Search Results

Search found 8354 results on 335 pages for 'welton v3 50'.

Page 103/335 | < Previous Page | 99 100 101 102 103 104 105 106 107 108 109 110  | Next Page >

  • Self-Service Testing Cloud Enables Improved Efficiency and Productivity for Development and Quality Assurance Organizations

    - by Sandra Cheevers
    With organizations spending as much as 50 percent of their QA time with non-test related activities like setting up hardware and deploying applications and test tools, the cloud will bring obvious benefits. Oracle announced today self-service testing capabilities to enable you to deploy private or public testing clouds. These capabilities help software development and QA organizations deliver higher quality applications, while enhancing testing efficiency and reducing duration of testing projects. This kind of cloud based self-service testing provides better efficiency and agility. The Testing-as-a-Service solution offers test lab management, automatic deployment of complex multi-tier applications, rich application performance monitoring, test data management and chargeback, all in a unified workflow. For more details, read the press release Oracle Announces Oracle Enterprise Manager 12c Testing-as-a-Service Solution here.

    Read the article

  • Payback Is The Coupon King

    - by Troy Kitch
    PAYBACK GmbH operates the largest marketing and couponing platforms in the world—with more than 50 million subscribers in Germany, Poland, India, Italy, and Mexico.  The Security Challenge Payback handles millions of requests for customer loyalty coupons and card-related transactions per day under tight latency constraints—with up to 1,000 attributes or more for each PAYBACK subscriber. Among the many challenges they solved using Oracle, they had to ensure that storage of sensitive data complied with the company’s stringent privacy standards aimed at protecting customer and purchase information from unintended disclosure. Oracle Advanced Security The company deployed Oracle Advanced Security to achieve reliable, cost-effective data protection for back-up files and gain the ability to transparently encrypt data transfers. By using Oracle Advanced Security, organizations can comply with privacy and regulatory mandates that require encrypting and redacting (display masking) application data, such as credit cards, social security numbers, or personally identifiable information (PII). Learn more about how PAYBACK uses Oracle.

    Read the article

  • Le prix de la DRAM s'effondre, les constructeurs en profitent pour doper leurs machines de mémoire

    Le prix de la DRAM s'effondre, les constructeurs en profitent pour doper leurs machines de mémoire Le cabinet d'analyses iSuppli s'est penché sur le marché de la mémoire, et il en a conclu que les prix des puces DRAM sont au plus bas, et que la descente se poursuit. Par exemple, un module DRAM DDR3 de 2GB coûtait 21 dollars en décembre 2010 (pour les professionnels) alors que son tarif avoisinait les 45 dollars en juin de la même année. Comment expliquer une telle dégringolade (plus de 50% de perte de valeur) ? "Les prix de la DRAM en général ont été affectés par le peu de demande en PC, surtout pendant la première moitié de 2010 ; à quoi se sont ajoutés des stocks gonflés de solutions de mémoire ...

    Read the article

  • Ubuntu 11.10, FF 11, ATI Catalyst v12.2, Driver Package version 8.95, WebGL doesn't work

    - by Victor S
    I'm running Ubuntu 11.10, FF 11, ATI Catalyst v12.2, Driver Package version 8.95, WebGL doesn't work. This is a pretty capable setup and definetly did have FF work previously, Note: I've downloaded and installed the ATI drivers from AMD. Not sure how to get WebGL working. Updated My video card info: 01:00.0 VGA compatible controller: ATI Technologies Inc Cypress [Radeon HD 5800 Series] (prog-if 00 [VGA controller]) Subsystem: ATI Technologies Inc Device 0b00 Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at d0000000 (64-bit, prefetchable) [size=256M] Memory at fbee0000 (64-bit, non-prefetchable) [size=128K] I/O ports at d000 [size=256] Expansion ROM at fbec0000 [disabled] [size=128K] Capabilities: [50] Power Management version 3 Capabilities: [58] Express Legacy Endpoint, MSI 00 Capabilities: [a0] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [100] Vendor Specific Information: ID=0001 Rev=1 Len=010 <?> Capabilities: [150] Advanced Error Reporting Kernel driver in use: fglrx_pci Kernel modules: fglrx, radeon

    Read the article

  • How to do geometric projection shadows?

    - by John Murdoch
    I have decided that since my game world is mostly flat I don't need better shadows than geometric projections - at least for now. The only problem is I don't even know how to do those properly - that is to produce a 4x4 matrix which would render shadows for my objects (that is, I guess, project them on a horizontal XZ plane). I would like a light source at infinity (e.g., the sun at some point in the sky) and thus parallel projection. My current code does something that looks almost right for small flying objects, but actually is a very rude approximation, as it doesn't project the objects onto the ground, but simply moves them there (I think). Also it always wrongly assumes the sun is always on the zenith (projecting straight down). Gdx.gl20.glEnable(GL10.GL_BLEND); Gdx.gl20.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //shells shellTexture.bind(); shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); transform.mul(state.transform); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); // shadows shader.begin(); for (ShellState state : shellStates.values()) { transform.set(camera.combined); m4.set(state.transform); state.transform.getTranslation(v3); m4.translate(0, -v3.y + 0.5f, 0); // TODO HACK: + 0.5f is a hack to ensure the shadow appears above the ground; this is overall a hack as we are just moving the shell to the surface instead of projecting it on the surface! transform.mul(m4); shader.setUniformMatrix("u_worldView", transform); shader.setUniformi("u_texture", 0); // TODO: make shadow black somehow shellMesh.render(shader, GL10.GL_TRIANGLES); } shader.end(); Gdx.gl.glDisable(GL10.GL_BLEND); So my questions are: a) What is the proper way to produce a Matrix4 to pass to openGL which would render the shadows for my objects? b) I am supposed to use another fragment shader for the shadows which would paint them in semi-transparent grey, correct? c) The limitation of this simplistic approach is that whenever there is some object on the ground (it is not flat) the shadows will not be drawn, correct? d) Do I need to add something very small to the y (up) coordinate to avoid z-fighting with ground textures? Or is the fact they will be semi-transparent enough to resolve that problem?

    Read the article

  • Friction not working for Vehicle in BulletPhysics

    - by Manmohan Bishnoi
    I am creating a vehicle using bullet-physics engine (v 2.82). I created a ground ( btBoxShape ), a box and a vehicle (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : Steering works for the vehicle, but engineForce and brakingForce does not work (i.e. I cannot speed-up or stop the vehicle) : I create physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver(); dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); dynamicsWorld->setGravity(btVector3(0, -9.81, 0)); // Debug Drawer bulletDebugugger.setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(&bulletDebugugger); //groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); groundShape = new btBoxShape(btVector3(50, 3, 50)); fallShape = new btBoxShape(btVector3(1, 1, 1)); // Orientation and Position of Ground groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -3, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); /////////////////////////////////////////////////////////////////////// // Vehicle Setup /////////////////////////////////////////////////////////////////////// vehicleChassisShape = new btBoxShape(btVector3(1.f, 0.5f, 2.f)); vehicleBody = new btCompoundShape(); localTrans.setIdentity(); localTrans.setOrigin(btVector3(0, 1, 0)); vehicleBody->addChildShape(localTrans, vehicleChassisShape); localTrans.setOrigin(btVector3(3, 0.f, 0)); vehicleMotionState = new btDefaultMotionState(localTrans); //vehicleMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(3, 0, 0))); btVector3 vehicleInertia(0, 0, 0); vehicleBody->calculateLocalInertia(vehicleMass, vehicleInertia); btRigidBody::btRigidBodyConstructionInfo vehicleRigidBodyCI(vehicleMass, vehicleMotionState, vehicleBody, vehicleInertia); vehicleRigidBody = new btRigidBody(vehicleRigidBodyCI); dynamicsWorld->addRigidBody(vehicleRigidBody); wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius)); { vehicleRayCaster = new btDefaultVehicleRaycaster(dynamicsWorld); vehicle = new btRaycastVehicle(vehicleTuning, vehicleRigidBody, vehicleRayCaster); // never deactivate vehicle vehicleRigidBody->setActivationState(DISABLE_DEACTIVATION); dynamicsWorld->addVehicle(vehicle); float connectionHeight = 1.2f; bool isFrontWheel = true; vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex); // 0, 1, 2 // add wheels // front left btVector3 connectionPointCS0(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // front right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); isFrontWheel = false; // rear right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // rear left connectionPointCS0 = btVector3(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); for (int i = 0; i < vehicle->getNumWheels(); i++) { btWheelInfo& wheel = vehicle->getWheelInfo(i); wheel.m_suspensionStiffness = suspensionStiffness; wheel.m_wheelsDampingRelaxation = suspensionDamping; wheel.m_wheelsDampingCompression = suspensionCompression; wheel.m_frictionSlip = wheelFriction; wheel.m_rollInfluence = rollInfluence; } } /////////////////////////////////////////////////////////////////////// // Orientation and Position of Falling body fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(-1, 5, 0))); btScalar mass = 1; btVector3 fallInertia(0, 0, 0); fallShape->calculateLocalInertia(mass, fallInertia); btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new btRigidBody(fallRigidBodyCI); dynamicsWorld->addRigidBody(fallRigidBody); } I step physics world like this : // does not work vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); // these also do not work vehicle->setBrake(gBreakingForce, WHEEL_REARLEFT); vehicle->setBrake(gBreakingForce, WHEEL_REARRIGHT); // this works vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTLEFT); vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTRIGHT); dynamicsWorld->stepSimulation(1 / 60.0f, 10); However If I apply brakingForce to all 4 wheels (i.e. including WHEEL_FRONTLEFT and WHEEL_FRONTRIGHT), then my vehicle stops, but keeps sliding/moving forward very very slowly. How do I fix this ?

    Read the article

  • The How-To Geek Guide to Audio Editing: The Basics

    - by YatriTrivedi
    Ever get the urge to edit some audio but you’re not sure where to start? Settle in with this HTG guide to the free audio editor Audacity that’s written for beginners but caters to geeks of all levels. Note: this is the first article in a multi-part series that we’ll be covering over the next few weeks Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Tune Pop Enhances Android Music Notifications Another Busy Night in Gotham City Wallpaper Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper

    Read the article

  • PostgreSQL data diff

    - by skanatek
    Note: this question is not about syncing database schema/structure Problem In my web application I have a PostgreSQL database server (PGS) and a (separate machine) business logic server (BLS) which regularly (every minute or two) queries 'SELECT ALL' against PGS. The problem is that the 'SELECT ALL' query can easily return 50-200 MB each time. It is obvious that it would be not so good architecture-wise to transfer so much data so frequently over the web. Possible solution What I would like to do is to run some diff tool on PGS and compare the new query with the previous query (all this should be done on PGS). Once the comparison is done I would like to get a dump from PGS and transfer it to BLS. I expect that a diff-based dump would be much, much smaller than the whole 'SELECT ALL' query. Question Is there any data diff tool for PostgreSQL that can do diffs that compare PostgreSQL data between 2 tables or 2 dumps? Note: I would prefer some open-source software tool.

    Read the article

  • Grams to Pounds: A Domino Chain Reaction [Video]

    - by Jason Fitzpatrick
    Most of us have seen a domino knock down or two in our day, but this demonstration video shows how a series of increasingly larger dominoes allow a tiny domino to knock over a 100 pound domino. A domino can knock over another domino about 50% larger than itself. A chain of dominos of increasing size makes a kind of mechanical chain reaction that starts with a tiny push and knocks down an impressively large domino. The only question we have after watching the video is: where can we find 29 appropriately sized dominoes? [via Neatorama] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

    Read the article

  • Out of memory on MATLAB

    - by Eric Sánchez
    I'm trying to run a script on matlab_2011a, which calculate same means for a climatology of 50 years. When I started to run the script for all the years it worked fine until the iteration 20th, and then appeared the message: Out of memory. Type HELP MEMORY for your options. Then I used clear v1 v2 v3 ... to clear all the variables inside the function, also i used clear train because i saw it in another forum, and these with the modifications or not, I run again the script (since the 21th iteration), and the result is the same message, but curiously sometimes it run a year and then stop. Any ideas about solving this problem?, what I have to clean to run correctly? (in this matlab version there's not the command memory which maybe could help me).

    Read the article

  • The 10 Best How-To Geek Guides for Perfect Christmas Photos

    - by Eric Z Goodnight
    Taking a lot of pictures this Christmas? Here’s a roundup of some of our favorite How-Tos to help you get the best possible photo prints this year. You might use Photoshop, Free Software, or even Microsoft Word; How-To Geek has something for every user in this collection of How-Tos to help you get the best prints this holiday season Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor MTCrypt Is an Efficient Front End for Mounting TrueCrypt Volumes 10 Things You Should Do with Your New Android Phone Walking Through the Park on a Snowy Night Wallpaper Track Weather Conditions with the Weather Underground Web App for Chrome These 8-Bit Mario Wood Magnets Put Video Games on Your Fridge Christmas Themes 4 Pack for Chrome and Iron Browser

    Read the article

  • Write a program consisting of a main module and three other modules

    - by user106080
    The owner of a super supermarket would like to have a program that computes the monthly gross pay of their employees as well as the employees’s net pay. The input for this program is the employee id number, hourly rate of pay, and number of regular and overtime hours hours worked. Gross pay is the sum of the wages earnes from regular hours; overtime is 1.5 times the regular rate. Net pay is gross pay hours; overtime is paid at 1.5 times the regular rate. Net pay is the gross pay minus deductions. Assume that deduction are taken for tax withholding (50 percent of gross pay) and parking ($10.00 per month) you will need the following variables: EmployeeID (a string) HourRate is (a float) RegHours (a float) ; GrossPay (a float);Tax (afloat) Parking (a float) OverTimeHours (a float) NetPay (a float) GrossPay = Regularhours* HourRate+OverTimeHours*(HourRate*1.5) NetPay= GrossPay – (GrossPay*Tax) – Parking

    Read the article

  • GameplayScreen does not contain a definition for GraphicsDevice

    - by Dave Voyles
    Long story short: I'm trying to intergrate my game with Microsoft's Game State Management. In doing so I've run into some errors, and the latest one is in the title. I'm not able to display my HUD for the reasons listed above. Previously, I had much of my code in my Game.cs class, but the GSM has a bit of it in Game1, and most of what you have drawn for the main screen in your GameplayScreen class, and that is what is causing confusion on my part. I've created an instance of the GameplayScreen class to be used in the HUD class (as you can see below). Before integrating with the GSM however, I created an instance of my Game class, and all worked fine. It seems that I need to define my graphics device somewhere, but I am not sure of where exactly. I've left some code below to help you understand. public class GameStateManagementGame : Microsoft.Xna.Framework.Game { #region Fields GraphicsDeviceManager graphics; ScreenManager screenManager; // Creates a new intance, which is used in the HUD class public static Game Instance; // By preloading any assets used by UI rendering, we avoid framerate glitches // when they suddenly need to be loaded in the middle of a menu transition. static readonly string[] preloadAssets = { "gradient", }; #endregion #region Initialization /// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 720; graphics.IsFullScreen = false; graphics.ApplyChanges(); // Create the screen manager component. screenManager = new ScreenManager(this); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); //screenManager.AddScreen(new MainMenuScreen(), null); screenManager.AddScreen(new PressStartScreen(), null); } namespace Pong { public class HUD { public void Update(GameTime gameTime) { // Used in the Draw method titleSafeRectangle = new Rectangle (GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.X, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Y, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Width, GameplayScreen.Instance.GraphicsDevice.Viewport.TitleSafeArea.Height); } } } class GameplayScreen : GameScreen { #region Fields ContentManager content; public static GameStates gamestate; private GraphicsDeviceManager graphics; public int screenWidth; public int screenHeight; private Texture2D backgroundTexture; private SpriteBatch spriteBatch; private Menu menu; private SpriteFont arial; private HUD hud; Animation player; // Creates a new intance, which is used in the HUD class public static GameplayScreen Instance; public GameplayScreen() { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } protected void Initialize() { lastScored = false; menu = new Menu(); resetTimer = 0; resetTimerInUse = true; ball = new Ball(content, new Vector2(screenWidth, screenHeight)); SetUpMulti(); input = new Input(); hud = new HUD(); // Places the powerup animation inside of the surrounding box // Needs to be cleaned up, instead of using hard pixel values player = new Animation(content.Load<Texture2D>(@"gfx/powerupSpriteSheet"), new Vector2(103, 44), 64, 64, 4, 5); // Used by for the Powerups random = new Random(); vec = new Vector2(100, 50); vec2 = new Vector2(100, 100); promptVec = new Vector2(50, 25); timer = 10000.0f; // Starting value for the cooldown for the powerup timer timerVector = new Vector2(10, 10); //JEP - one time creation of powerup objects playerOnePowerup = new Powerup(); playerOnePowerup.Activated += PowerupActivated; playerOnePowerup.Deactivated += PowerupDeactivated; playerTwoPowerup = new Powerup(); playerTwoPowerup.Activated += PowerupActivated; playerTwoPowerup.Deactivated += PowerupDeactivated; //JEP - moved from events since these only need set once activatedVec = new Vector2(100, 125); deactivatedVec = new Vector2(100, 150); powerupReady = false; }

    Read the article

  • How can I record an OpenGL game in Ubuntu?

    - by fish
    I would like to create a short clip of me playing Minecraft, an OpenGL game. The usual screencast recorders do not properly record OpenGL. What kind of software is available for this purpose? My experience with the software in the similar (but no longer duplicate) question: kazam: very low framerate despite setting to 60 FPS, no sound, unity menubar constantly flashing through the fullscreen window. RecordMyDesktop: max framerate setting is 50 FPS, but the video becomes extremely fast if not using the default 15 FPS. xvidcap: not available on 12.04 tibesti: not available on 12.04 wink: does not run ffmpeg: very low quality video and no sound with the recommended settings, might be tunable though (no gui unfortunately). kdenlive: uses recordmydesktop, and the recorded clip becomes corrupted aconv: video sped up, often broken image, no sound

    Read the article

  • Black Hat Hackers vs Programmers?

    - by Matt Ridge
    This came up with another question I had here, I have decided on a programming verification system that requires a hardware verification system, a software key, and a name/password system. Now people are saying that hackers will bypass any new security, which may be true, but I have a few questions. There has to be a balance between programmers programming and hackers stealing software, otherwise programs wouldn’t be made, and we wouldn’t be where we are today. What is that balance? 5%, 10%, 20%, 50%? What is too much security for the end user? What is too little security so the hacker can just push through without issue? If your software becomes popular, what should you expect or accept as acceptable loss? Why should we accept black hat hackers as a way of life?

    Read the article

  • Why did Ubuntu and Windows start hanging mysteriously after I took a vacation?

    - by Ashrey Goel
    I installed Ubuntu alongside my Windows 7, after partitioning my HDD using Easeus partitioning manager. It was working perfectly, no problems, no data lost or corruption. Then I went away for 2 days and in my absence I don't know what happened in that period, now both Windows 7 and Ubuntu keep hanging continuously, like when you paint and change a brush it'll hang, I mean on very simple commands and I know my computer does not hang on such petty things. I use it for developing music and the specification are: Model: DELL-XPS Processor: Intel i5, 2.53 GHz RAM/Memory: 4GB Hard disk size: 500GB HDD Windows 7 partition: 417 GB Ubuntu Partition: 50 GB Please Help.

    Read the article

  • Why do webpages take longer to loo in ubuntu 12.04 than Windows 7

    - by Emil Abraham
    For example, when I click on a Facebook picture, the picture remains pixelated for about 30 seconds, then starts to clear up. Or when I watch YouTube videos, I can't watch them on HD without running into buffer issues. Windows 7 is just much snappier. It might be an issue with the graphics card. Dualbooting Windows 7 64bit & Ubuntu 12.04 64 bit Specs: CPU: Intel® Core™ i7-2630QM CPU @ 2.00GHz × 8 RAM: 8GB DDR3 HDD: 50 GB to Ubuntu & Remaining 1.5 TB to Windows The interesting part: Graphics Card: On System Settings in Ubuntu: Intel® Sandybridge Mobile Graphics Card: What it should be: Radeon™ HD 7690M XT switchable graphics with 1024MB GDDR5 and up to 5093MB total graphics memory

    Read the article

  • How can I handle copyrighted music?

    - by David Dimalanta
    I have a curious question regarding on musics used in music rhythm game. In Guitar Hero for example, they used all different music albums in one program. Then, each album requires to ask permission to the owner, composer of the music, or the copyright owner of the music. Let's say, if you used 15 albums for the music rhythm game, then you have to contact 15 copyright owners and it might be that, for the game developer, that the profit earned goes to the copyright owner or owner of this music. For the independent game developers, was it okay if either used the copyright music by just mentioning the name of the singer included in the credits and in the music select screen or use the non-popular/old music that about 50 years ago? And, does still earn money for the indie game developers by making free downloadable game?

    Read the article

  • How To Boot 10 Different Live CDs From 1 USB Flash Drive

    - by YatriTrivedi
    Ever get the urge to try out a bunch of Linux distros at once? Maybe you’re hosting a Linux installation party. Here’s an easy way to get a bunch of Live CDs working from a single thumb drive Latest Features How-To Geek ETC How To Boot 10 Different Live CDs From 1 USB Flash Drive The 20 Best How-To Geek Linux Articles of 2010 The 50 Best How-To Geek Windows Articles of 2010 The 20 Best How-To Geek Explainer Topics for 2010 How to Disable Caps Lock Key in Windows 7 or Vista How to Use the Avira Rescue CD to Clean Your Infected PC Tune Pop Enhances Android Music Notifications Another Busy Night in Gotham City Wallpaper Classic Super Mario Brothers Theme for Chrome and Iron Experimental Firefox Builds Put Tabs on the Title Bar (Available for Download) Android Trojan Found in the Wild Chaos, Panic, and Disorder Wallpaper

    Read the article

  • Attachment handling for web application with Jackrabbit

    - by Andrea Girardi
    I need to manage attachments on my Spring web application and I thought to use an open source repository. My app it's a job approval system using J2EE / SPRING 3 Framework and Postgress DB to allow user to tracks the job,right through every step of the approval process. It is a fully managed, collaborative system that operates from a central server and is accessed by a standard internet browser. An user should be able to add an attach to a request or an approval step, so, I though to use Jackrabbit with Postgres database persistence manager. I took a look to this post: http://onjava.com/pub/a/onjava/2006/10/04/what-is-java-content-repository.html?page=1 It's really interesting but, I've some question about this kind of solution :- I seen that Jackrabbit standalone as a Derby database embedded solution for persistence, is it enough for a professional use of the repository with more than 50 request / days (with attachment) ? Is there a reason for which I should use another database manager for persistence instead of the default one ?

    Read the article

  • Fair 2-combinations

    - by Tometzky
    I need to fairly assign 2 experts from x experts (x is rather small - less than 50) for every n applications, so that: each expert has the same number of applications (+-1); each pair of experts (2-combination of x) has the same number of applications (+-1); It is simple to generate all 2-combinations: for (i=0; i<n; i++) { for (j=i+1; j<n; j++) { combinations.append(tuple(i,j)); } } But to assign experts fairly I need to assign a combination to an application i correct order, for example: experts: 0 1 2 3 4 fair combinations: counts 01234 01 11000 23 11110 04 21111 12 22211 34 22222 02 32322 13 33332 14 34333 03 44343 24 44444 I'm unable to come up with a good algorithm for this (the best I came up with is rather complicated and with O(x4) complexity). Could you help me?

    Read the article

  • Web Developer Portfolio - Role Definition

    - by GSTAR
    I'm just putting together a portfolio that lists all the websites I have developed / worked on during the past year. Now this has become quite a long list - simply because 60% of the websites I have listed are ones where I have developed certain sections of the site, or maybe re-developed a certain section of an existing site - but not actually developed the whole site. So basically you could say I made a 20-50% contribution on those particular sites. I don't want to give the false impression to a potential employer that I have actually fully developed all the sites listed on my portfolio. Therefore I am after a neat way to indicate this fact. On the websites that I have fully developed, I have put a small label next to the name which reads "Lead Developer". What would be the equivalent label to put on the sites I have partially developed, or projects where I have been amongst multiple people developing? I suppose what I'm asking is, how would you define, in 2-3 words a non-lead developer role within a project?

    Read the article

  • How to handle shoot instructions, in a multiplayer TD

    - by Martin Elvar Jensen
    I'm currently working on a Multiplayer Tower Defense game, using ImpactJS & Node. I seek some clarification about how to handle projectiles from towers, let me explain. So the server is running the master game, and the clients just follow the instruction from the server. Lets say there is about 20 towers on the stage, all needs instructions for which creeps to shoot at. Now lets say each towers fires twice in a second, that's 40 shots each second, (worst case scenario) which is 40 request per second to each client, would't this casue alot of stress to the server, saying that we have 50 games running the same time. So what i am really asking, is this method inefficient, and is there a smarter way to handle all these instructions. Thank you.

    Read the article

  • Preseed Partman: multiple partitions on one disk /tmp /data /usr swap

    - by Moritz
    trying to get preseeding on 12.04 64bit with what should be a basic setup to work: /dev/sda - the only drive beeing used / - rootfs - 100GB /boot - 1GB /tmp - 10GB /data - should take all available space swap - 10GB - d-i partman-auto/expert_recipe string \ boot-root :: \ 1000 50 1000 ext4 \ $primary{ } $bootable{ } \ method{ format } format{ } \ use_filesystem{ } filesystem{ ext4 } \ mountpoint{ /boot } \ . \ 500 1000 10000 ext4 \ method{ format } format{ } \ use_filesystem{ } filesystem{ ext4 } \ mountpoint{ /tmp } \ . \ 500 5000 100000000 ext4 \ method{ format } format{ } \ use_filesystem{ } filesystem{ ext4 } \ mountpoint{ /data } \ . \ 64 2000 10000 linux-swap \ method{ swap } format{ } \ . \ 500 3000 100000 ext4 \ method{ format } format{ } \ use_filesystem{ } filesystem{ ext4 } \ mountpoint{ / } \ . If i only use the code for /boot,swap and / it works. Also i was wondering weather i have to specify some other recipe name than "boot-root", but trying "thisNameIsNotDefinedInPartman" the result was the same. The Error message displayed by the ubuntu installer is always "no root file system is defined" Thanks for your help, Moritz

    Read the article

  • How do I start xterm with a headless system?

    - by NeViXa
    I'm running Ubuntu 12.04 and I want to boot directly and headless in the terminal (no GUI). After that I want to startx to start a program in xterm. When I boot 'headed', everything is working like supposed to, but: - When I boot headless, startx is not working (no screens found) I already tried to change xorg.conf to below, but it didn't not work: Section "Device" Identifier "VNC Device" Driver "vesa" EndSection Section "Screen" Identifier "VNC Screen" Device "VNC Device" Monitor "VNC Monitor" SubSection "Display" Modes "1280x1024" EndSubSection EndSection Section "Monitor" Identifier "VNC Monitor" HorizSync 30-70 VertRefresh 50-75 EndSection How can I boot headless and still be able to run startx? ANSWER: Adding the BusID to the Devices section in the xorg.conf above, fixed the problem for me. BusID "PCI:1:00:1"

    Read the article

< Previous Page | 99 100 101 102 103 104 105 106 107 108 109 110  | Next Page >