were compatible with the possible modes: Trying modes for CRTC 63 CRTC 63: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 0) CRTC 63: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 0) CRTC 63: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 0) CRTC 63: trying mode 1024x768@60Hz with output at 1024x600@60Hz (pass 1) CRTC 63: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 1) CRTC 63: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 1) CRTC 63: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 1) Trying modes for CRTC 64 CRTC 64: trying mode 1024x768@60Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 1024x768@60Hz with output at 1024x600@60Hz (pass 1) CRTC 64: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 1) CRTC 64: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 1) CRTC 64: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 1)

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  • What You Said: Staying Productive While Working from home

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your telecommuting/work-from-home productivity tips. Now we’re back with a tips and tricks roundup; read on to see how your fellow readers stay focused at home. By far and away the most common technique deployed as carefully isolating work from home life. Carol writes: I love working from home and have done so for 6 years now. I have a routine just as if I was going to an office, except my commute is 12 steps. I get ready for work, grab my purse and smart phone and go to up the steps to my office. I maintain a separate phone line and voice mail for work that I cannot answer from anywhere but my work desk. I use call forwarding when I travel so only my office phone number is published. I have VOIP phone service so I can forward calls from the internet if I forget, or need to change where the phone is forwarded. I do have a wired and wireless head set so I can go get a cold drink if on one of those long boring conference calls. I plan my ‘get off from work’ time and try to stick to it, as with any job some days I am late getting off, but it all works out. I make sure my office is for work only, any other computer play time is in a different part of the house on different computer. My office has laptop, dock, couple of monitors, multipurpose printer, fax, scanner, file cabinets – just like the office at a company. I just also happen to have a couple of golden retrievers that come to work with me and usually lay quietly until 5, and yes they know it is 5pm sometimes before I do. For me, one of the biggest concerns when working from home is not being unproductive, but the danger of never stopping work. You could keep going and going because let’s face it – the company will let you do it, so I set myself up to prevent that and maintain a separateness. HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • What does Ubuntu do when I signal undocking to a laptop?

    - by Seppo Erviälä
    It seems that Ubuntu runs some script or command when I signal that I want to undock my laptop by pressing the undock button on the dock. Most visible thing that happens is that resolution on external display is changed. After prepearing for undock my laptop is still connected to power, VGA-output and audio jacks through dock but not to any usb devices or optical drive. I'm running 11.04 on a ThinkPad X61s with X6 UltraBase. What happens when I signal undocking? This is what dmesg says after pressing undock button: [81459.990682] ata1.00: disabled [81459.990727] ata1.00: detaching (SCSI 0:0:0:0) [81459.991722] ACPI: \_SB_.GDCK - undocking [81460.009462] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020252] ehci_hcd 0000:00:1a.7: BAR 0: set to [mem 0xfe226c00-0xfe226fff] (PCI address [0xfe226c00-0xfe226fff]) [81460.020265] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020281] ehci_hcd 0000:00:1a.7: restoring config space at offset 0xf (was 0x300, writing 0x30b) [81460.020309] ehci_hcd 0000:00:1a.7: restoring config space at offset 0x1 (was 0x2900000, writing 0x2900102) [81460.020338] ehci_hcd 0000:00:1a.7: PME# disabled [81460.020346] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020352] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D0 [81460.020363] ehci_hcd 0000:00:1a.7: PCI INT C -> GSI 22 (level, low) -> IRQ 22 [81460.020372] ehci_hcd 0000:00:1a.7: setting latency timer to 64 [81460.020432] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040071] ehci_hcd 0000:00:1d.7: BAR 0: set to [mem 0xfe227000-0xfe2273ff] (PCI address [0xfe227000-0xfe2273ff]) [81460.040085] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040104] ehci_hcd 0000:00:1d.7: restoring config space at offset 0xf (was 0x400, writing 0x40b) [81460.040133] ehci_hcd 0000:00:1d.7: restoring config space at offset 0x1 (was 0x2900000, writing 0x2900102) [81460.040170] ehci_hcd 0000:00:1d.7: PME# disabled [81460.040178] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040184] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D0 [81460.040195] ehci_hcd 0000:00:1d.7: PCI INT D -> GSI 19 (level, low) -> IRQ 19 [81460.040204] ehci_hcd 0000:00:1d.7: setting latency timer to 64 [81460.040503] ehci_hcd 0000:00:1d.7: PCI INT D disabled [81460.040552] ehci_hcd 0000:00:1d.7: PME# enabled [81460.061657] ehci_hcd 0000:00:1d.7: power state changed by ACPI to D3 [81460.200414] usb 1-4: USB disconnect, address 14 [81462.220088] ehci_hcd 0000:00:1a.7: PCI INT C disabled [81462.220169] ehci_hcd 0000:00:1a.7: PME# enabled [81462.240115] ehci_hcd 0000:00:1a.7: power state changed by ACPI to D3

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  • trouble chaining proxies

    - by proxy error
    trouble chaining proxies hows it going? i am having trouble chaining proxies. i open terminal, run nano /etc/proxychains.conf i add the list like this [ProxyList] add proxy here ... meanwile defaults set to "tor" socks4 127.0.0.1 9050 socks5 59.21.114.99 5577 i open a new tab, run proxychains firefox all i get is this ProxyChains-3.1 (http://proxychains.sf.net) firefox opens but when i google my ip address it is not what it says in the list pleaqse help

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  • Optimising Server-Side Paging - Part II

    The second part of this series compares four methods of obtaining the total number of rows in a paged data set. Join SQL Backup’s 35,000+ customers to compress and strengthen your backups "SQL Backup will be a REAL boost to any DBA lucky enough to use it." Jonathan Allen. Download a free trial now.

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  • How to refactor a method which breaks "The law of Demeter" principle?

    - by dreza
    I often find myself breaking this principle (not intentially, just through bad design). However recently I've seen a bit of code that I'm not sure of the best approach. I have a number of classes. For simplicity I've taken out the bulk of the classes methods etc public class Paddock { public SoilType Soil { get; private set; } // a whole bunch of other properties around paddock information } public class SoilType { public SoilDrainageType Drainage { get; private set; } // a whole bunch of other properties around soil types } public class SoilDrainageType { // a whole bunch of public properties that expose soil drainage values public double GetProportionOfDrainage(SoilType soil, double blockRatio) { // This method does a number of calculations using public properties // exposed off SoilType as well as the blockRatio value in some conditions } } In the code I have seen in a number of places calls like so paddock.Soil.Drainage.GetProportionOfDrainage(paddock.Soil, paddock.GetBlockRatio()); or within the block object itself in places it's Soil.Drainage.GetProportionOfDrainage(this.Soil, this.GetBlockRatio()); Upon reading this seems to break "The Law of Demeter" in that I'm chaining together these properties to access the method I want. So my thought in order to adjust this was to create public methods on SoilType and Paddock that contains wrappers i.e. on paddock it would be public class Paddock { public double GetProportionOfDrainage() { return Soil.GetProportionOfDrainage(this.GetBlockRatio()); } } on the SoilType it would be public class SoilType { public double GetProportionOfDrainage(double blockRatio) { return Drainage.GetProportionOfDrainage(this, blockRatio); } } so now calls where it used would be simply // used outside of paddock class where we can access instances of Paddock paddock.GetProportionofDrainage() or this.GetProportionOfDrainage(); // if used within Paddock class This seemed like a nice alternative. However now I have a concern over how would I enforce this usage and stop anyone else from writing code such as paddock.Soil.Drainage.GetProportionOfDrainage(paddock.Soil, paddock.GetBlockRatio()); rather than just paddock.GetProportionOfDrainage(); I need the properties to remain public at this stage as they are too ingrained in usage throughout the code block. However I don't really want a mixture of accessing the method on DrainageType directly as that seems to defeat the purpose altogether. What would be the appropiate design approach in this situation? I can provide more information as required to better help in answers. Is my thoughts on refactoring this even appropiate or should is it best to leave it as is and use the property chaining to access the method as and when required?

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  • help configuring my samba file server

    - by user281745
    Hello everyone I have installed all the files I needed for my samba file server. I have also installed the gadmin-samba 0.3.2. I am trying to set a user-name and password also I would like to know how to ad my laptops I own to the machines allowed to connect to it. it can be in terminal but preferably in gadmin-samba which is like a GUI. please be very descriptive my systems is Ubuntu 14.04 and Gadmin-Samba 0.3.2

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  • Control mouse pointer with keyboard without a number pad

    - by mloman
    I have dell laptop which does not have a numberpad, only a set of numbers above the qwerty layout. I want to be able to control the mouse cursor with my arrow keys. I activated the mouse keys by going to "System Setting" - "Universal Access" - "Pointing and Clicking" and activate "Mouse Keys" But still, I am unable to control the mouse cursor. How do I get this going so I don't have to take my hands off the keyboard?

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  • Problems in VLC Flickering

    - by Hutley
    I'm with problems at VLC. When I will go watch a movie, the video and sound be flickering I saw in some places that if i turn off the Compiz Animations it will works fine, but i dont want turn off the animations. Other solution that i saw was put in terminal the command: gstreamer-properties and set the video out to "X Window System (without Xv)" but this isnt working... Anyone have any idea how resolve this? Thanks..

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