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  • 12.04 LTS update manager

    - by user108753
    I get the following msg: The package system is broken Check if you are using third party repositories. If so disable them, since they are a common source of problems. Furthermore run the following command in a Terminal: apt-get install -f. The following packages have unmet dependencies: gnome-icon-theme-full: Depends: gnome-icon-theme (= 3.4.0-0ubuntu1) but 3.4.0-0ubuntu1.1 is installed libreoffice-core: Depends: libgcc1 (>= 1:4.1.1) but 1:4.6.3-1ubuntu5 is installed linux-headers-generic: Depends: linux-headers-3.2.0-27-generic but it is not installed linux-headers-generic-pae: Depends: linux-headers-3.2.0-27-generic-pae but it is not installed

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  • NVIDIA GFORCE 610M drivers

    - by thefinn93
    I'm attempting to install drivers for my GFORCE 610M and none of the solutions seems to work. Generally people recommend using the jockey-gtk program, which doesn't detect the card and states that there's no propitiatory drivers to install. I tried download the official binary from the NVIDIA site, but that told me that I had to remove the Nouveau kernal driver, so I did that, following the instructions on the wiki (apt-get remove --purge xorg-something or other) and ignoring the "DON'T DO THIS" warning, after that didn't do anything i installed various packages (nvidia-common, nvidia-settings, etc) and eventually got the nvidia-settings program (and a very low screen resolution). Unfortunately when I open nvidia-settings it tells me to run nvidia-xconfig as root (i've done this several times, but to no avail) and doesn't let me configure anything. At this point I tried re-running the binary installer i downloaded from nvidia's site, and it said it worked but it didn't change a thing. So I'm out of ideas, what've you got?

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  • no more network connection Ubuntu 12.04 Server

    - by gerpol
    Since yesterday my 12.04 web server refuses to connect to the Internet. Also when I boot I'm seeing the "waiting for network config" message. After logging in I'm getting an error about the packages. Error text: E:Encountered a section with no Package: header, E:Problem with MergeList /var/lib/apt/lists/archive.ubuntu.com_ubuntu_dists_precise-updates_universe_i18n_Translation-en, E:The package lists or status file could not be parsed or opened. This is a production web server so I really could use some help with enabling the network connection again.

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  • Is the upgrade server working? Im upgrading from 8.10 to 9.04 [closed]

    - by jarod
    Possible Duplicate: How to install software or upgrade from old unsupported release? Is the upgrade server working? Im upgrading from 8.10 to 9.04 and it says "extracting the upgrade failed there may be a problem with the network or the server." Also when I hit check it says "Could not download all repository indexes The repository may no longer be available or could not be contacted because of network problems. If available an older version of the failed index will be used. Otherwise the repository will be ignored. Check your network connection and ensure the repository address in the preferences is correct." and Failed to fetch http://security.ubuntu.com/ubuntu/dists/intrepid-security/main/binary-i386/Packages.gz 404 Not Found [IP: 91.189.92.184 80] and then a bunch more failed to fetch

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  • How to setup Cocos2D-X (Android) under Mac OS X?

    - by Beast
    Hi I've made a small game for iPhone that I also want to run on Android but I'm having problems setting up Cocos2D-X for Android. I've downloaded and installed Android SDK and NDK (under my "/Users/username/Android"). Installed all necessary packages under SDK and created an Emulator. Copied Cocos2D-x under "/Users/username/cocos2dx". Installed Eclipse IDE with ADT Plugin. Opened "Users/username/cocos2dx/tests/build_native.sh" and changed "NDK_ROOT_LOCAL=/Users/username/Android/android-ndk", "COCOS2DX_ROOT_LOCAL=/Users/username/cocos2dx" to the values shown. On running the script using Terminal it compiles test project. What's next?

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  • Cannot build digiKam

    - by Tichomir Mitkov
    I'm trying to compile digiKam 2.8.0. I have installed the required libraries but cMake seems to stuck without any meaningful reason. Here is the output of cMake: $ cmake -DCMAKE_BUILD_TYPE=relwithdebinfo -DCMAKE_INSTALL_PREFIX=/usr/local . -- Found Qt-Version 4.7.1 (using /usr/bin/qmake) -- Found X11: /usr/lib64/libX11.so -- Found KDE 4.6 include dir: /usr/include -- Found KDE 4.6 library dir: /usr/lib64 -- Found the KDE4 kconfig_compiler preprocessor: /usr/bin/kconfig_compiler -- Found automoc4: /usr/bin/automoc4 -- Local kdegraphics libraries will be compiled... YES -- Handbooks will be compiled..................... YES -- Extract translations files..................... NO -- Translations will be compiled.................. YES -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: libmediawiki ----------------------------------------------------------------------------- -- The following external packages were located on your system. -- This installation will have the extra features provided by these packages. ----------------------------------------------------------------------------- * QJSON - Qt library for handling JSON data ----------------------------------------------------------------------------- -- Congratulations! All external packages have been found. ----------------------------------------------------------------------------- -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: libkgeomap -- Found Qt-Version 4.7.1 (using /usr/bin/qmake) -- Found X11: /usr/lib64/libX11.so -- Check Kexiv2 library in local sub-folder... -- Found Kexiv2 library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkexiv2 -- kexiv2 found, the demo application will be compiled. -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: libkface -- Found Qt-Version 4.7.1 (using /usr/bin/qmake) -- Found X11: /usr/lib64/libX11.so -- First try at finding OpenCV... -- Great, found OpenCV on the first try. -- OpenCV Root directory is /usr/share/opencv -- External libface was not found, use internal version instead... -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: kipi-plugins -- Check Kexiv2 library in local sub-folder... -- Found Kexiv2 library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkexiv2 -- Check for Kdcraw library in local sub-folder... -- Found Kdcraw library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw CMake Error at extra/libkdcraw/cmake/modules/FindKdcraw.cmake:137 (file): file Internal CMake error when trying to open file: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw/libkdcraw/version.h for reading. Call Stack (most recent call first): extra/kipi-plugins/CMakeLists.txt:123 (FIND_PACKAGE) -- Check Kipi library in local sub-folder... -- Found Kipi library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkipi CMake Warning at extra/kipi-plugins/CMakeLists.txt:139 (MESSAGE): libkdcraw: Version information not found, your version is probably too old. -- Found GObject libraries: /usr/lib64/libgobject-2.0.so;/usr/lib64/libgmodule-2.0.so;/usr/lib64/libgthread-2.0.so;/usr/lib64/libglib-2.0.so -- Found GObject includes : /usr/include/glib-2.0/gobject -- Check for Ksane library in local sub-folder... -- Found Ksane library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libksane -- Check for KGeoMap library in local sub-folder... -- Found KGeoMap library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkgeomap -- Check Mediawiki library in local sub-folder... -- Found Mediawiki library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libmediawiki -- Check Vkontakte library in local sub-folder... -- Found Vkontakte library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkvkontakte -- Boost version: 1.38.0 -- libkgeomap: Found version 2.0.0 -- Found X11: /usr/lib64/libX11.so -- CMake version: cmake version 2.8.9 -- CMake version (cleaned): cmake version 2.8.9 -- -- ---------------------------------------------------------------------------------- -- kipi-plugins 2.8.0 dependencies results <http://www.digikam.org> -- -- libjpeg library found.................... YES -- libtiff library found.................... YES -- libpng library found..................... YES -- libkipi library found.................... YES -- libkexiv2 library found.................. YES -- libkdcraw library found.................. YES -- libxml2 library found.................... YES (optional) -- libxslt library found.................... YES (optional) -- libexpat library found................... YES (optional) -- native threads support library found..... YES (optional) -- libopengl library found.................. YES (optional) -- Qt4 OpenGL module found.................. YES -- libopencv library found.................. YES (optional) -- QJson library found...................... YES (optional) -- libgpod library found.................... YES (optional) -- Gdk library found........................ YES (optional) -- libkdepim library found.................. YES (optional) -- qca2 library found....................... YES (optional) -- libkgeomap library found................. YES (optional) -- libmediawiki library found............... YES (optional) -- libkvkontakte library found.............. YES (optional) -- boost library found...................... YES (optional) -- OpenMP library found..................... YES (optional) -- libX11 library found..................... YES (optional) -- libksane library found................... YES (optional) -- -- kipi-plugins will be compiled............ YES -- Shwup will be compiled................... YES (optional) -- YandexFotki will be compiled............. YES (optional) -- HtmlExport will be compiled.............. YES (optional) -- AdvancedSlideshow will be compiled....... YES (optional) -- ImageViewer will be compiled............. YES (optional) -- AcquireImages will be compiled........... YES (optional) -- DNGConverter will be compiled............ YES (optional) -- RemoveRedEyes will be compiled........... YES (optional) -- Debian Screenshots will be compiled...... YES (optional) -- Facebook will be compiled................ YES (optional) -- Imgur will be compiled................... YES (optional) -- VKontakte will be compiled............... YES (optional) -- IpodExport will be compiled.............. YES (optional) -- Calendar will be compiled................ YES (optional) -- GPSSync will be compiled................. YES (optional) -- Mediawiki will be compiled............... YES (optional) -- Panorama will be compiled................ YES (optional) -- ---------------------------------------------------------------------------------- -- -- ---------------------------------------------------------------------------------- -- Starting CMake configuration for: digiKam -- Check for Kdcraw library in local sub-folder... -- Found Kdcraw library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw CMake Error at extra/libkdcraw/cmake/modules/FindKdcraw.cmake:137 (file): file Internal CMake error when trying to open file: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw/libkdcraw/version.h for reading. Call Stack (most recent call first): core/CMakeLists.txt:156 (FIND_PACKAGE) -- Check Kexiv2 library in local sub-folder... -- Found Kexiv2 library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkexiv2 -- Check Kipi library in local sub-folder... -- Found Kipi library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkipi -- Check Kface library in local sub-folder... -- Found Kface library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkface -- Check for KGeoMap library in local sub-folder... -- Found KGeoMap library in local sub-folder: /home/tichomir/Downloads/digikam-2.8.0/extra/libkgeomap -- PGF_INCLUDE_DIRS = /usr/local/include/libpgf -- PGF_INCLUDEDIR = /usr/local/include/libpgf -- PGF_LIBRARIES = pgf -- PGF_LDFLAGS = -L/usr/local/lib;-lpgf -- PGF_CFLAGS = -I/usr/local/include/libpgf -- PGF_VERSION = 6.12.24 -- PGF_CODEC_VERSION_ID = 61224 -- Could NOT find any working clapack installation -- Boost version: 1.38.0 -- Check for LCMS1 availability... -- Found LCMS1: /usr/lib64/liblcms.so /usr/include -- Paralelized PGF codec disabled... -- Identified libjpeg version: 62 -- Found MySQL server executable at: /usr/sbin/mysqld -- Found MySQL install_db executable at: /usr/bin/mysql_install_db CMake Warning at core/CMakeLists.txt:310 (MESSAGE): libkdcraw: Version information not found, your version is probably too old. -- libkgeomap: Found version 2.0.0 -- Found gphoto2: -L/usr/lib64 -lgphoto2_port;-L/usr/lib64 -lgphoto2 -lgphoto2_port -lm -- WARNING: you are using the obsolete 'PKGCONFIG' macro, use FindPkgConfig -- WARNING: you are using the obsolete 'PKGCONFIG' macro, use FindPkgConfig -- PKGCONFIG() indicates that lqr-1 is not installed (install the package which contains lqr-1.pc if you want to support this feature) -- Could NOT find Lqr-1 (missing: LQR-1_INCLUDE_DIRS LQR-1_LIBRARIES) -- Found SharedDesktopOntologies: /usr/share/ontology -- Found SharedDesktopOntologies: /usr/share/ontology (found version "0.5.0", required is "0.2") -- -- ---------------------------------------------------------------------------------- -- digiKam 2.8.0 dependencies results <http://www.digikam.org> -- -- Qt4 SQL module found..................... YES -- MySQL Server found....................... YES -- MySQL install_db tool found.............. YES -- libtiff library found.................... YES -- libpng library found..................... YES -- libjasper library found.................. YES -- liblcms library found.................... YES -- Boost Graph library found................ YES -- libkipi library found.................... YES -- libkexiv2 library found.................. YES -- libkdcraw library found.................. YES -- libkface library found................... YES -- libkgeomap library found................. YES -- libpgf library found..................... YES (optional) -- libclapack library found................. NO (optional - internal version used instead) -- libgphoto2 and libusb libraries found.... YES (optional) -- libkdepimlibs library found.............. YES (optional) -- Nepomuk libraries found.................. YES (optional) -- libglib2 library found................... YES (optional) -- liblqr-1 library found................... NO (optional - internal version used instead) -- liblensfun library found................. YES (optional) -- Doxygen found............................ YES (optional) -- digiKam can be compiled.................. YES -- ---------------------------------------------------------------------------------- -- -- Adjusting compilation flags for GCC version ( 4.5.1 ) -- Configuring incomplete, errors occurred! Actually this line shows a sign of error CMake Error at extra/libkdcraw/cmake/modules/FindKdcraw.cmake:137 (file): file Internal CMake error when trying to open file: /home/tichomir/Downloads/digikam-2.8.0/extra/libkdcraw/libkdcraw/version.h for reading. 'version.h' doesn't exists instead there is a file 'version.h.cmake' I have installed libkdcraw (64-bit) from sources. I'm using OpenSuse

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  • The Changing Face of PASS

    - by Bill Graziano
    I’m starting my sixth year on the PASS Board.  I served two years as the Program Director, two years as the Vice-President of Marketing and I’m starting my second year as the Executive Vice-President of Finance.  There’s a pretty good chance that if PASS has done something you don’t like or is doing something you don’t like, that I’m involved in one way or another. Andy Leonard asked in a comment on his blog if the Board had ever reversed itself based on community input.  He asserted that it hadn’t.  I disagree.  I’m not going to try and list all the changes we make inside portfolios based on feedback from and meetings with the community.  I’m going to focus on major governance issues since I was elected to the Board. Management Company The first big change was our management company.  Our old management company had a standard approach to running a non-profit.  It worked well when PASS was launched.  Having a ready-made structure and process to run the organization enabled the organization to grow quickly.  As time went on we were limited in some of the things we wanted to do.  The more involved you were with PASS, the more you saw these limitations.  Key volunteers were regularly providing feedback that they wanted certain changes that were difficult for us to accomplish.  The Board at that time wanted changes that were difficult or impossible to accomplish under that structure. This was not a simple change.  Imagine a $2.5 million dollar company letting all its employees go on a Friday and starting with a new staff on Monday.  We also had a very narrow window to accomplish that so that we wouldn’t affect the Summit – our only source of revenue.  We spent the year after the change rebuilding processes and putting on the Summit in Denver.  That’s a concrete example of a huge change that PASS made to better serve its members.  And it was a change that many in the community were telling us we needed to make. Financials We heard regularly from our members that they wanted our financials posted.  Today on our web site you can find audited financials going back to 2004.  We publish our budget at the start of each year.  If you ask a question about the financials on the PASS site I do my best to answer it.  I’m also trying to do a better job answering financial questions posted in other locations.  (And yes, I know I owe a few of you some blog posts.) That’s another concrete example of a change that our members asked for that the Board agreed was a good decision. Minutes When I started on the Board the meeting minutes were very limited.  The minutes from a two day Board meeting might fit on one page.  I think we did the bare minimum we were legally required to do.  Today Board meeting minutes run from 5 to 12 pages and go into incredible detail on what we talk about.  There are certain topics that are NDA but where possible we try to list the topic we discussed but that the actual discussion was under NDA.  We also publish the agenda of Board meetings ahead of time. This is another specific example where input from the community influenced the decision.  It was certainly easier to have limited minutes but I think the extra effort helps our members understand what’s going on. Board Q&A At the 2009 Summit the Board held its first public Q&A with our members.  We’d always been available individually to answer questions.  There’s a benefit to getting us all in one room and asking the really hard questions to watch us squirm.  We learn what questions we don’t have good answers for.  We get to see how many people in the crowd look interested in the various questions and answers. I don’t recall the genesis of how this came about.  I’m fairly certain there was some community pressure though. Board Votes Until last November, the Board only reported the vote totals and not how individual Board members voted.  That was one of the topics at a great lunch I had with Tim Mitchell and Kendal van Dyke at the Summit.  That was also the topic of the first question asked at the Board Q&A by Kendal.  Kendal expressed his opposition to to anonymous votes clearly and passionately and without trying to paint anyone into a corner.  Less than 24 hours later the PASS Board voted to make individual votes public unless the topic was under NDA.  That’s another area where the Board decided to change based on feedback from our members. Summit Location While this isn’t actually a governance issue it is one of the more public decisions we make that has taken some public criticism.  There is a significant portion of our members that want the Summit near them.  There is a significant portion of our members that like the Summit in Seattle.  There is a significant portion of our members that think it should move around the country.  I was one that felt strongly that there were significant, tangible benefits to our attendees to being in Seattle every year.  I’m also one that has been swayed by some very compelling arguments that we need to have at least one outside Seattle and then revisit the decision.  I can’t tell you how the Board will vote but I know the opinion of our members weighs heavily on the decision. Elections And that brings us to the grand-daddy of all governance issues.  My thesis for this blog post is that the PASS Board has implemented policy changes in response to member feedback.  It isn’t to defend or criticize our election process.  It’s just to say that is has been under going continuous change since I’ve been on the Board.  I ran for the Board in the fall of 2005.  I don’t know much about what happened before then.  I was actively volunteering for PASS for four years prior to that as a chapter leader and on the program committee.  I don’t recall any complaints about elections but that doesn’t mean they didn’t occur.  The questions from the Nominating Committee (NomCom) were trivial and the selection process rudimentary (For example, “Tell us about your accomplishments”).  I don’t even remember who I ran against or how many other people ran.  I ran for the VP of Marketing in the fall of 2007.  I don’t recall any significant changes the Board made in the election process for that election.  I think a lot of the changes in 2007 came from us asking the management company to work on the election process.  I was expecting a similar set of puff ball questions from my previous election.  Boy, was I in for a shock.  The NomCom had found a much better set of questions and really made the interview portion difficult.  The questions were much more behavioral in nature.  I’d already written about my vision for PASS and my goals.  They wanted to know how I handled adversity, how I handled criticism, how I handled conflict, how I handled troublesome volunteers, how I motivated people and how I responded to motivation. And many, many other things. They grilled me for over an hour.  I’ve done a fair bit of technical sales in my time.  I feel I speak well under pressure addressing pointed questions.  This interview intentionally put me under pressure.  In addition to wanting to know about my interpersonal skills, my work experience, my volunteer experience and my supervisory experience they wanted to see how I’d do under pressure.  They wanted to see who would respond under pressure and who wouldn’t.  It was a bit of a shock. That was the first big change I remember in the election process.  I know there were other improvements around the process but none of them stick in my mind quite like the unexpected hour-long grilling. The next big change I remember was after the 2009 elections.  Andy Warren was unhappy with the election process and wanted to make some changes.  He worked with Hannes at HQ and they came up with a better set of processes.  I think Andy moved PASS in the right direction.  Nonetheless, after the 2010 election even more people were very publicly clamoring for changes to our election process.  In August of 2010 we had a choice to make.  There were numerous bloggers criticizing the Board and our upcoming election.  The easy change would be to announce that we were changing the process in a way that would satisfy our critics.  I believe that a knee-jerk response to criticism is seldom correct. Instead the Board spent August and September and October and November listening to the community.  I visited two SQLSaturdays and asked questions of everyone I could.  I attended chapter meetings and asked questions of as many people as they’d let me.  At Summit I made it a point to introduce myself to strangers and ask them about the election.  At every breakfast I’d sit down at a table full of strangers and ask about the election.  I’m happy to say that I left most tables arguing about the election.  Most days I managed to get 2 or 3 breakfasts in. I spent less time talking to people that had already written about the election.  They were already expressing their opinion.  I wanted to talk to people that hadn’t spoken up.  I wanted to know what the silent majority thought.  The Board all attended the Q&A session where our members expressed their concerns about a variety of issues including the election. The PASS Board also chose to create the Election Review Committee.  We wanted people from the community that had been involved with PASS to look at our election process with fresh eyes while listening to what the community had to say and give us some advice on how we could improve the process.  I’m a part of this as is Andy Warren.  None of the other members are on the Board.  I’ve sat in numerous calls and interviews with this group and attended an open meeting at the Summit.  We asked anyone that wanted to discuss the election to come speak with us.  The ERC held an open meeting at the Summit and invited anyone to attend.  There are forums on the ERC web site where we’ve invited people to participate.  The ERC has reached to key people involved in recent elections.  The years that I haven’t mentioned also saw minor improvements in the election process.  Off the top of my head I don’t recall what exact changes were made each year.  Specifically since the 2010 election we’ve gone out of our way to seek input from the community about the process.  I’m not sure what more we could have done to invite feedback from the community. I think to say that we haven’t “fixed” the election process isn’t a fair criticism at this time.  We haven’t rushed any changes through the process.  If you don’t see any changes in our election process in July or August then I think it’s fair to criticize us for ignoring the community or ask for an explanation for what we’ve done. In Summary Andy’s main point was that the PASS Board hasn’t changed in response to our members wishes.  I think I’ve shown that time and time again the PASS Board has changed in response to what our members want.  There are only two outstanding issues: Summit location and elections.  The 2013 Summit location hasn’t been decided yet.  Our work on the elections is also in progress.  And at every step in the election review we’ve gone out of our way to listen to the community and incorporate their feedback on the process. I also hope I’m not encouraging everyone that wants some change in the organization to organize a “blog rush” against the Board.  We take public suggestions very seriously but we also take the time to evaluate those suggestions and learn what the rest of our members think and make a measured decision.

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • Throttling Cache Events

    - by dxfelcey
    The real-time eventing feature in Coherence is great for relaying state changes to other systems or to users. However, sometimes not all changes need to or can be sent to consumers. For instance; If rapid changes cannot be consumed or interpreted as fast as they are being sent. A user looking at changing Stock prices may only be able to interpret and react to 1 change per second. A client may be using low bandwidth connection, so rapidly sending events will only result in them being queued and delayed A large number of clients may need to be notified of state changes and sending 100 events p/s to 1000 clients cannot be supported with the available hardware, but 10 events p/s to 1000 clients can. Note this example assumes that many of the state changes are to the same value. One simple approach to throttling Coherence cache events is to use a cache store to capture changes to one cache (data cache) and insert those changes periodically in another cache (events cache). Consumers interested in state changes to entires in the first cache register an interest (event listener) against the second event cache. By using the cache store write-behind feature rapid updates to the same cache entry are coalesced so that updates are merged and written at the interval configured to the event cache. The time interval at which changes are written to the events cache can easily be configured using the write-behind delay time in the cache configuration, as shown below.   <caching-schemes>     <distributed-scheme>       <scheme-name>CustomDistributedCacheScheme</scheme-name>       <service-name>CustomDistributedCacheService</service-name>       <thread-count>1</thread-count>       <backing-map-scheme>         <read-write-backing-map-scheme>           <scheme-name>CustomRWBackingMapScheme</scheme-name>           <internal-cache-scheme>             <local-scheme />           </internal-cache-scheme>           <cachestore-scheme>             <class-scheme>               <scheme-name>CustomCacheStoreScheme</scheme-name>               <class-name>com.oracle.coherence.test.CustomCacheStore</class-name>               <init-params>                 <init-param>                   <param-type>java.lang.String</param-type>                   <param-value>{cache-name}</param-value>                 </init-param>                 <init-param>                   <param-type>java.lang.String</param-type>                   <!-- The name of the cache to write events to -->                   <param-value>cqc-test</param-value>                 </init-param>               </init-params>             </class-scheme>           </cachestore-scheme>           <write-delay>1s</write-delay>           <write-batch-factor>0</write-batch-factor>         </read-write-backing-map-scheme>       </backing-map-scheme>       <autostart>true</autostart>     </distributed-scheme>   </caching-schemes> The cache store implementation to perform this throttling is trivial and only involves overriding the basic cache store functions. public class CustomCacheStore implements CacheStore { private String publishingCacheName; private String sourceCacheName; public CustomCacheStore(String sourceCacheStore, String publishingCacheName) { this.publishingCacheName = publishingCacheName; this.sourceCacheName = sourceCacheName; } @Override public Object load(Object key) { return null; } @Override public Map loadAll(Collection keyCollection) { return null; } @Override public void erase(Object key) { if (sourceCacheName != publishingCacheName) { CacheFactory.getCache(publishingCacheName).remove(key); CacheFactory.log("Erasing entry: " + key, CacheFactory.LOG_DEBUG); } } @Override public void eraseAll(Collection keyCollection) { if (sourceCacheName != publishingCacheName) { for (Object key : keyCollection) { CacheFactory.getCache(publishingCacheName).remove(key); CacheFactory.log("Erasing collection entry: " + key, CacheFactory.LOG_DEBUG); } } } @Override public void store(Object key, Object value) { if (sourceCacheName != publishingCacheName) { CacheFactory.getCache(publishingCacheName).put(key, value); CacheFactory.log("Storing entry (key=value): " + key + "=" + value, CacheFactory.LOG_DEBUG); } } @Override public void storeAll(Map entryMap) { if (sourceCacheName != publishingCacheName) { CacheFactory.getCache(publishingCacheName).putAll(entryMap); CacheFactory.log("Storing entries: " + entryMap, CacheFactory.LOG_DEBUG); } } }  As you can see each cache store operation on the data cache results in a similar operation on event cache. This is a very simple pattern which has a lot of additional possibilities, but it also has a few drawbacks you should be aware of: This event throttling implementation will use additional memory as a duplicate copy of entries held in the data cache need to be held in the events cache too - 2 if the event cache has backups A data cache may already use a cache store, so a "multiplexing cache store pattern" must also be used to send changes to the existing and throttling cache store.  If you would like to try out this throttling example you can download it here. I hope its useful and let me know if you spot any further optimizations.

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  • Combine config-paramters with parameters passed from commanline

    - by Frederik
    I have created a SSIS-package that imports a file into a table (simple enough). I have some variables, a few set in a config-file such as server, database, importfolder. at runtime I want to pass the filename. This is done through a stored procedure using dtexec. When setting the paramters throught the configfile it works fine also when setting all parameters in the procedure and passing them with the \Set statement (se below). when I try to combine the config-version with settings parameters on the fly I get an error refering to the config-files path that was set at design time. Has anybody come across this and found a solution for it? Regards Frederik DECLARE @SSISSTR VARCHAR(8000), @DataBaseServer VARCHAR(100), @DataBaseName VARCHAR(100), @PackageFilePath VARCHAR(200), @ImportFolder VARCHAR(200), @HandledFolder VARCHAR(200), @ConfigFilePath VARCHAR(200), @SSISreturncode INT; /* DEBUGGING DECLARE @FileName VARCHAR(100), @SelectionId INT SET @FileName = 'Test.csv'; SET @SelectionId = 366; */ SET @PackageFilePath = '/FILE "Y:\SSIS\Packages\PostalCodeSelectionImport\ImportPackage.dtsx" '; SET @DataBaseServer = 'STOSWVUTVDB01\DEV_BSE'; SET @DataBaseName = 'BSE_ODR'; SET @ImportFolder = '\\Stoswvutvbse01\Application\FileLoadArea\ODR\\'; SET @HandledFolder = '\\Stoswvutvbse01\Application\FileLoadArea\ODR\Handled\\'; --SET @ConfigFilePath = '/CONFIGFILE "Y:\SSIS\Packages\PostalCodeSelectionImport\Configuration\DEV_BSE.dtsConfig" '; ----now making "dtexec" SQL from dynamic values SET @SSISSTR = 'DTEXEC ' + @PackageFilePath; -- + @ConfigFilePath; SET @SSISSTR = @SSISSTR + ' /SET \Package.Variables[User::SelectionId].Properties[Value];' + CAST( @SelectionId AS VARCHAR(12)); SET @SSISSTR = @SSISSTR + ' /SET \Package.Variables[User::DataBaseServer].Properties[Value];"' + @DataBaseServer + '"'; SET @SSISSTR = @SSISSTR + ' /SET \Package.Variables[User::ImportFolder].Properties[Value];"' + @ImportFolder + '" '; SET @SSISSTR = @SSISSTR + ' /SET \Package.Variables[User::DataBaseName].Properties[Value];"' + @DataBaseName + '" '; SET @SSISSTR = @SSISSTR + ' /SET \Package.Variables[User::ImportFileName].Properties[Value];"' + @FileName + '" '; SET @SSISSTR = @SSISSTR + ' /SET \Package.Variables[User::HandledFolder].Properties[Value];"' + @HandledFolder + '" '; -- Now execute dynamic SQL by using EXEC. EXEC @SSISreturncode = xp_cmdshell @SSISSTR;

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  • Is there a RAD for Android ?

    - by mawg
    Anything to help design GUI like a paint program? (Delphi, VB, MSVC, QtBuilder, etc) And anything to help build packages, set permissions, etc? What is there out there to take the drudge work out of Android app creation and leave me free to concentrate on design and development?

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  • Where is android.os.SystemProperties

    - by Travis
    I'm looking at the Android Camera code and when I try importing android.os.SystemProperties It cannot be found. here is the file I'm looking at. http://android.git.kernel.org/?p=platform/packages/apps/Camera.git;a=blob;f=src/com/android/camera/VideoCamera.java;h=8effd3c7e2841eb1ccf0cfce52ca71085642d113;hb=refs/heads/eclair I created a new 2.1 project and tried importing this namespace again, but It still cannot be found. I checked developer.android.com and SystemProperties was not listed Did i miss something?

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  • Image rotation algorithm

    - by Stefano Driussi
    I'm looking for an algorithm that rotates an image by some degrees (input). public Image rotateImage(Image image, int degrees) (Image instances could be replaced with int[] containing each pixel RGB values, My problem is that i need to implement it for a JavaME MIDP 2.0 project so i must use code runnable on JVM prior to version 1.5 Can anyone help me out with this ? EDIT: I forgot to mention that i don't have SVG APIs available and that i need a method to rotate by arbitrary degree other than 90 - 180- 270 Also, no java.awt.* packages are available on MIDP 2.0

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  • What is in your Mathematica tool bag?

    - by Timo
    We all know that Mathematica is great, but it also often lacks critical functionality. What kind of external packages / tools / resources do you use with Mathematica? I'll edit (and invite anyone else to do so too) this main post to include resources which are focused on general applicability in scientific research and which as many people as possible will find useful. Feel free to contribute anything, even small code snippets (as I did below for a timing routine). Also, undocumented and useful features in Mathematica 7 and beyond you found yourself, or dug up from some paper/site are most welcome. Please include a short description or comment on why something is great or what utility it provides. If you link to books on Amazon with affiliate links please mention it, e.g., by putting your name after the link. Packages: LevelScheme is a package that greatly expands Mathematica's capability to produce good looking plots. I use it if not for anything else then for the much, much improved control over frame/axes ticks. David Park's Presentation Package ($50 - no charge for updates) Tools: MASH is Daniel Reeves's excellent perl script essentially providing scripting support for Mathematica 7. (This is finally built in as of Mathematica 8 with the -script option.) Resources: Wolfram's own repository MathSource has a lot of useful if narrow notebooks for various applications. Also check out the other sections such as Current Documentation, Courseware for lectures, and Demos for, well, demos. Books: Mathematica programming: an advanced introduction by Leonid Shifrin (web, pdf) is a must read if you want to do anything more than For loops in Mathematica. Quantum Methods with Mathematica by James F. Feagin (amazon) The Mathematica Book by Stephen Wolfram (amazon) (web) Schaum's Outline (amazon) Mathematica in Action by Stan Wagon (amazon) - 600 pages of neat examples and goes up to Mathematica version 7. Visualization techniques are especially good, you can see some of them on the author's Demonstrations Page. Mathematica Programming Fundamentals by Richard Gaylord (pdf) - A good concise introduction to most of what you need to know about Mathematica programming. Undocumented (or scarcely documented) Features: How to customize Mathematica keyboard shortcuts. See this question. How to inspect patterns and functions used by Mathematica's own functions. See this answer How to achieve Consistent size for GraphPlots in Mathematica? See this question.

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  • How to write an XML file without header in Python?

    - by Nico
    Hi, when using Python's stock XML tools such as xml.dom.minidom for XML writing, a file would always start off like <?xml version="1.0"?> [...] While this is perfectly legal XML code, and it's even recommended to use the header, I'd like to get rid of it as one of the programs I'm working with has problems here. I can't seem to find the appropriate option in xml.dom.minidom, so I wondered if there are other packages which do allow to neglect the header. Cheers, Nico

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  • Are PackageMaker installations with preinstall scripts broken on Snow Leopard?

    - by Stu Thompson
    Everything worked on 10.5, but now my PackageMaker installation project is broken. I've been fighting a problem for a few days now, and either Snow Leopard (OS X 10.6.1) has broken PackageMaker installations I am lacking a very, very basic tidbit of knowledge To narrow down the problem, I've gotten to this point: Create a new PackageMaker installation Have it install a jpeg image into my home directoy Define a preinstall script that does nothing #/bin/sh exit 0 Run the above...and watch it fail with the below error message like clock work Sep 14 15:09:45 manoa installd[5620]: PackageKit: ----- Begin install ----- Sep 14 15:09:45 manoa installd[5620]: PackageKit: request=PKInstallRequest <1 packages, destination=/> Sep 14 15:09:45 manoa installd[5620]: PackageKit: packages=(\n "PKLeopardPackage <file://localhost/Users/stu/Desktop/asdf.pkg>"\n) Sep 14 15:09:46 manoa installd[5620]: PackageKit: Extracting /Users/stu/Desktop/asdf.pkg (destination=/var/folders/Hb/HbXJFyEpFaupt5QyLN-pTk+++TI/-Tmp-/PKInstallSandbox-tmp/Root/~, uid=501) Sep 14 15:09:46 manoa installd[5620]: PackageKit: Executing script "./preinstall" in /private/tmp/PKInstallSandbox.cmlS2H/Scripts/test.test.5year_header.pkg.PFrHNB Sep 14 15:09:46 manoa installd[5620]: PackageKit: *** launch path not accessible Sep 14 15:09:46 manoa installd[5620]: PackageKit: Install Failed: PKG: pre-install scripts for "test.test.5year_header.pkg"\nError Domain=PKInstallErrorDomain Code=112 UserInfo=0x100149430 "An error occurred while running scripts from the package “asdf”." {\n NSFilePath = "./preinstall";\n NSLocalizedDescription = "An error occurred while running scripts from the package \U201casdf\U201d.";\n NSURL = "file://localhost/Users/stu/Desktop/asdf.pkg";\n PKInstallPackageIdentifier = "test.test.5year_header.pkg";\n} Sep 14 15:09:46 manoa Installer[5614]: install:didFailWithError:Error Domain=PKInstallErrorDomain Code=112 UserInfo=0x1195917c0 "An error occurred while running scripts from the package “asdf”." Sep 14 15:09:46 manoa Installer[5614]: Install failed: The Installer encountered an error that caused the installation to fail. Contact the software manufacturer for assistance. Sep 14 15:09:47 manoa Installer[5614]: IFDInstallController 144040 state = 7 Sep 14 15:09:47 manoa Installer[5614]: Displaying 'Install Failed' UI. Sep 14 15:09:47 manoa Installer[5614]: 'Install Failed' UI displayed message:'The Installer encountered an error that caused the installation to fail. Contact the software manufacturer for assistance.'. There is no file in /private/tmp/PKInstallSandbox.cmlS2H/Scripts/test.test.5year_header.pkg.PFrHNB/, which makes me think the problem is with PackageMaker, and not me. But I'm new to the world of OS X software installation, so doubts remain. So, the question: Is PackageMaker with a preinstall script broken on OS X 10.6? Or is there some requirement regarding preinstall scripts that I do not understand?

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  • Creating a custom ubuntu ISO

    - by ajstack
    Hi, I want to create a custom ubuntu ISO (This ISO will contain all the packages with the latest updates released till date). Something along the lines of Take the pristine ubuntu ISO Download the updates from some ubuntu update repositories Re-create the ISO? How should I go about this?

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  • Cabal and zlib on OS X

    - by Bill
    When I run "cabal update" on my Mac (Snow Leopard, Intel), I get: % cabal update Downloading the latest package list from hackage.haskell.org cabal: Codec.Compression.Zlib: incompatible zlib version Anyone else seeing this? Reinstalling the Haskell Platform hasn't helped. I'm unable to install or update Cabal packages at the moment, so I'd appreciate any help. Thanks!

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  • Compiler can not find AndroidInstrumentationTestCase2 when building Android app test code with Andro

    - by orospakr
    I have a project with some Android test code in it (with the appropriate elements, <uses-library> and <instrumentation>, added to AndroidManifest.xml). This works fine in Eclipse. However, it fails to build with mm, claiming that it can't find the test-runner classes: /home/orospakr/code/my-android/packages/apps/MyApp/src/ca/orospakr/myapp/test/functional/MyActivityTest.java:5: cannot find symbol symbol : class ActivityInstrumentationTestCase2 location: package android.test import android.test.ActivityInstrumentationTestCase2; ^

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  • Visual Studio 2005 and Windows SDK 6.1 (Server 2008)

    - by bde
    I am trying to figure out how Visual Studio 2005 and the Windows SDK 6.1 integrate in a command line build environment (if at all). I am mostly interested in x64 development, but also just in how these two packages fit together. Is it possible/advisable to use the compiler and linker from Visual Studio 2005 and the headers/libraries from the newer Windows SDK 6.1? Also, is it possible to use the devenv command (part of VS2005) in the Windows SDK 6.1 build environment?

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  • Python Access Parallel Port

    - by PPTim
    Hi, I've been trying to access the parallel port with pyParallel, which is in the same sourceforge as PySerial: http://sourceforge.net/projects/pyserial/files/ I'm getting a WidowsError: exception: priviledged instruciton. Has anyone used this module before? import parallel p = parallel.Parallel() Traceback (most recent call last): File "<interactive input>", line 1, in <module> File "C:\Python26\lib\site-packages\parallel\parallelwin32.py", line 74, in __init__ self.ctrlReg = _pyparallel.inp(self.ctrlRegAdr) WindowsError: exception: priviledged instruction

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  • Py2exe, PyQt4 and Postgre Driver (QPSQL)

    - by Marshall
    Hi, I`m trying to freeze my application using Py2exe. My app uses PyQt4 and it apparently works fine with py2exe. But once I`ve uninstalled PyQt, it shows the following error: QSqlDatabase: QPSQL driver not loaded QSqlDatabase: available driver: QPSQL7 QPSQL Which doesn't make sense at all. If PyQt4 is still installed, it works just fine. This is my py2exe parameters: data_files = [ ('sqldrivers', [ 'C:\Python26\Lib\site-packages\PyQt4\plugins\sqldrivers\qsqlpsql4.dll' ]) ] setup(console=["delivery.py"], options={"py2exe" : {"includes" : ["sip", "PyQt4.QtSql", "PyQt4.QtWebKit", "PyQt4.QtNetwork"]}}, data_files=data_files)

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