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  • configuring USB modem( Huawei EC156) in ubuntu 13.10

    - by user205427
    I am facing difficulty in installing my USB modem in Ubuntu 13.10. Contrary to what many have suggested,it does not get detected automatically, nor does setting a new connection help. USB Device is listed in lsusb, but not under network manager or Devices, it is detected as a CD-ROM, what I understood from the web was that usb-modeswitch can be used to switch it to a USB device. Even 'Enable Mobile Broadband' option is not shown in network manager. What was interesting is when I start laptop with windows 7 and use the USB modem and after that restart with Ubuntu, both Enable Broadband and the mobile broadband connection can be seen. Sadly, internet connection could not be installed. I tried using USB-modeswitch command as suggested somewhere, but it does not seem to work. Following is the message. Take all parameters from the command line * usb_modeswitch: handle USB devices with multiple modes * Version 2.0.1 (C) Josua Dietze 2013 * Based on libusb1/libusbx ! PLEASE REPORT NEW CONFIGURATIONS ! DefaultVendor= 0x12d1 DefaultProduct= 0x1505 HuaweiMode=1 NeedResponse=0 InquireDevice enabled (default) Look for default devices ... found USB ID 8087:0020 found USB ID 1d6b:0002 found USB ID 0461:4db6 found USB ID 12d1:1505 vendor ID matched product ID matched found USB ID 138a:0007 found USB ID 03f0:231d found USB ID 8087:0020 found USB ID 1d6b:0002 Found devices in default mode (1) Access device 005 on bus 001 Get the current device configuration ... OK, got current device configuration (1) Use interface number 0 Use endpoints 0x08 (out) and 0x87 (in) Inquire device details; driver will be detached ... Looking for active driver ... OK, driver detached INQUIRY message failed (error -9) USB description data (for identification) ------------------------- Manufacturer: HUA?WEI TECHNOLOGIES Product: HUAWEI Mobile Serial No.: ??????????????????? ------------------------- Send old Huawei control message ... -> Run lsusb to note any changes. Bye! I am stuck with this problem for 4 days now, any help would be appreciated

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  • Making LISPs manageable

    - by Andrea
    I am trying to learn Clojure, which seems a good candidate for a successful LISP. I have no problem with the concepts, but now I would like to start actually doing something. Here it comes my problem. As I mainly do web stuff, I have been looking into existing frameworks, database libraries, templating libraries and so on. Often these libraries are heavily based on macros. Now, I like very much the possibility of writing macros to get a simpler syntax than it would be possible otherwise. But it definitely adds another layer of complexity. Let me take an example of a migration in Lobos from a blog post: (defmigration add-posts-table (up [] (create clogdb (table :posts (integer :id :primary-key ) (varchar :title 250) (text :content ) (boolean :status (default false)) (timestamp :created (default (now))) (timestamp :published ) (integer :author [:refer :authors :id] :not-null)))) (down [] (drop (table :posts )))) It is very readable indeed. But it is hard to recognize what the structure is. What does the function timestamp return? Or is it a macro? Having all this freedom of writing my own syntax means that I have to learn other people's syntax for every library I want to use. How can I learn to use these components effectively? Am I supposed to learn each small DSL as a black box?

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  • My search what the Cloud will mean for my Work

    - by Kay Sellenrode
    Since I finished my MCM Exchange 2007 training back in April 2009 I’m struggling with the Cloud. I know it will change the way we do things today, but how will it affect my work. My work is Exchange consultancy mostly in the Netherlands, but more and more across the globe.   In my job as a consultant I noticed last year that a large percentage of my customers showed interest in the cloud services available today. But in most situations it seemed that it wasn’t the right time for them to switch to a cloud service at this moment. Right now I’m helping one of my customers is exploring Exchange online and it looks like they will switch over from their on-premise Exchange solution. This made me more than ever realize that I need to do something to not miss the boat.     With Office 365 coming this year, my idea is that Cloud services will take off from now. Also I’m sure that quite some customers will expect me to help them with their decision between the cloud and the on premise solution. So in the next months I will explore all the possibilities of Office 365, but also some of the competition in this field.   In my search for what the cloud will mean for me and my customers, I will go over all the aspects of the offered solutions. Any help in my search is always welcome. I’m looking forward to ideas people have around the cloud and how it will change the IT environment, especially in the Unified communications field.   Next week I will post my first article about my experiences with the cloud until now.

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  • Updating password hashing without forcing a new password for existing users

    - by Willem
    You maintain an existing application with an established user base. Over time it is decided that the current password hashing technique is outdated and needs to be upgraded. Furthermore, for UX reasons, you don't want existing users to be forced to update their password. The whole password hashing update needs to happen behind the screen. Assume a 'simplistic' database model for users that contains: ID Email Password How does one go around to solving such a requirement? My current thoughts are: create a new hashing method in the appropriate class update the user table in the database to hold an additional password field Once a user successfully logs in using the outdated password hash, fill the second password field with the updated hash This leaves me with the problem that I cannot reasonable differentiate between users who have and those who have not updated their password hash and thus will be forced to check both. This seems horribly flawed. Furthermore this basically means that the old hashing technique could be forced to stay indefinitely until every single user has updated their password. Only at that moment could I start removing the old hashing check and remove the superfluous database field. I'm mainly looking for some design tips here, since my current 'solution' is dirty, incomplete and what not, but if actual code is required to describe a possible solution, feel free to use any language.

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  • Cross platform development query

    - by Ian
    I'm a Microsoft developer mainly, but there are a couple of small-ish projects I'd like to fiddle with which would benefit from being cross platform. The platforms I want to target are: Windows, Linux, Mac, Android and preferably iPhone, web (running in a browser). I need 3D (Around the level of support seen in something like Minecraft (I'm not writing Minecraft)), some networking. I'm pretty certain Java would work on all except iPhone. Looking at the "related questions" above it's offered up QT (no browser or phone afaik) and also HTML/CSS/Javascript (3D? package for desktop?) The other alternative is to have seperate versions for seperate platforms, developed with some common code where possible. That option isn't something I know anything about. Does anyone have experience of this sort of conundrum? I figured here was better than SO, because I imagine there are compromises which extend beyond technical choice. Finally, this is not a commercial operation, so some of the very expensive cross platform tools are out of the question unless they offer some sort of community edition. Thanks for your time.

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  • Documenting mathematical logic in code

    - by Kiril Raychev
    Sometimes, although not often, I have to include math logic in my code. The concepts used are mostly very simple, but the resulting code is not - a lot of variables with unclear purpose, and some operations with not so obvious intent. I don't mean that the code is unreadable or unmaintainable, just that it's waaaay harder to understand than the actual math problem. I try to comment the parts which are hardest to understand, but there is the same problem as in just coding them - text does not have the expressive power of math. I am looking for a more efficient and easy to understand way of explaining the logic behind some of the complex code, preferably in the code itself. I have considered TeX - writing the documentation and generating it separately from the code. But then I'd have to learn TeX, and the documentation will not be in the code itself. Another thing I thought of is taking a picture of the mathematical notations, equations and diagrams written on paper/whiteboard, and including it in javadoc. Is there a simpler and clearer way? P.S. Giving descriptive names(timeOfFirstEvent instead of t1) to the variables actually makes the code more verbose and even harder too read.

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  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

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  • In a 2D platform game, how to ensure the player moves smoothly over sloping ground?

    - by Kovsa
    See image: http://i41.tinypic.com/huis13.jpg I'm developing a physics engine for a 2D platform game. I'm using the separating axis theorem for collision detection. The ground surface is constructed from oriented bounding boxes, with the player as an axis aligned bounding box. (Specifically, I'm using the algorithm from the book "Realtime Collision Detection" which performs swept collision detection for OBBs using SAT). I'm using a fairly small (close to zero) restitution coefficient in the collision response, to ensure that the dynamic objects don't penetrate the environment. The engine mostly works fine, it's just that I'm concerned about some edge cases that could possibly occur. For example, in the diagram, A, B and C are the ground surface. The player is heading left along B towards A. It seems to me that due to inaccuracy, the player box could be slightly below the box B as it continues up and left. When it reaches A, therefore, the bottom left corner of the player might then collide with the right side of A, which would be undesirable (as the intention is for the player to move smoothly over the top of A). It seems like a similar problem could happen when the player is on top of box C, moving left towards B - the most extreme point of B could collide with the left side of the player, instead of the player's bottom left corner sliding up and left above B. Box2D seems to handle this problem by storing connectivity information for its edge shapes, but I'm not really sure how it uses this information to solve the problem, and after looking at the code I don't really grasp what it's doing. Any suggestions would be greatly appreciated.

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  • How to stay productive? What time management software is available?

    - by andrewsomething
    So since I started using askubuntu.com I've spent entirely too much time here answering other people's questions. Now maybe someone could help me with that by answering this one. I'm looking for time management software for Ubuntu. There are a number of these programs floating around for Windows. RescueTime is one that is very popular. The key features that I'd like to see in a linux app that RescueTime has are: Automatically records what application you are using, including what websites you visit. Reports and graphs on your time usage. Notifications for when you have spent too much time on "distractions." While RescueTime doesn't officially support linux, there is an open source RescueTime Linux Uploader. Unfortunately, it seems to only support Firefox and Epiphany for website tracking. I'm a Chromium user. The other major drawback to RescueTime is that it is a web service. I'd much rather not upload detailed information about how I spend my time to some third party. Google already knows too much about me as it is. Project Hamster, a GNOME time management app, comes so close. Sadly, it does not automatically track what you are doing. If I had enough discipline to manually report to an applet what I was up to, I doubt I'd need this. (How cool would it be if they provided some Zeitgeist integration to handle that part?)

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  • Make the sound louder in Lubuntu

    - by Andrew
    I have a Toshiba r835 running Lubuntu 11.10. Turning the volume slider up all the way doesn't give very loud sound. I've tried typing alsamixer in a terminal and turning up all the levels there to maximum, but the speakers are still fairly quiet. Is there a simple way to increase maximum volume in software? I understand that there are physical limits to the sound the laptop's speakers can produce, but I suspect my maximum volume is limited by software. EDIT: This is exactly the type of solution I'm looking for. However, it doesn't work for me. What I did: sudo pico /etc/asound.conf This file does not exist, so I create a new one, containing: pcm.!default { type plug slave.pcm "softvol" } pcm.softvol { type softvol slave { pcm "dmix" } control { name "Pre-Amp" card 0 } min_dB -5.0 max_dB 20.0 resolution 6 } I reboot the machine, and type alsamixer. I use my left/right arrow keys to inspect the various volume options. I expect to see a new option, called Pre-Amp, but I don't see one. This fix seems to work for other people. Why doesn't this fix work for me?

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  • Good 2D Platformer Physics

    - by Joe Wreschnig
    I have a basic character controller set up for a 2D platformer with Box2D, and I'm starting to tweak it to try to make it feel good. Physics engines have a lot of knobs to tweak, and it's not clear to me, writing with a physics engine for the first time, which ones I should use. Should jumping apply a force for several ticks? An impulse? Directly set velocity? How do I stop the avatar from sticking to walls without taking away all its friction (or do I take away all the friction, but only in the air)? Should I model the character as a capsule? A box with rounded corners? A box with two wheels? Just one big wheel? I feel like someone must have done this before! There seem to be very few resources available on the web that are not "baby's first physics", which all cut off where I'm hoping someone has already solved the issues. Most examples of physics engines for platformers have floaty-feeling controls, or in-air jumps, or easily exploitable behavior when temporary penetration is too high, etc. Some examples of what I mean: A short tap of jump jumps a short distance; a long tap jumps higher. Short skidding when stopping or reversing directions at high velocity. Standing stably on inclines (but maybe sliding down them when ducking). Analog speed when using an analog controller. All the other things that separate good platformers from bad platformers. Dare I suggest, stable moving platforms? I'm not really looking for "hey, do this." Obviously, the right thing to do is dependent on what I want in the game. But I'm hoping someone somewhere has gone through the possibilities and said "well technique A does feature X well, technique B does Y well, but that doesn't work with C", or has some worked examples beyond "if (key == space) character.impulse(0, 1)"

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  • Using Google App Engine to Perform World Updates vs an Authoritative Server

    - by Error 454
    I am considering different game server architectures that use GAE. The types of games I am considering are turn-based where the world status would need to be updated about once per minute. I am looking for an answer that persuades me to either perform the world update on the google servers OR an authoritative server that syncs with the datastore. The main goal here would be to minimize GAE daily quotas. For some rough numbers, I am assuming 10,000 entities requiring updates. Each entity update would require: Reading 5 private entity variables (fetched from datastore) Fetching as many as 20 static variables (from datastore or persisted in server memory) Writing 5 entity variables Clients of the game would authenticate and set state directly against GAE as well as pull the latest world state from GAE. Running the update on GAE would consist of a cron job launched every minute. This would update all of the entities and save the results to the datastore. This would be more CPU intensive for GAE. Running the update on an authoritative server would consist of fetching entity data from the GAE datastore, calculating the new entity states and pushing the new state variables back to the datastore. This would be more bandwidth intensive for the datastore.

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  • A case for not installing your own software

    - by James Gentsch
    This week I watched some of the Oracle Open World presentations (from the comfort of my Oracle office) and happened on some of Larry Ellison’s comments about cloud computing and engineered systems.  Larry said he sees the move to these as analogous to the moves made by the original adopters of electricity.  The argument goes that the first consumers of electricity had to set up their own power plant.  Then, as the market and infrastructure for electricity matured, power consumers moved from using their own personal power plant to purchasing power from another entity that was focused on power production as their primary product. In the end this was a cheaper and more reliable solution. Now, there are lots of compelling reasons to be looking very seriously at cloud computing and engineered systems for enterprise application deployment.  However, speaking as a software developer of enterprise applications, the part of this that I really love (besides Larry’s early electricity adopter analogy) is that as a mode of application deployment it provides me and my customers a consistent environment in which the applications I am providing will be run.  This cuts way down on the environmental surprises that consistently lead to the hated “well, it works here” situation with the support desk. And just to be clear, I think I hate this situation more than my clients, who I think are happy that at least it is working somewhere.  I hate this because when a problem happens, and let’s face it customers are not wasting their time calling in easy problems, we are seriously disabled when we cannot reproduce the issue which is triggered by something unforeseen in the environment where the application is running.  This situation is incredibly frustrating and an all too often occurrence. I look selfishly forward to cloud computing and engineered systems dramatically reducing the occurrence of problems triggered by unforeseen environmental situations in the software I am responsible for.  I think this is an evolutionary game changer that will be a huge benefit to the reliability and consistent performance of the software for my customers, and may make “well, it works here” a well forgotten phase for future software developers. It may even impact the stress squeeze toy industry.  Well, maybe at least for my group.

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  • XNA texture stretching at extreme coordinates

    - by Shaun Hamman
    I was toying around with infinitely scrolling 2D textures using the XNA framework and came across a rather strange observation. Using the basic draw code: spriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointWrap, null, null); spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White, 0.0f, Vector2.Zero, 2.0f, SpriteEffects.None, 1.0f); spriteBatch.End(); with a small 32x32 texture and a sourceRect defined as: sourceRect = new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height); I was able to scroll the texture across the window infinitely by changing the X and Y coordinates of the sourceRect. Playing with different coordinate locations, I noticed that if I made either of the coordinates too large, the texture no longer drew and was instead replaced by either a flat color or alternating bands of color. Tracing the coordinates back down, I found the following at around (0, -16,777,000): As you can see, the texture in the top half of the image is stretched vertically. My question is why is this occurring? Certainly I can do things like bind the x/y position to some low multiple of 32 to give the same effect without this occurring, so fixing it isn't an issue, but I'm curious about why this happens. My initial thought was perhaps it was overflowing the coordinate value or some such thing, but looking at a data type size chart, the next closest below is an unsigned short with a range of about 32,000, and above is an unsigned int with a range of around 2,000,000,000 so that isn't likely the cause.

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  • Specialized &amp; Recognized by Oracle: Award season - make your submission for the OPN Specializati

    - by Jürgen Kress
      OPN Specialization Award Submit your nomination 2010 As an Oracle Partner in the process to become SOA & Application Grid Specialized and working on SOA and Application Grid opportunities please make sure that you submit your OPN Specialization Award Submit your nomination. Prices include free Oracle Open World tickets, marketing budgets for joint campaigns and joint press release. "These awards will recognize the high-level of innovation, excellence and commitment our partners bring to the table when they become Specialized with Oracle. We’re looking for partners with a proven track record in delivering winning, proven solutions that solve customers' most critical business challenges. Our Award winners will be partners that have demonstrated tangible success, growth in their Oracle business and outstanding Oracle solutions." Stein Surlien, SVP Oracle Alliances and Channels EMEA Nominations are open to partners based in EMEA from 1st March to 2nd July 2010. Be recognized! Submit your nominations today     Oracle Fusion Middleware Innovation Awards 2010 As an Oracle Customer and Partner make sure that you submit your Oracle Fusion Middleware Innovation Awards nomination Does your company use Oracle Fusion Middleware innovatively? Nominate your organization today for a chance to be recognized for your cutting-edge solution using any of the following Oracle Fusion Middleware products: Oracle Application Grid products Oracle SOA Suite Data Integration & Availability Oracle Identity Management Suite Oracle Fusion Middleware with Oracle Applications Enterprise 2.0 Prices include: FREE pass to Oracle OpenWorld 2010 in San Francisco for select winners in each category. Honored by Oracle executives at awards ceremony held during Oracle OpenWorld 2010 in San Francisco. Oracle Middleware Innovation Award Winner Plaque 1-3 meetings with Oracle Executives during Oracle OpenWorld 2010 Feature article placement in Oracle Magazine and placement in Oracle Press Release Customer snapshot and video testimonial opportunity, to be hosted on oracle.com Podcast interview opportunity with Senior Oracle Executive Submit your nomination to [email protected] on or before August 6th 2010 to win Oracle Fusion Middleware Innovation Awards 2010.

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  • Sprite Sheets in PyGame?

    - by Eamonn
    So, I've been doing some googling, and haven't found a good solution to my problem. My problem is that I'm using PyGame, and I want to use a Sprite Sheet for my player. This is all well and good, and it would be too, if I wasn't using a Sprite Sheet strip. Basically, if you don't understand, I have a strip of 32x32 'frames'. These frames are all in an image, along side each other. So, I have 3 frames in 1 image. I'd like to be able to use them as my sprite sheet, and not have to crop them up. I have used an awesome, popular and easy-to-use game framework for Lua called LÖVE. LÖVE has these things called "Quads". They are similar to texture regions in LibGDX, if you know what they are. Basically, quads allow you to get parts of an image. You define how large a quad is, and you define parts of an image that way, or 'regions' of an image. I would like to do something similar to this in PyGame, and use a "for" loop to go through the entire image width and height and mark each 32x32 area (or whatever the user defines as their desired frame width and height) and store that in a list or something for use later on. I'd define an animation speed and stuff, but that's for later on. I've been looking around on the web, and I can't find anything that will do this. I found 1 script on the PyGame website, but it crashed PyGame when I tried to run it. I tried for hours trying to fix it, but no luck. So, is there a way to do this? Is there a way to get regions of an image? Am I going about this the wrong way? Is there a simpler way to do this? Thanks! :-)

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  • Would it be a good idea to work on letting people add arrays of numbers in javascript?

    - by OneThreeSeven
    I am a very mathematically oriented programmer, and I happen to be doing a lot of java script these days. I am really disappointed in the math aspects of javascript: the Math object is almost a joke because it has so few methods you can't use ^ for exponentiation the + operator is very limited, you cant add array's of numbers or do scalar multiplication on arrays Now I have written some pretty basic extensions to the Math object and have considered writing a library of advanced Math features, amazingly there doesn't seem to be any sort of standard library already out even for calculus, although there is one for vectors and matricies I was able find. The notation for working with vectors and matricies is really bad when you can't use the + operator on arrays, and you cant do scalar multiplication. For example, here is a hideous expression for subtracting two vectors, A - B: Math.vectorAddition(A,Math.scalarMultiplication(-1,B)); I have been looking for some kind of open-source project to contribute to for awhile, and even though my C++ is a bit rusty I would very much like to get into the code for V8 engine and extend the + operator to work on arrays, to get scalar multiplication to work, and possibly to get the ^ operator to work for exponentiation. These things would greatly enhance the utility of any mathematical javascript framework. I really don't know how to get involved in something like the V8 engine other than download the code and start working on it. Of course I'm afraid that since V8 is chrome specific, that without browser cross-compatibility a fundamental change of this type is likely to be rejected for V8. I was hoping someone could either tell me why this is a bad idea, or else give me some pointers about how to proceed at this point to get some kind of approval to add these features. Thanks!

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  • Web Development Environment: How to distribute edited hosts files over bunch of mac machines?

    - by Alex Reds
    I am doing some research to prepare some web development environment for our small(10ppl and growing) new office. User Case: For each new web project usually we create new alias on an Apache server someproject.companywebsite From my understanding in order to see this website locally for all the rest of our team(including mangers and directors) they will need to edit hosts file (e.g. "192.168.1.10 someproject.companywebsite"), and like that each time for a new project(can be 2-5 each week) Solution: And I looking for a solution how to edit this hosts file only once and distribute it over all mac machines in our network at once or much more flawlessly than poking around with each machine every time over and over again. Is that possible? Or that a very wrong way of doing that? Perhaps we better set up own local dns server and point to it our router? Though own dns server a bit concerns me because of might be some network interruption and others lags, if you know what I mean. Or perhaps there are another workflows for that? What's the best way for such things? So I'll be so grateful to hear some advices from experienced admins. I couldn't find that info on internet, so if you know where to read about it, point me in a right direction. Thank you in advance Alex

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  • Didatic approaches to teach versioning with Git

    - by Herberth Amaral
    I have already taught versioning with Git, but I think it could be more enjoyable for the guys I teach if I use another approach to teach them. The guys I mentioned before were used to working with SVN and I tried to teach Git based on SVN. Not such a good idea. It seems that some guys/teams which use SVN need a re-education on version control when they're learning Git or another DCVCS. In another attempt, I tried to show a scenario where a development team try to work without a (D)VCS and then I showed how their lives could be easier if they used a (D)VCS. I had the impression that part of the audience left the presentation without a clue what I was talking about. I've taught other classes on other subjects without problems, so I think this is not a issue with me as a teacher, but with my method. I know Git and versioning as well I know the other subjects I've presented to the other classes. So, basically, how to teach Git/DCVCS? Start with some diffs/patches and manual versioning and then teach how it can be more productive with Git? Start with Git object model? Or try to start with some pretty commands and try to save some time? To be clear: I'm looking for approaches on how to teach DCVCS (focusing on Git) effectively, based on real experiences.

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  • Why would accessing photos over a network be a problem for Digikam?

    - by Shedeki
    Digikam has always worked nicely for me. I recently setup a Synology DiskStation (DS212+) and moved all my pictures to it, keeping them in an encrypted folder. I mount that folder using cifs, as some bug prevents eCryptfs and NFS from working together. This has led Digikam to being incredibly slow. Startup takes a very long time (several minutes for 41779 items, 123.8GB) but worse is how long it takes Digikam to write files. I like using Digikams import feature to copy new images from my camera to the hard drive because it checks for duplicates as well as creating a clear folder structure according to the dates the images were taken. Since I moved to using the network drive Digikam takes about 5 to 10 times as long to import photos than it did before. Saving modified or converted images takes equally long. What I am looking for is a way to help Digikam speed things up or an alternative piece of software (I have never liked Digikam being so very much KDEish…). There are just so many features that only Digikam seems to combine, e.g.: Batch processing. Respects existing folder structure. Does not mess up files for other applications. *.NEF support. Caches thumbnails in a clean way.

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  • Simple issue tracker for 1-2 developers

    - by devoured elysium
    (I'm not sure whether this pertains to the realm of programmers@se or so@se) I'm currently working mostly alone on a project (in Java). I'm mostly alone as I have an advisor that gives me high level instructions on what to do, and will seldom make any code contribution. She will code in a couple of acceptance tests from time to time, though. I've never used an Issue Tracker before, and was thinking about starting to use one now, as I'd like to have a place where I can log possible bugs I find and keep track of them in a centralized manner. Would it be possible to integrate the issue tracker with Eclipse, better yet. So here are the constraints: It's NOT a open-source project. Our code is not to be shared with anyone! we are and will be using Subversion; we have our own Subversion server and we will keep using this same Subversion server; it must be free; it must allow at least 2 users. What is your advice on what to pick? I'm looking for the simplest solution available!

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  • github team workflow - to fork or not?

    - by aporat
    We're a small team of web developers currently using subversion but soon we're making a switch to github. I'm looking at different types of github workflows, and we're not sure if the whole forking concept in github for each developer is such a good idea for us. If we use forks, I understand each developer will have his own private remote & local repositories. I'm worried it will make pushing changesets hard and too complex. Also, my biggest concern is that it will force each developer to have 2 remotes: origin (which is the remote fork) and an upstream (which is used to "sync" changes from the main repository). Not sure if it's such a easy way to do things. This is similar to the workflow explained here: https://github.com/usm-data-analysis/usm-data-analysis.github.com/wiki/Git-workflow If we don't use forks, we can probably get by fine by using a central repo creating a branch for each task we're working on, and merge them into the development branch on the same repository. It means we won't be able to restrict merging of branches and might be a little messy to have many branches on the central repository. Any suggestions from teams who tried both workflow?

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  • OpenGL profiling with AMD PerfStudio 2

    - by Aurus
    I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose FPS for nothing so I keep looking for more improvements. The first thing I noticed is the "huge" time where no calls are made before SwapBuffer (the black one). Well I know that OpenGL works asynchronous so SwapBuffer has to wait until everything is done. But shouldn't PerfStudio mark this time also as black ? Correct me If I am wrong. The second thing I noticed is that some glUniform2f calls just take longer (the brown ones). I mean they should all upload 2floats to the GPU how can the time be so different from call to call. The program isn't even changed or something like that. I also tried to look at other programs like gDebugger or CodeXL but they often crashed and they show less statistics (only # of calls or redundant calls etc.) EDIT: I also realized that the draw calls also have different durations, which was obvious for me but sometimes drawing more vertices is faster than drawing less vertices.

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  • IDC's Sally Hudson on Securing Mobile Access

    - by Naresh Persaud
    After the launch of Identity Management 11g R2, Oracle Magazine writer David Baum sat down with Sally Hudson, research director of security products at International Data Corporation (IDC) to get her perspective on securing mobile access.  Below is an excerpt from the interview. The complete article can be found here. "We’re seeing a much more diverse landscape of devices, computing habits, and access methods from outside of the corporate network. This trend necessitates a total security picture with different layers and end-point controls. It used to be just about keeping people out. Now, you have to let people in. Most organizations are looking toward multifaceted authentication—beyond the password—by using biometrics, soft tokens, and so forth to do this securely. Corporate IT strategies have evolved beyond just identity and access management to encompass a layered security approach that extends from the end point to the data center. It involves multiple technologies and touch points and coordination, with different layers of security from the internals of the database to the edge of the network." ( Sally Hudson, Oracle Mag Sept/Oct 2012) As the landscape changes you can find out how to adapt by reading Oracle's strategy paper on providing identity services at Internet scale. 

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  • Which Open Source Licenses can address concerns for an Open Source Game Engine?

    - by Chris
    I am on a team that is looking to open source an engine we are building. It's intended as an engine for Online RPG style games. We're writing it to work on both desktops and android platforms. I've been over to the OSI http://opensource.org/licenses/category to check out the most common licenses. However, this will be my first time going into an open source project and I wanted to know if the community had some insight into which licenses might be best suited. Key licensing concerns: Removing or limiting our liability (most already seem to cover this, but stating for completeness). We want other developers to be able to take part or all of our project and use it in their own projects with proper accreditation to our project. Licensing should not hinder someone's ability to quickly use the engine. They should be able to download a release and start using it without needing to wait on licensing issues. Game content (gfx, sound, etc.) that is not part of the engine should be allowed to be licensed separately. If someone is using our engine, they can retain full copy right of their content, including engine generated data. Our primary goal is exposure, which is why we're going open source to start with. Both for the project and for the individuals developing it. Are there any licenses that can require accreditation visible to players? While I'd put our primary goal as exposure, for licensing the accreditation is less of a concern. From what I've read through (and have been able to understand) it doesn't seem like any of the licenses cover anything that is produced by the licensed software. Are there any that state this specifically, or does simply not mentioning it leave it open for other licensing? Are there any other concerns that we should consider? Has anyone had any issues using any of these licenses?

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