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  • Hard drive randomly sppeeding up

    - by Glenn Taylor
    Having a weird issue with my hard drive. Running Windows 7 with an I5 processor. At random times the hard drive will start running at top speed and gradually return to normal over the next two minutes or so. Going to Resource Monitor it shows a variety of things with high read or write numbers. Log files NTFS volume log, Windows prefetch, System/user/appdata, and Program data Norton are the usual top ones listed. This just started about three months ago although the computer is about 3 years old. Have run in safe mode with internet over the weekend going to all of my usual sites with no such speed up. Question 1 - what can be causing this? Question 2 - how can I find out where data is being sent(especially if over the net)? Thank you.

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  • Unable to modify a table

    - by the Hampster
    I'm having trouble with mysql. I can read and write, but now I want to add some fields to a table. I run this command: ALTER TABLE Pubs ADD COLUMN issue tinyint AFTER volume; but get this error message: ERROR 7 (HY000): Error on rename of './user_acct/Pubs.MYI' to './user_acct/#sql2-cb0-76f2.MYI' (Errcode: 13) I created this table a few months ago, modified it a little bit, so it worked then. I can still update and insert items, but I just can't modify the table anymore. Any help would be appreciated. --Dave

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  • How to disable the mediaplayer cookies

    - by Geetha
    Hi All, How to disable the mediaplayers cookies. Is there any parameter for that? Code: <object id="mediaPlayer" classid="clsid:22D6F312-B0F6-11D0-94AB-0080C74C7E95" codebase="http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" height="1" standby="Loading Microsoft Windows Media Player components..." type="application/x-oleobject" width="1"> <param name="fileName" value="" /> <param name="animationatStart" value="true" /> <param name="transparentatStart" value="true" /> <param name="autoStart" value="true" /> <param name="showControls" value="true" /> <param name="volume" value="100" /> <param name="loop" value="false" /> </object>

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  • Soundboard app: Play sound as long as the user is pressing the button

    - by Pantelis Proios
    I am making a soundboard app and i am using sounds with over 30sec duration. I am playing the sound by connecting in IB my action with a "touch down" event, however the sound keeps playing once started. I connected in the some button a "touch cancel" & "touch up outside" event that is supposed to stop the sound but for some reason it doesn't. Can anybody provide a solution to my problem? ---Edit--- Here is my code: -(IBAction)playSound:(id)sender { NSString *soundFile; soundFile = [[NSBundle mainBundle] pathForResource:@"testSound" ofType:@"mp3"]; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:soundFile] error:nil]; audioPlayer.volume = volumeSlider.value; audioPlayer.numberOfLoops = -1; [audioPlayer prepareToPlay]; [audioPlayer play]; } -(IBAction)stopSound:(id)sender { [audioPlayer stop]; }

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  • FileNotFoundException when using FileInputStream

    - by user1672817
    I am trying to access a file I have contained in the jar. The beginning of my code is as follows: import java.io.*; import java.net.*; public class intro { public static void main(String[] args) throws IOException{ URL jarUrl = intro.class.getResource("myFile.jar"); File myJar = new File(jarUrl.toString()); FileInputStream fis = new FileInputStream(myjar); } I'm getting the following error: Exception in thread "main" java.io.FileNotFoundException: file:\...myFile.jar (The filename, directory name, or volume label syntax is incorrect) at java.io.FileInputStream.open(Native Method) at java.io.FileInputStream.<init>(Unknown Source) at intro.main(intro.java:10) It seems to have no problem finding the URL or initializing the file, but I can't get the FileInputStream to work. Does anybody know what I'm doing wrong? Help would be appreciated.

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  • Server-side Audio Editor

    - by Kristen
    I am looking for an audio editor that we can use server side (ASP + IIS) We want users to be able to upload an audio file, and then offer a 10 second teaser clip to other users for download. Ideally I would like our application to be able to specify Input and Output Filename, Start and End time (or Duration), and be able to fade-in and fade-out, and equalise the volume. Maybe some audio editors have a batch edit facility, and it would just be a question of installing on the server? All the keywords I have tried putting into Google have led me on a wild goose chase, hopefully someone can help me with suggestions. Thanks.

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  • How do I make "simple" throughput j2ee-filter?

    - by Tommy
    I'm looking to create a filter that can give me two things: number of request pr minute, and average responsetime pr minute. I already got the individual readings, I'm just not sure how to add them up. My filter captures every request, and it records the time each request takes: public void doFilter(ServletRequest request, ...() { long start = System.currentTimeMillis(); chain.doFilter(request, response); long stop = System.currentTimeMillis(); String time = Util.getTimeDifferenceInSec(start, stop); } This information will be used to create some pretty Google Chart charts. I don't want to store the data in any database. Just a way to get current numbers out when requested As this is a high volume application; low overhead is essential. I'm assuming my applicationserver doesn't provide this information.

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  • Nhibernate linq group by duplicate fields

    - by jaspion
    Hello, I have a simple query like: from e in endContratoRepository.GetAll() where e.Contrato.idContrato == contrato.idContrato && e.Volume.idVolume == 1 && group e by new { e.dpto.idDepartamento, e.centroCusto.idCentroCusto } into grp select new Entidade { Contagem = grp.Count(), centroCusto = grp.Key.idCentroCusto, dpto = grp.Key.idDepartamento } and the problem: The fields that are in the group by, are duplicated in the generated query. The fields centroCusto and dpto appears twice, so when I try to get the field centroCusto, I get dpto. Anyone know how to solve this? thanks a lot!

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  • C++ DLL which can inform a calling program about its progress

    - by Felix Dombek
    My boss wants me to write a DLL in C++ (MSVC++2010) which can perform a Volume Shadow Copy which he can call from VB6 (or at a later point other languages) and which can give status updates back while it is not finished. He calls it "events". I have the feeling that I finally need to learn COM (I'd rather not ...) ... also, a callback function comes to my mind, but it's surely impossible to hand over function pointers from VB6 to C++? Can someone outline what I have to learn and how this can be accomplished, with or without COM?

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  • DRY'er Object Initialization in Ruby

    - by Trevoro
    Hi, Is there a more 'DRY' way to do the following in ruby? #!/usr/bin/env ruby class Volume attr_accessor :name, :size, :type, :owner, :date_created, :date_modified, :iscsi_target, :iscsi_portal SYSTEM = 0 DATA = 1 def initialize(args={:type => SYSTEM}) @name = args[:name] @size = args[:size] @type = args[:type] @owner = args[:owner] @iscsi_target = args[:iscsi_target] @iscsi_portal = args[:iscsi_portal] end def inspect return {:name => @name, :size => @size, :type => @type, :owner => @owner, :date_created => @date_created, :date_modified => @date_modified, :iscsi_target => @iscsi_target, :iscsi_portal => @iscsi_portal } end def to_json self.inspect.to_json end end

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  • Media player hide control

    - by Geetha
    Hi All, I am using the following code to play video in asp.net application. I want to hide the mediaplayer default controls. Code: <object id="mediaPlayer" classid="clsid:22D6F312-B0F6-11D0-94AB-0080C74C7E95" codebase="http://activex.microsoft.com/activex/controls/mplayer/en/nsmp2inf.cab#Version=5,1,52,701" width="480" height="270" standby="Loading Microsoft Windows Media Player components..." type="application/x-oleobject"> <param name="fileName" value="" /> <param name="animationatStart" value="true" /> <param name="transparentatStart" value="true" /> <param name="autoStart" value="true" /> <param name="showControls" value="true" /> <param name="volume" value="150" /> <param name="loop" value="false" /> <param name="windowlessVideo" value="true" /> </object>

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  • How is the implicit segment register of a near pointer determined?

    - by Daniel Trebbien
    In section 4.3 of Intel 64® and IA-32 Architectures Software Developer's Manual. Volume 1: Basic Architecture, it says: A near pointer is a 32-bit offset ... within a segment. Near pointers are used for all memory references in a flat memory model or for references in a segmented model where the identity of the segment being accessed is implied. This leads me to wondering: how is the implied segment register determined? I know that (%eip) and displaced (%eip) (e.g. -4(%eip)) addresses use %cs by default, and that (%esp) and displaced (%esp) addresses use %ss, but what about (%eax), (%edx), (%edi), (%ebp) etc., and can the implicit segment register depend also on the instruction that the memory address operand appears in?

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  • Key Events in TabActivities?

    - by stormin986
    I have a TabActivity and want to catch and handle presses of HOME and BACK. Where do I need to catch these events? In my subclass of TabActivity I implement the following: @Override public boolean onKeyDown(int keyCode, KeyEvent event) { switch (keyCode) { // Code handling } return super.onKeyDown(keyCode, event); } Didn't work. So I placed a breakpoint on the switch statement line. But this function never gets called, whether I press volume up/down, menu, home, or back. Where do I need to catch these KeyEvents?

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  • Php button call php program

    - by user1117057
    I am totally new. So this might seem basic. But I tried various methods and had no good results. I am trying to build a browser based remote control to my sonos. I have various php programs to play, volume up, etc How do I display multiple buttons that when pressed calls up the related php programs to control the sonos. Ideally the displayed page should stay at the same page showing the buttons. Please guide me on the php/html code Thanks

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  • How do I exclude outliers from an aggregate query?

    - by Margaret
    I'm creating a report comparing total time and volume across units. Here a simplification of the query I'm using at the moment: SELECT m.Unit, COUNT(*) AS Count, SUM(m.TimeInMinutes) AS TotalTime FROM main_table m WHERE m.unit <> '' AND m.TimeInMinutes > 0 GROUP BY m.Unit HAVING COUNT(*) > 15 However, I have been told that I need to exclude cases where the row's time is in the highest or lowest 5% to try and get rid of a few wacky outliers. (As in, remove the rows before the aggregates are applied.) How do I do that?

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  • Optimizing collision engine bottleneck

    - by Vittorio Romeo
    Foreword: I'm aware that optimizing this bottleneck is not a necessity - the engine is already very fast. I, however, for fun and educational purposes, would love to find a way to make the engine even faster. I'm creating a general-purpose C++ 2D collision detection/response engine, with an emphasis on flexibility and speed. Here's a very basic diagram of its architecture: Basically, the main class is World, which owns (manages memory) of a ResolverBase*, a SpatialBase* and a vector<Body*>. SpatialBase is a pure virtual class which deals with broad-phase collision detection. ResolverBase is a pure virtual class which deals with collision resolution. The bodies communicate to the World::SpatialBase* with SpatialInfo objects, owned by the bodies themselves. There currenly is one spatial class: Grid : SpatialBase, which is a basic fixed 2D grid. It has it's own info class, GridInfo : SpatialInfo. Here's how its architecture looks: The Grid class owns a 2D array of Cell*. The Cell class contains two collection of (not owned) Body*: a vector<Body*> which contains all the bodies that are in the cell, and a map<int, vector<Body*>> which contains all the bodies that are in the cell, divided in groups. Bodies, in fact, have a groupId int that is used for collision groups. GridInfo objects also contain non-owning pointers to the cells the body is in. As I previously said, the engine is based on groups. Body::getGroups() returns a vector<int> of all the groups the body is part of. Body::getGroupsToCheck() returns a vector<int> of all the groups the body has to check collision against. Bodies can occupy more than a single cell. GridInfo always stores non-owning pointers to the occupied cells. After the bodies move, collision detection happens. We assume that all bodies are axis-aligned bounding boxes. How broad-phase collision detection works: Part 1: spatial info update For each Body body: Top-leftmost occupied cell and bottom-rightmost occupied cells are calculated. If they differ from the previous cells, body.gridInfo.cells is cleared, and filled with all the cells the body occupies (2D for loop from the top-leftmost cell to the bottom-rightmost cell). body is now guaranteed to know what cells it occupies. For a performance boost, it stores a pointer to every map<int, vector<Body*>> of every cell it occupies where the int is a group of body->getGroupsToCheck(). These pointers get stored in gridInfo->queries, which is simply a vector<map<int, vector<Body*>>*>. body is now guaranteed to have a pointer to every vector<Body*> of bodies of groups it needs to check collision against. These pointers are stored in gridInfo->queries. Part 2: actual collision checks For each Body body: body clears and fills a vector<Body*> bodiesToCheck, which contains all the bodies it needs to check against. Duplicates are avoided (bodies can belong to more than one group) by checking if bodiesToCheck already contains the body we're trying to add. const vector<Body*>& GridInfo::getBodiesToCheck() { bodiesToCheck.clear(); for(const auto& q : queries) for(const auto& b : *q) if(!contains(bodiesToCheck, b)) bodiesToCheck.push_back(b); return bodiesToCheck; } The GridInfo::getBodiesToCheck() method IS THE BOTTLENECK. The bodiesToCheck vector must be filled for every body update because bodies could have moved meanwhile. It also needs to prevent duplicate collision checks. The contains function simply checks if the vector already contains a body with std::find. Collision is checked and resolved for every body in bodiesToCheck. That's it. So, I've been trying to optimize this broad-phase collision detection for quite a while now. Every time I try something else than the current architecture/setup, something doesn't go as planned or I make assumption about the simulation that later are proven to be false. My question is: how can I optimize the broad-phase of my collision engine maintaining the grouped bodies approach? Is there some kind of magic C++ optimization that can be applied here? Can the architecture be redesigned in order to allow for more performance? Actual implementation: SSVSCollsion Body.h, Body.cpp World.h, World.cpp Grid.h, Grid.cpp Cell.h, Cell.cpp GridInfo.h, GridInfo.cpp

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  • 2D Platformer Collision Handling

    - by defender-zone
    Hello, everyone! I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top of the platform, reposition him to the top; if there is a collision to the sides, reposition the player back to the side of the object; if there is a collision to the bottom, reposition the player under the platform. I have tried many different ways of doing this, such as trying to find the penetration depth and repositioning the player backwards by the penetration depth. Sadly, nothing I've tried seems to work correctly. Player movement ends up being very glitchy and repositions the player when I don't want it to. Part of the reason is probably because I feel like this is something so simple but I'm over-thinking it. If anyone thinks they can help, please take a look at the code below and help me try to improve on this if you can. I would like to refrain from using a library to handle this (as I want to learn on my own) or the something like the SAT (Separating Axis Theorem) if at all possible. Thank you in advance for your help! void world1Level1CollisionDetection() { for(int i; i < blocks; i++) { if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==true) { int up = 0; int left = 0; int right = 0; int down = 0; if(ball.coords[0] < block[i].coords[0] && block[i].coords[0] < ball.coords[2] && ball.coords[2] < block[i].coords[2]) { left = 1; } if(block[i].coords[0] < ball.coords[0] && ball.coords[0] < block[i].coords[2] && block[i].coords[2] < ball.coords[2]) { right = 1; } if(ball.coords[1] < block[i].coords[1] && block[i].coords[1] < ball.coords[3] && ball.coords[3] < block[i].coords[3]) { up = 1; } if(block[i].coords[1] < ball.coords[1] && ball.coords[1] < block[i].coords[3] && block[i].coords[3] < ball.coords[3]) { down = 1; } cout << left << ", " << right << ", " << up << ", " << down << ", " << endl; if (left == 1) { ball.coords[0] = block[i].coords[0] - 16.0f; ball.coords[2] = block[i].coords[0] - 0.0f; } if (right == 1) { ball.coords[0] = block[i].coords[2] + 0.0f; ball.coords[2] = block[i].coords[2] + 16.0f; } if (down == 1) { ball.coords[1] = block[i].coords[3] + 0.0f; ball.coords[3] = block[i].coords[3] + 16.0f; } if (up == 1) { ball.yspeed = 0.0f; ball.gravity = 0.0f; ball.coords[1] = block[i].coords[1] - 16.0f; ball.coords[3] = block[i].coords[1] - 0.0f; } } if (de2dCheckCollision(ball,block[i],0.0f,0.0f)==false) { ball.gravity = -0.5f; } } } To explain what some of this code means: The blocks variable is basically an integer that is storing the amount of blocks, or platforms. I am checking all of the blocks using a for loop, and the number that the loop is currently on is represented by integer i. The coordinate system might seem a little weird, so that's worth explaining. coords[0] represents the x position (left) of the object (where it starts on the x axis). coords[1] represents the y position (top) of the object (where it starts on the y axis). coords[2] represents the width of the object plus coords[0] (right). coords[3] represents the height of the object plus coords[1] (bottom). de2dCheckCollision performs an AABB collision detection. Up is negative y and down is positive y, as it is in most games. Hopefully I have provided enough information for someone to help me successfully. If there is something I left out that might be crucial, let me know and I'll provide the necessary information. Finally, for anyone who can help, providing code would be very helpful and much appreciated. Thank you again for your help!

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • Friday Fun: Favorite Games to Play in Chrome

    - by Asian Angel
    Online games can provide a perfect break while you are working and being able to choose from a multitude of games makes it even better. If you are a game addict then you will definitely want to have a look at the Game Button extension for Chrome. Game Button in Action Once the extension has finished installing you are ready to enjoy all that gaming goodness. To get started just click on the “Toolbar Button” and choose a game category. For our example we chose “Shooting Games”. Once you select a game category a new window will open. Towards the lower right corner you will be able to access a scrollable drop-down menu and choose the game that you would like to play. Note: Some of these games come with sounds that can not be turned off so you may want to have the volume lowered all the way or your speakers temporarily turned off if you are at work. For our first game we chose “Snowball Throw”. Notice that there is a nice variety such as “DinoKids – Archery” to games like “Secret Agent”. You can see that our game was nicely sized…not too small and not too large. Go go snowballs! This is definitely a fun one to try…the best approach for this one is to use one hand for clicking the mouse and the other hand for moving it at the same time. If desired you can post your score and see other high scores afterwards. For our second game we decided to try “Target Shooter Firing Range”. This one is definitely a little harder because you have to be extremely precise while moving as quickly as possible. Not too bad for the score but that is ok. You will certainly be able to have fun finding the games that will become your favorites while enjoying the nice variety. Conclusion If you love online games and want a good variety to choose from then the Game Button extension will make a nice addition to your browser. Links Download the Game Button extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Play a New Random Game Each Day in ChromeFriday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanFriday Fun: Play Air Hockey in Google ChromeFriday Fun: Five More Time Wasting Online Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Recycle ! Find That Elusive Icon with FindIcons Looking for Good Windows Media Player 12 Plug-ins? Find Out the Celebrity You Resemble With FaceDouble Whoa ! Use Printflush to Solve Printing Problems

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  • phablet-flash aborting while installing Ubuntu Touch on Nexus 4

    - by Till B
    I have a Nexus 4 with Android 4.3 installed and I want to flash it to Ubuntu Touch. My system is Ubuntu 12.04, running inside a virtual machine on Mac OS 10.5.8. To use the VM, I opened an NAT bridge and forwarded port 5037 for adb, I can see the Nexus with adb and e.g. use the adb shell into it. USB ports are also forwarded to the VM. I follow these instructions to the letter. My bootloader is unlocked, just as it was described in the instructions. Now I encounter different issues, when executing sudo phablet-flash ubuntu-system --no-backup. On the first run, it got stuck in this state: INFO:phablet-flash:Decompressing partitions/recovery.img from /home/till/Downloads/phablet-flash/imageupdates/pool/device-5ba3031cb0d6fc624848266edba781e3e821b6e1e8dd21105725f0ab26077d0a.tar.xz INFO:phablet-flash:Restarting device... wait INFO:phablet-flash:Restarting device... wait complete INFO:phablet-flash:Booting /tmp/tmpMSN8bm/partitions/recovery.img < waiting for device > downloading 'boot.img'... OKAY [ 1.772s] booting... OKAY [ 0.005s] finished. total time: 1.779s INFO:phablet-flash:Waiting for recovery image to boot The following happened: around the line "INFO:phablet-flash: Restarting...", it rebooted into the bootloader. The bootloader shows only for two seconds, then the screen goes off and the phone stays off. But I do notice, that the screen is not off - it is just black, but the background light is on. If I wait long enough, phablet-flash aborts with ERROR:phablet-flash:Wait for recovery expired On the second try, I wanted to manually start the bootloader and choose "Recovery mode". Pressing "volume down+power" at first did nothing. Releasing the buttons and then pressing them again brought me into the bootloder. After choosing "Recovery mode", phablet-flash continued and after a while aborted with the following output: INFO:phablet-flash:Wait for recovery image to boot complete INFO:phablet-flash:Clearing /data and /cache INFO:phablet-flash:Pushing /home/till/Downloads/phablet-flash/imageupdates/pool/ubuntu-2b5345658b58e55207c4a4e7b6b3d8cd4f3d9a3187d2448fc9020c884234bac0.tar.xz to /cache/recovery/ failed to copy '/home/till/Downloads/phablet-flash/imageupdates/pool/ubuntu-2b5345658b58e55207c4a4e7b6b3d8cd4f3d9a3187d2448fc9020c884234bac0.tar.xz' to '/cache/recovery/': Permission denied ERROR:phablet-flash:Command 'adb push /home/till/Downloads/phablet-flash/imageupdates/pool/ubuntu-2b5345658b58e55207c4a4e7b6b3d8cd4f3d9a3187d2448fc9020c884234bac0.tar.xz /cache/recovery/' returned non-zero exit status 1 Removing directory /tmp/tmpDnbz6N Removing directory /tmp/tmpth4L6w What can I do to properly flash my phone with Ubuntu Touch? I noticed that adb does not show the phone in recovery mode: Typing adb devices, when the Nexus 4 is in recovery mode, shows the serial number and the state device, where it should show recovery. Should the phone be rooted? This is not mentioned in the instructions.

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  • Unable to boot Windows 7 after installing Ubuntu

    - by Devendra
    I have Windows 7 on my machine and then installed Ubuntu 12.04 using a live CD. I can see both Windows 7 and Ubuntu in the grub menu, but when I select Windows 7 it shows a black screen for about 2 seconds and the returns to the Grub menu. But if I select Ubuntu it's working fine. This is the contents of the boot-repair log: Boot Info Script 0.61.full + Boot-Repair extra info [Boot-Info November 20th 2012] ============================= Boot Info Summary: =============================== => Grub2 (v2.00) is installed in the MBR of /dev/sda and looks at sector 1 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for (,msdos6)/boot/grub. sda1: __________________________________________________________________________ File system: ntfs Boot sector type: Grub2 (v1.99-2.00) Boot sector info: Grub2 (v2.00) is installed in the boot sector of sda1 and looks at sector 388911128 of the same hard drive for core.img. core.img is at this location and looks in partition 1 for (,msdos6)/boot/grub. No errors found in the Boot Parameter Block. Operating System: Windows 7 Boot files: /bootmgr /Boot/BCD /Windows/System32/winload.exe sda2: __________________________________________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: sda3: __________________________________________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: No errors found in the Boot Parameter Block. Operating System: Boot files: sda4: __________________________________________________________________________ File system: Extended Partition Boot sector type: - Boot sector info: sda5: __________________________________________________________________________ File system: ntfs Boot sector type: Windows Vista/7: NTFS Boot sector info: According to the info in the boot sector, sda5 starts at sector 2048. Operating System: Boot files: sda6: __________________________________________________________________________ File system: ext4 Boot sector type: - Boot sector info: Operating System: Ubuntu 12.10 Boot files: /boot/grub/grub.cfg /etc/fstab /boot/grub/i386-pc/core.img sda7: __________________________________________________________________________ File system: swap Boot sector type: - Boot sector info: ============================ Drive/Partition Info: ============================= Drive: sda _____________________________________________________________________ Disk /dev/sda: 750.2 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders, total 1465149168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes Partition Boot Start Sector End Sector # of Sectors Id System /dev/sda1 * 206,848 146,802,687 146,595,840 7 NTFS / exFAT / HPFS /dev/sda2 147,007,488 293,623,807 146,616,320 7 NTFS / exFAT / HPFS /dev/sda3 293,623,808 332,820,613 39,196,806 7 NTFS / exFAT / HPFS /dev/sda4 332,822,526 1,465,145,343 1,132,322,818 f W95 Extended (LBA) /dev/sda5 461,342,720 1,465,145,343 1,003,802,624 7 NTFS / exFAT / HPFS /dev/sda6 332,822,528 453,171,199 120,348,672 83 Linux /dev/sda7 453,173,248 461,338,623 8,165,376 82 Linux swap / Solaris "blkid" output: ________________________________________________________________ Device UUID TYPE LABEL /dev/sda1 F6AE2C13AE2BCB47 ntfs /dev/sda2 DC2273012272DFC6 ntfs /dev/sda3 1E76E43376E40D79 ntfs New Volume /dev/sda5 5ED60ACDD60AA57D ntfs /dev/sda6 9e70fd16-b48b-4f88-adcf-e443aef83124 ext4 /dev/sda7 52f3dd94-6be7-4a7b-a3ae-f43eb8810483 swap ================================ Mount points: ================================= Device Mount_Point Type Options /dev/sda6 / ext4 (rw,errors=remount-ro) =========================== sda6/boot/grub/grub.cfg: =========================== -------------------------------------------------------------------------------- # # DO NOT EDIT THIS FILE # # It is automatically generated by grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then set have_grubenv=true load_env fi set default="0" if [ x"${feature_menuentry_id}" = xy ]; then menuentry_id_option="--id" else menuentry_id_option="" fi export menuentry_id_option if [ "${prev_saved_entry}" ]; then set saved_entry="${prev_saved_entry}" save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z "${boot_once}" ]; then saved_entry="${chosen}" save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n "${have_grubenv}" ]; then if [ -z "${boot_once}" ]; then save_env recordfail; fi; fi } function load_video { if [ x$feature_all_video_module = xy ]; then insmod all_video else insmod efi_gop insmod efi_uga insmod ieee1275_fb insmod vbe insmod vga insmod video_bochs insmod video_cirrus fi } if [ x$feature_default_font_path = xy ] ; then font=unicode else insmod part_msdos insmod ext2 set root='hd0,msdos6' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos6 --hint-efi=hd0,msdos6 --hint-baremetal=ahci0,msdos6 9e70fd16-b48b-4f88-adcf-e443aef83124 else search --no-floppy --fs-uuid --set=root 9e70fd16-b48b-4f88-adcf-e443aef83124 fi font="/usr/share/grub/unicode.pf2" fi if loadfont $font ; then set gfxmode=auto load_video insmod gfxterm set locale_dir=$prefix/locale set lang=en_IN insmod gettext fi terminal_output gfxterm if [ "${recordfail}" = 1 ]; then set timeout=10 else set timeout=10 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray if background_color 44,0,30; then clear fi ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### function gfxmode { set gfxpayload="${1}" if [ "${1}" = "keep" ]; then set vt_handoff=vt.handoff=7 else set vt_handoff= fi } if [ "${recordfail}" != 1 ]; then if [ -e ${prefix}/gfxblacklist.txt ]; then if hwmatch ${prefix}/gfxblacklist.txt 3; then if [ ${match} = 0 ]; then set linux_gfx_mode=keep else set linux_gfx_mode=text fi else set linux_gfx_mode=text fi else set linux_gfx_mode=keep fi else set linux_gfx_mode=text fi export linux_gfx_mode if [ "${linux_gfx_mode}" != "text" ]; then load_video; fi menuentry 'Ubuntu' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-simple-9e70fd16-b48b-4f88-adcf-e443aef83124' { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos6' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos6 --hint-efi=hd0,msdos6 --hint-baremetal=ahci0,msdos6 9e70fd16-b48b-4f88-adcf-e443aef83124 else search --no-floppy --fs-uuid --set=root 9e70fd16-b48b-4f88-adcf-e443aef83124 fi linux /boot/vmlinuz-3.5.0-17-generic root=UUID=9e70fd16-b48b-4f88-adcf-e443aef83124 ro quiet splash $vt_handoff initrd /boot/initrd.img-3.5.0-17-generic } submenu 'Advanced options for Ubuntu' $menuentry_id_option 'gnulinux-advanced-9e70fd16-b48b-4f88-adcf-e443aef83124' { menuentry 'Ubuntu, with Linux 3.5.0-17-generic' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.5.0-17-generic-advanced-9e70fd16-b48b-4f88-adcf-e443aef83124' { recordfail gfxmode $linux_gfx_mode insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos6' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos6 --hint-efi=hd0,msdos6 --hint-baremetal=ahci0,msdos6 9e70fd16-b48b-4f88-adcf-e443aef83124 else search --no-floppy --fs-uuid --set=root 9e70fd16-b48b-4f88-adcf-e443aef83124 fi echo 'Loading Linux 3.5.0-17-generic ...' linux /boot/vmlinuz-3.5.0-17-generic root=UUID=9e70fd16-b48b-4f88-adcf-e443aef83124 ro quiet splash $vt_handoff echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.5.0-17-generic } menuentry 'Ubuntu, with Linux 3.5.0-17-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os $menuentry_id_option 'gnulinux-3.5.0-17-generic-recovery-9e70fd16-b48b-4f88-adcf-e443aef83124' { recordfail insmod gzio insmod part_msdos insmod ext2 set root='hd0,msdos6' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos6 --hint-efi=hd0,msdos6 --hint-baremetal=ahci0,msdos6 9e70fd16-b48b-4f88-adcf-e443aef83124 else search --no-floppy --fs-uuid --set=root 9e70fd16-b48b-4f88-adcf-e443aef83124 fi echo 'Loading Linux 3.5.0-17-generic ...' linux /boot/vmlinuz-3.5.0-17-generic root=UUID=9e70fd16-b48b-4f88-adcf-e443aef83124 ro recovery nomodeset echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-3.5.0-17-generic } } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_linux_xen ### ### END /etc/grub.d/20_linux_xen ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod part_msdos insmod ext2 set root='hd0,msdos6' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos6 --hint-efi=hd0,msdos6 --hint-baremetal=ahci0,msdos6 9e70fd16-b48b-4f88-adcf-e443aef83124 else search --no-floppy --fs-uuid --set=root 9e70fd16-b48b-4f88-adcf-e443aef83124 fi linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod part_msdos insmod ext2 set root='hd0,msdos6' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos6 --hint-efi=hd0,msdos6 --hint-baremetal=ahci0,msdos6 9e70fd16-b48b-4f88-adcf-e443aef83124 else search --no-floppy --fs-uuid --set=root 9e70fd16-b48b-4f88-adcf-e443aef83124 fi linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### menuentry 'Windows 7 (loader) (on /dev/sda1)' --class windows --class os $menuentry_id_option 'osprober-chain-F6AE2C13AE2BCB47' { insmod part_msdos insmod ntfs set root='hd0,msdos1' if [ x$feature_platform_search_hint = xy ]; then search --no-floppy --fs-uuid --set=root --hint-bios=hd0,msdos1 --hint-efi=hd0,msdos1 --hint-baremetal=ahci0,msdos1 F6AE2C13AE2BCB47 else search --no-floppy --fs-uuid --set=root F6AE2C13AE2BCB47 fi chainloader +1 } ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/30_uefi-firmware ### ### END /etc/grub.d/30_uefi-firmware ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### ### BEGIN /etc/grub.d/41_custom ### if [ -f ${config_directory}/custom.cfg ]; then source ${config_directory}/custom.cfg elif [ -z "${config_directory}" -a -f $prefix/custom.cfg ]; then source $prefix/custom.cfg; fi ### END /etc/grub.d/41_custom ### -------------------------------------------------------------------------------- =============================== sda6/etc/fstab: ================================ -------------------------------------------------------------------------------- # /etc/fstab: static file system information. # # Use 'blkid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # <file system> <mount point> <type> <options> <dump> <pass> # / was on /dev/sda6 during installation UUID=9e70fd16-b48b-4f88-adcf-e443aef83124 / ext4 errors=remount-ro 0 1 # swap was on /dev/sda7 during installation UUID=52f3dd94-6be7-4a7b-a3ae-f43eb8810483 none swap sw 0 0 -------------------------------------------------------------------------------- =================== sda6: Location of files loaded by Grub: ==================== GiB - GB File Fragment(s) 162.831275940 = 174.838751232 boot/grub/grub.cfg 1 163.036647797 = 175.059267584 boot/initrd.img-3.5.0-17-generic 1 206.871749878 = 222.126850048 boot/vmlinuz-3.5.0-17-generic 1 163.036647797 = 175.059267584 initrd.img 1 163.036647797 = 175.059267584 initrd.img.old 1 206.871749878 = 222.126850048 vmlinuz 1 =============================== StdErr Messages: =============================== cat: write error: Broken pipe cat: write error: Broken pipe ADDITIONAL INFORMATION : =================== log of boot-repair 2012-12-11__00h59 =================== boot-repair version : 3.195~ppa28~quantal boot-sav version : 3.195~ppa28~quantal glade2script version : 3.2.2~ppa45~quantal boot-sav-extra version : 3.195~ppa28~quantal boot-repair is executed in installed-session (Ubuntu 12.10, quantal, Ubuntu, x86_64) CPU op-mode(s): 32-bit, 64-bit BOOT_IMAGE=/boot/vmlinuz-3.5.0-17-generic root=UUID=9e70fd16-b48b-4f88-adcf-e443aef83124 ro quiet splash vt.handoff=7 =================== os-prober: /dev/sda6:The OS now in use - Ubuntu 12.10 CurrentSession:linux /dev/sda1:Windows 7 (loader):Windows:chain =================== blkid: /dev/sda1: UUID="F6AE2C13AE2BCB47" TYPE="ntfs" /dev/sda2: UUID="DC2273012272DFC6" TYPE="ntfs" /dev/sda3: LABEL="New Volume" UUID="1E76E43376E40D79" TYPE="ntfs" /dev/sda5: UUID="5ED60ACDD60AA57D" TYPE="ntfs" /dev/sda6: UUID="9e70fd16-b48b-4f88-adcf-e443aef83124" TYPE="ext4" /dev/sda7: UUID="52f3dd94-6be7-4a7b-a3ae-f43eb8810483" TYPE="swap" 1 disks with OS, 2 OS : 1 Linux, 0 MacOS, 1 Windows, 0 unknown type OS. Warning: extended partition does not start at a cylinder boundary. DOS and Linux will interpret the contents differently. =================== /etc/default/grub : # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 #GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" =================== /etc/grub.d/ : drwxr-xr-x 2 root root 4096 Oct 17 20:29 grub.d total 72 -rwxr-xr-x 1 root root 7541 Oct 14 23:06 00_header -rwxr-xr-x 1 root root 5488 Oct 4 15:00 05_debian_theme -rwxr-xr-x 1 root root 10891 Oct 14 23:06 10_linux -rwxr-xr-x 1 root root 10258 Oct 14 23:06 20_linux_xen -rwxr-xr-x 1 root root 1688 Oct 11 19:40 20_memtest86+ -rwxr-xr-x 1 root root 10976 Oct 14 23:06 30_os-prober -rwxr-xr-x 1 root root 1426 Oct 14 23:06 30_uefi-firmware -rwxr-xr-x 1 root root 214 Oct 14 23:06 40_custom -rwxr-xr-x 1 root root 216 Oct 14 23:06 41_custom -rw-r--r-- 1 root root 483 Oct 14 23:06 README =================== UEFI/Legacy mode: This installed-session is not in EFI-mode. EFI in dmesg. Please report this message to [email protected] [ 0.000000] ACPI: UEFI 00000000bafe7000 0003E (v01 DELL QA09 00000002 PTL 00000002) [ 0.000000] ACPI: UEFI 00000000bafe6000 00042 (v01 PTL COMBUF 00000001 PTL 00000001) [ 0.000000] ACPI: UEFI 00000000bafe3000 00256 (v01 DELL QA09 00000002 PTL 00000002) SecureBoot disabled. =================== PARTITIONS & DISKS: sda6 : sda, not-sepboot, grubenv-ok grub2, grub-pc , update-grub, 64, with-boot, is-os, not--efi--part, fstab-without-boot, fstab-without-efi, no-nt, no-winload, no-recov-nor-hid, no-bmgr, notwinboot, apt-get, grub-install, with--usr, fstab-without-usr, not-sep-usr, standard, farbios, . sda1 : sda, not-sepboot, no-grubenv nogrub, no-docgrub, no-update-grub, 32, no-boot, is-os, not--efi--part, part-has-no-fstab, part-has-no-fstab, no-nt, haswinload, no-recov-nor-hid, bootmgr, is-winboot, nopakmgr, nogrubinstall, no---usr, part-has-no-fstab, not-sep-usr, standard, not-far, /mnt/boot-sav/sda1. sda2 : sda, not-sepboot, no-grubenv nogrub, no-docgrub, no-update-grub, 32, no-boot, no-os, not--efi--part, part-has-no-fstab, part-has-no-fstab, no-nt, no-winload, no-recov-nor-hid, no-bmgr, notwinboot, nopakmgr, nogrubinstall, no---usr, part-has-no-fstab, not-sep-usr, standard, farbios, /mnt/boot-sav/sda2. sda3 : sda, not-sepboot, no-grubenv nogrub, no-docgrub, no-update-grub, 32, no-boot, no-os, not--efi--part, part-has-no-fstab, part-has-no-fstab, no-nt, no-winload, no-recov-nor-hid, no-bmgr, notwinboot, nopakmgr, nogrubinstall, no---usr, part-has-no-fstab, not-sep-usr, standard, farbios, /mnt/boot-sav/sda3. sda5 : sda, not-sepboot, no-grubenv nogrub, no-docgrub, no-update-grub, 32, no-boot, no-os, not--efi--part, part-has-no-fstab, part-has-no-fstab, no-nt, no-winload, no-recov-nor-hid, no-bmgr, notwinboot, nopakmgr, nogrubinstall, no---usr, part-has-no-fstab, not-sep-usr, standard, farbios, /mnt/boot-sav/sda5. sda : not-GPT, BIOSboot-not-needed, has-no-EFIpart, not-usb, has-os, 2048 sectors * 512 bytes =================== parted -l: Model: ATA WDC WD7500BPKT-7 (scsi) Disk /dev/sda: 750GB Sector size (logical/physical): 512B/4096B Partition Table: msdos Number Start End Size Type File system Flags 1 106MB 75.2GB 75.1GB primary ntfs boot 2 75.3GB 150GB 75.1GB primary ntfs 3 150GB 170GB 20.1GB primary ntfs 4 170GB 750GB 580GB extended lba 6 170GB 232GB 61.6GB logical ext4 7 232GB 236GB 4181MB logical linux-swap(v1) 5 236GB 750GB 514GB logical ntfs =================== parted -lm: BYT; /dev/sda:750GB:scsi:512:4096:msdos:ATA WDC WD7500BPKT-7; 1:106MB:75.2GB:75.1GB:ntfs::boot; 2:75.3GB:150GB:75.1GB:ntfs::; 3:150GB:170GB:20.1GB:ntfs::; 4:170GB:750GB:580GB:::lba; 6:170GB:232GB:61.6GB:ext4::; 7:232GB:236GB:4181MB:linux-swap(v1)::; 5:236GB:750GB:514GB:ntfs::; =================== mount: /dev/sda6 on / type ext4 (rw,errors=remount-ro) proc on /proc type proc (rw,noexec,nosuid,nodev) sysfs on /sys type sysfs (rw,noexec,nosuid,nodev) none on /sys/fs/fuse/connections type fusectl (rw) none on /sys/kernel/debug type debugfs (rw) none on /sys/kernel/security type securityfs (rw) udev on /dev type devtmpfs (rw,mode=0755) devpts on /dev/pts type devpts (rw,noexec,nosuid,gid=5,mode=0620) tmpfs on /run type tmpfs (rw,noexec,nosuid,size=10%,mode=0755) none on /run/lock type tmpfs (rw,noexec,nosuid,nodev,size=5242880) none on /run/shm type tmpfs (rw,nosuid,nodev) none on /run/user type tmpfs (rw,noexec,nosuid,nodev,size=104857600,mode=0755) gvfsd-fuse on /run/user/dev/gvfs type fuse.gvfsd-fuse (rw,nosuid,nodev,user=dev) /dev/sda1 on /mnt/boot-sav/sda1 type fuseblk (rw,nosuid,nodev,allow_other,blksize=4096) /dev/sda2 on /mnt/boot-sav/sda2 type fuseblk (rw,nosuid,nodev,allow_other,blksize=4096) /dev/sda3 on /mnt/boot-sav/sda3 type fuseblk (rw,nosuid,nodev,allow_other,blksize=4096) /dev/sda5 on /mnt/boot-sav/sda5 type fuseblk (rw,nosuid,nodev,allow_other,blksize=4096) =================== ls: /sys/block/sda (filtered): alignment_offset bdi capability dev device discard_alignment events events_async events_poll_msecs ext_range holders inflight power queue range removable ro sda1 sda2 sda3 sda4 sda5 sda6 sda7 size slaves stat subsystem trace uevent /sys/block/sr0 (filtered): alignment_offset bdi capability dev device discard_alignment events events_async events_poll_msecs ext_range holders inflight power queue range removable ro size slaves stat subsystem trace uevent /dev (filtered): alarm ashmem autofs binder block bsg btrfs-control bus cdrom cdrw char console core cpu cpu_dma_latency disk dri dvd dvdrw ecryptfs fb0 fb1 fd full fuse hpet input kmsg kvm log mapper mcelog mei mem net network_latency network_throughput null oldmem port ppp psaux ptmx pts random rfkill rtc rtc0 sda sda1 sda2 sda3 sda4 sda5 sda6 sda7 sg0 sg1 shm snapshot snd sr0 stderr stdin stdout uinput urandom v4l vga_arbiter vhost-net video0 zero ls /dev/mapper: control =================== df -Th: Filesystem Type Size Used Avail Use% Mounted on /dev/sda6 ext4 57G 2.7G 51G 6% / udev devtmpfs 1.9G 12K 1.9G 1% /dev tmpfs tmpfs 770M 892K 769M 1% /run none tmpfs 5.0M 0 5.0M 0% /run/lock none tmpfs 1.9G 260K 1.9G 1% /run/shm none tmpfs 100M 44K 100M 1% /run/user /dev/sda1 fuseblk 70G 36G 35G 51% /mnt/boot-sav/sda1 /dev/sda2 fuseblk 70G 66G 4.8G 94% /mnt/boot-sav/sda2 /dev/sda3 fuseblk 19G 87M 19G 1% /mnt/boot-sav/sda3 /dev/sda5 fuseblk 479G 436G 44G 92% /mnt/boot-sav/sda5 =================== fdisk -l: Disk /dev/sda: 750.2 GB, 750156374016 bytes 255 heads, 63 sectors/track, 91201 cylinders, total 1465149168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 4096 bytes I/O size (minimum/optimal): 4096 bytes / 4096 bytes Disk identifier: 0x1dc69d0b Device Boot Start End Blocks Id System /dev/sda1 * 206848 146802687 73297920 7 HPFS/NTFS/exFAT /dev/sda2 147007488 293623807 73308160 7 HPFS/NTFS/exFAT /dev/sda3 293623808 332820613 19598403 7 HPFS/NTFS/exFAT /dev/sda4 332822526 1465145343 566161409 f W95 Ext'd (LBA) Partition 4 does not start on physical sector boundary. /dev/sda5 461342720 1465145343 501901312 7 HPFS/NTFS/exFAT /dev/sda6 332822528 453171199 60174336 83 Linux /dev/sda7 453173248 461338623 4082688 82 Linux swap / Solaris Partition table entries are not in disk order =================== Recommended repair Recommended-Repair This setting will reinstall the grub2 of sda6 into the MBR of sda. Additional repair will be performed: unhide-bootmenu-10s grub-install (GRUB) 2.00-7ubuntu11,grub-install (GRUB) 2. Reinstall the GRUB of sda6 into the MBR of sda Installation finished. No error reported. grub-install /dev/sda: exit code of grub-install /dev/sda:0 update-grub Generating grub.cfg ... Found linux image: /boot/vmlinuz-3.5.0-17-generic Found initrd image: /boot/initrd.img-3.5.0-17-generic Found memtest86+ image: /boot/memtest86+.bin Found Windows 7 (loader) on /dev/sda1 Unhide GRUB boot menu in sda6/boot/grub/grub.cfg Boot successfully repaired. You can now reboot your computer. The boot files of [The OS now in use - Ubuntu 12.10] are far from the start of the disk. Your BIOS may not detect them. You may want to retry after creating a /boot partition (EXT4, >200MB, start of the disk). This can be performed via tools such as gParted. Then select this partition via the [Separate /boot partition:] option of [Boot Repair]. (https://help.ubuntu.com/community/BootPartition)

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  • Perform Unit Conversions with the Windows 7 Calculator

    - by Matthew Guay
    Want to easily convert area, volume, temperature, and many other units?  With the Calculator in Windows 7, it’s easy to convert most any unit into another. The New Calculator in Windows 7 Calculator received a visual overhaul in Windows 7, but at first glance it doesn’t seem to have any new functionality.  Here’s Windows 7’s Calculator on the left, with Vista’s calculator on the right.   But, looks can be deceiving.  Window’s 7’s calculator has lots of new exciting features.  Let’s try them out.  Simply type Calculator in the start menu search. To uncover the new features, click the View menu.  Here you can select many different modes, including Unit Conversion mode which we will look at. When you select the Unit Conversion mode, the Calculator will expand with a form on the left side. This conversions pane has 3 drop-down menus.  From the top one, select the type of unit you want to convert. In the next two menus, select which values you wish to convert to and from.  For instance, here we selected Temperature in the first menu, Degrees Fahrenheit in the second menu, and Degrees Celsius in the third menu. Enter the value you wish to convert in the From box, and the conversion will automatically appear in the bottom box. The Calculator contains dozens of conversion values, including more uncommon ones.  So if you’ve ever wanted to know how many US gallons are in a UK gallon, or how many knots a supersonic jet travels in an hour, this is a great tool for you!   Conclusion Windows 7 is filled with little changes that give you an all-around better experience in Windows to help you work more efficiently and productively.  With the new features in the Calculator, you just might feel a little smarter, too! Similar Articles Productive Geek Tips Add Windows Calculator to the Excel 2007 Quick Launch ToolbarEnjoy Quick & Easy Unit Conversion with Convert for WindowsCalculate with Qalculate on LinuxDisable the Annoying “This device can perform faster” Balloon Message in Windows 7Get stats on your Ruby on Rails code TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Install, Remove and HIDE Fonts in Windows 7 Need Help with Your Home Network? Awesome Lyrics Finder for Winamp & Windows Media Player Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad

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  • SOA’s People Problem by Bob Rhubart

    - by JuergenKress
    Are reluctant passengers slowing down your SOA train? Based on my conversations with various experts in service-oriented architecture (SOA), the consensus is that SOA tools and technology have achieved a high level of maturity. Some even use the term industrialization to describe the current state of SOA. Given that scenario, one might assume that SOA has been wildly successful for every organization that has adopted its principles. Obviously SOA could not have achieved its current level of maturity and industrialization without having reached a tipping point in the volume of success stories to drive continued adoption. But some organizations continue to struggle with SOA. The problem, according to some experts, has little to do with tools or technologies. “One of the greatest challenges to implementing SOA has nothing to do with the intrinsic complexity behind a SOA technology platform,” says Oracle ACE Luis Augusto Weir, senior Oracle solution director at HCL AXON. “The real difficulty lies in dealing with people and processes from different parts of the business and aligning them to deliver enterprisewide solutions.” What can an organization do to meet that challenge? “Staff the right people,” says Weir. “For example, the role of a SOA architect should be as much about integrating people as it is about integrating systems. Dealing with people from different departments, backgrounds, and agendas is a huge challenge. The SOA architect role requires someone that not only has a sound architectural and technological background but also has charisma and human skills, and can communicate equally well to the business and technical teams.” The SOA architect’s communication skills are instrumental in establishing service orientation as the guiding principle across the organization. “A consistent architecture comprising both business services and IT services can comprehensively redefine the role of IT at the process level,” says Danilo Schmiedel, solution architect at Opitz Consulting. That helps to shift the focus from siloes to services and get SOA on track. To that end, Oracle ACE Director Lonneke Dikmans, a managing partner at Vennster, stresses the importance of replacing individual, uncoordinated projects with a focused program that promotes communication, cooperation, and service reuse. “Having support among lead developers and architects helps, as does having sponsors that see the business case and understand the strategic value,” she says. Read the complete article here. SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Facebook Wiki Technorati Tags: Bob Rhubard,OTN,Lonneke Dikmans,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

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  • Now It’s Personal (Although It Should Always Be): Campus Recruitment

    - by user769227
    One of the things that I think is important and I want our Campus Recruitment Team here at Oracle to be known for is outstanding customer service. When I say customer service, I mean both students and hiring managers should feel they have had a great experience in our campus hiring process. I think one of the keys to providing outstanding customer service is being able to provide as best as we can a personalised experience where the students who are interviewing with us feel like individuals in our process and not just part a ‘campus drive’. In the campus world this can be challenging at times especially in countries where there is high volume hiring. It can be tricky to create a personal experience when you are hiring for a large number of open graduate roles at one time. I think Campus Recruitment is one of the areas in the recruitment industry that is just waiting for a change. We have all seen the proliferation of Social Media in Recruitment over the past 4-6 years. Every Recruiter has a LinkedIn account or uses Twitter or G+ or FB, etc… and some individuals and organisations do it really well. Even in Campus Hiring there is great Social Media initiatives where companies reach out to students and talk to them. However one thing that has not really changed (and this is a generalisation) is the campus hiring interview process. Do these words inspire enthusiasm to you: “Group Interview, Assessment Centre, On-Campus Drive, Off-Campus Drive, etc...” I don’t know about you but to me these words don’t really sound very personal or individual to students. It almost conjures up images of a factory production line or those long queues you see where the person behind the counter says ‘take a number’. Campus Recruitment has come a long way don’t get me wrong – companies can share data with and talk to students in so many different ways now it really has become a much more transparent and open process. There are some times such as at IIT’s in India where it really is a bit old school in terms of interviewing with students running from company to company interviewing on campus over the course of a few days but I want students talking to Oracle to have as great an experience as possible (the outcome of getting a job or not is separate to the customer experience). As students, what are your thoughts? Do you feel like ‘just a number’ when you are interviewing or is there ways that companies can make the process more personalised. Let us know your thoughts. If you are interviewing with Oracle and have questions, want to talk to us or want to know what it is like working here – email us and we will help where we can. If you can’t reach your local Recruiter in your region email me at [email protected] and I will put you in touch with the appropriate person.

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